
Game Creator is a visual game design tool which allows people to create 2D games without any coding background. We provide an intuitive interaction experience that enables you to build your game by simply dragging and dropping.
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GameCreator is an all-in-one game development engine that focuses on providing a fully visualized approach to create 2D games without programming. It supports publishing to PC, mobile, and website. In the meantime, we also provide a platform that serves as a hub for the distribution of both commercial and free games, as well as the sale of assets, plugins, and templates by the development community. Starter packs include a RPG Game Template “Feather of Cyan” (without combat system) and five free DLCs (AVG template "Eyes of Star", TBRPG template "Sword of Dream", ACT template "Jump of Sky", ACT template "Shoot of Sky", PUZ template "Magic Tower Editor"), All 1st party Game Templates will be released as DLC in future.
GameCreator has a built-in community for the creation and sharing of game designs. Developers can easily create games from templates, assets and plug-ins or trade those templates, assets and plug-ins. The platform has been designed to allow users to publish their works directly, and for players to provide feedback on those works. We work hard to support the growth of the community and provide more 1st party assets to add more and more possibilities to your game dev projects.
GameCreator provides high-quality 1st party game templates with complete documentation and professional support which will ensure a smooth flow of the creative process and allow developers to focus entirely on game development instead of spending time on technical difficulties. With a variety of templates in place, it’s easy for developers to get started on their ideas right away.
GameCreator comes with built-in modular editors so developers can quickly prototype ideas and turn them into fully playable games.
Scene Editor is used to create and modify the contents of scenes in a game. For instance, in RPG games the developers can create many scenes, each with its own scenery, NPCs, object placement/positioning, etc.
●Unlimited Layers. Without having to worry about adding more layers or deleting any, users can freely create layers to match them with different scenes.
●Adjustable Layer Parameter. Users can make exciting effects by adjusting the layer parameters at will, such as making a background that scrolls and layers that are see-through, or using image offset to scale or move an image.
●Dynamic Tile Layer Config. Users can place multiple tilesets on the same layer. GameCreator also includes standard tilesets so you may add several with one click.
●User-friendly Image Layer. GameCreator allows you to select any background scene from your pictures and add it to your game. You can also change the image properties directly, such as distance ratio to achieve a layered effect.
●Real-time Render in Editor. GameCreator allows you to monitor dynamic effects in real time from the editor and make adjustments as needed without having to run your game.
Visualization UI editor is used to create all kinds of interfaces. You can make interfaces as needed and recall it at any time during your game development.
●GameCreator has a drag-and-drop interface that allows you to modify or custom a configuration. It also supports visualized scripting/flow to control the logic for game events and create quick interactive feedback.
●For advanced developers, GameCreator can bind the UI editor with TypeScript codes, which allow developers to config/debug the UI editor in the TypeScript codes.runtime scripts.
Character & Standing Avatar Editor allow you to manage the sequence frame of your character's actions, expressions, and equips all in one place.
●The Sprite Editor supports 1, 2, 3, 4, 5, and 8 directional movements mode. Horizontal flip options are supported in 1, 3 and 5 direction mode.
●Keyframe editing supported. You can adjust the position, size and other properties of an action in each frame.
●Sprites can be link/bound to objects/plug-ins for calculating collisions, strikes, and other things.
●Presetted quick dressing-up component.
●Multiple image trimming options. Both individual frames and entire sequences can be trimmed to precise parameters in the editor. There is a built-in merge tool for merging similar items together for simple file management.
●Standing Avatar management and frame sequence playback.
Animation editor includes a full suite of tools to create animation effects. These animation effects can be recalled in multiple places in your game.
●Frame Sequence Animation. The animation editor can help you quickly set keyframes in image and audio assets to create animations. It also supports auto filling function, making your animation smooth and fluent.
●Particle Animation Mode. You can replace texture with preferred particle textures and adjust their properties to achieve the animation effect you want.
●Create animation with nested interactive is supported (including particle animation).
●Multiple trim / merge options are supported.
Data Editor is optimized with our 1st party game templates. For example we have built-in icon systems in AVG template, Skills and Equipment system in RPG game template.
●For advanced developers, you could also DIY your own data modules such as adding a task module, etc.
●More Data modules could be imported from 1st party / 3rd party plug-ins.
Event Editor allows you to create your game event logic and flow without any coding. Everything is visualized in the Event Editor.
●The editor allows you to control how objects behave in your game with one-click insertion of commands and see how they look in real-time.
●In AVG game templates, you can drag-and-drop in clips or insert visual commands. All effects supported real-time preview in the editor.
●Camera control commands give the image a sense of movement and depth, making it look like the graphics are moving towards you as you play the game.
●Advanced developers can write commands and build corresponding visual editors. You can also share your creations as plug-ins in our marketplace.
●All 1st party game templates come with built-in event triggers, such as NPC's click event, touch event, etc. Alternatively, users can also customize these events to create more personalized game experiences.
In addition to using GameCreator’s visual editors to create your game, you can also write code in GameCreator to modify the gameplay whatever you like. Advanced developers can just build on top of pre-built visual editors (e.g., UI, sprites, animations, scenes, events) and combine them with code logic to generate richer game content.
●GameCreator supports TypeScript / JavaScript with its built-in IDE.
●All of the 1st party game templates are written in TypeScript, which will be compiled into JavaScript and then run automatically during testing. Inheritance and other relationships are taken into account during compilation to ensure that JavaScript does not throw reference order errors.
●Code completion, jump to definition, code hinting and highlighting, and other standard editing features are supported.
●Support 3rd-party Web libraries, which then can be called after load; for instance, some games may require physics libraries.
●Some editors will generate codes and/or APIs for quick direct calls.
Texture editor facilitates the creation of textures and shaders (GLSL) that can be used to generate sophisticated visual effects.
●When creating new textures, the system generates the corresponding uniform API that you can call directly in Shader and preview the effect in real-time.
Users can publish their customized plug-ins into our platform with just one-click, making them available for other developers.
●Following game assets support sharing/sell: sprite, standing avatar, animation, UI, tile, autotile, map, texture, etc.
●Following game materials support sharing/sell: scene and object module, custom module, custom object behaviors, custom event commands, scripts, etc.
Custom editor allow you to customize the editor mentioned above, so that you can modify its features —for example, making new modules, event commands and object behaviors. These customized editors can be packaged as plug-ins for sharing/sell.
「日日夜夜」「记得我」「罪狱:soul」「浮世万千三天地情殇」「觅光:第一章」
「不和我推谈恋爱就会死?!」「梅洛可奇遇」「令和罕见物语」「小夜怪奇物语」
「异常情绪回收组」「我的魅魔库库拉」「筮灵」「夜弦酒吧员工守则」「小小勇士团」
「皎月坠落之时」「鼓手余命十日谭」「风之歌」「致命终局 Deadly Endgame」
「魔女黏糊笔记」「叛军组织的我爱上了贵族大小姐」「无限骰子」「MIRAGE Episode:1」
●Action RPG game template
●AVG game template
GameCreator's goal is to provide the best-in-class user experience for all game developers by enhancing its engine’s capabilities and expanding its library of game templates, plugins, and assets. We hope to establish a thriving community which boosts our developers’ creativity and productivity by input &output knowledge, skill, idea, information, assets, plug-ins … etc.
We are a startup company mainly based in China and focus on making game development more accessible to everyone. Our mission is to empower game developers by providing a simple visualization game-making tool and allowing them to focus more on their imagination and creativity.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
本来奔着支持国产引擎来的,但是寻找 [创建完全空白的项目] 的选项过程非常不顺利最终被劝退了,退完款了才找到具体步骤。 [创建完全空白的项目] 的选项入口位置应该放在更显眼的地方,现在所在的位置很不符合直觉,容易给用户造成困惑,影响体验。 定价有些高了,建议还在犹豫的朋友等打折到160左右再入手,比较符合这款引擎的实际质量。
steam和官网都买了,大部分模板都体验过了,说说我的体验: 1.引擎本身还是很不错的,回合制模板比RPGMaker强很多(默认的功能上),ARPG目前使用的人最多,社区也较为活跃,GALGAME模板使用的人也很多,也有很多作品,剩余的比如SRPG模板、ACT模板、吸血鬼模板、魔塔模板就没什么人用了(社区表现上) 2.自由度没有想象中的高,因为是模板,所以给出的基本是通用功能,如果想实现一些额外的想法就有点麻烦了,要么编写一个极其复杂的事件链,要么就要靠代码,当然这是可视化引擎的通病,可以理解 3.重点:如果你想制作商业游戏,请确保自己会代码或者请一位程序员,虽然官方提供了插件商城,里面有很多其他作者写的额外功能,看起来非常丰富,我买了一些,发现很多插件是纯AI生存的,架构以及性能就是一坨,并且时不时有BUG导致游戏崩溃,插件说明也是纯AI生成,令人怀疑官方是否有审核机制?去问插件作者那是一问三不知,看了下作者的论坛聊天记录应该是不会代码的,也就是说即使功能满足了,在制作完游戏上架后,作者能否提供后续维护是个问题,既然是纯AI生成的代码,为啥不自己用AI去写呢?这些AI生成的插件还是收费的。总之就是自己玩玩还行,如果是商业项目,谨慎购买插件。 4.基于第3点,我对社区的未来持悲观态度,游戏引擎最重要的是生态,看看Project1、Cocos、godot引擎社区,那是一个天一个地,当然GC的社区还是有点活人的,另外两个我购买的国产引擎已经死透了(゚⊿゚)ツ
This is a positive conversion from a previous thumbed down review. Now that this app has the Sword of Dream DLC, it allows a much easier game making process for beginners. In addition to the ability to import your own resources, it has many good features that put it ahead of it's competitors at this time, such as allowing one to fully customise UI and having animated sprites/enemies out of the box. Program is very stable for Early Access and I am yet to encounter any bugs or crashes. I'll update the review as the app evolves. The developers seem consistent in making improvements to the product and update it frequently.
太簡單方便了,以至於根本發揮不出碼農技能... 女同世界扣扣游戲製作中...
不上不下的引擎,模板还要另外花钱我也就不提了,这东西比rm功能多,但是远没法和正儿八经的开发引擎相比,甚至这么说吧,这个引擎有很多同类型的替代品,而且是免费的,比如说renpy。 而且这个引擎对于那帮初学者来说压根儿不简单,我们觉得简单是因为我们天天对着那坨史山,有个图形化当然心情会好点,但是对于没接触过游戏开发的倒霉蛋而言,这个引擎真的不是什么好的开始。 还不如用rpgmaker,那玩意儿教程还多点,这个引擎的教程几乎没有什么像样的教程。 然后也不用指望用这个引擎玩什么花活,框架限制的死死的,而且因为教程匮乏,就算有开发能力的人也没法通过改代码玩花活,比如说接入deepseek之类的,想都别想。 现在来看唯一对我有用的就是gal模板,有图形化总比renpy好那么一点,而且gal也没那么多花活的需求。 总的来说不要买,没啥意义,你就算去玩gms也别玩这个。
自由度过低,只能按照官方已有的模板做对应类型的游戏,不会自己编程的话任何一个额外的想法实现起来都非常麻烦,即便会编程麻烦也依旧不少,依旧只能做模板的换皮游戏。社区就那么几个人,几乎所有插件都是为官方已有模板服务,各个模板间也只是换了个皮,加了零星几个功能。
我不得不打出一个差评,是了,我还有很多时间是没有在steam上使用的,对半吧可能。别的模板我无法评论,因为我并没有在使用,我只针对光之阵,光之阵就是一坨。 做战棋模板你首先你得玩过战棋,知道战棋需要什么,知道战棋一般每一步操作下去一般会实现什么效果。而不是角色和职业升级事件完全无效,结束我方回合并不会进入待机,也不是什么统一结算dot,哥们你到底见过哪家战棋是这样做的?生成战斗中不会读取职业技能是什么意思?dot结算也算行动后是什么意思? 我真不知道到底有什么人能在不会编程的情况下用光之阵做出能入自己眼的东西。 可能你自己会觉得开发光之阵本身就是一个商业错误,那么确实是的,他的完成度完全没有达到能够使用的水平,他的开发本身就是一个商业错误,你们没有把握一个战棋模板的开发能力。
真实总使用时长可能都有2000小时了……我是比较推荐这款游戏制作引擎的,因为它善! 列举一下为什么用这个引擎的理由…… 1.这是中国人做的游戏引擎,支持国产,不怕被强迫的批彩虹旗。 2.该有的都有,就是全面……可视化功能就是RM的升级版,什么变量数据都有。实际RM的很多插件,这款引擎就自带了。而且自定义界面,挖槽,这你RM能吗?RM随便做个界面都要代码,不会代码就这么简单的其实可视化就能做的功能都得花钱找人做……。再来代码部分,想做更多功能会一点TypeScript就行,TypeScript是啥?其实就是JavaScript,几乎没啥区别,学校肯定教的!通用性广。比起python那种奇葩格式,学了ts学别的多简单,不会感到不适应。 3.模板方面,各模板都是全面的……都是主要的游戏类型,自己只需要添添改改数据,就能做对应的模板的游戏了。你用RM那种只能回合制战斗的,要想找别人做别的战斗,至少得有w打底的资金别人才愿意出力帮你做吧,而用这个引擎小30块,两顿饭钱,让你做你想做的游戏类型,即时战斗,战旗啊,视觉小说AVG,吸血鬼幸存者类……甚至稀缺的AI虚拟偶像都有! 还能有啥不满足的啊?横着的平台跳跃也有,想做类银河城也可以。别的引擎你得自己一点点搭,而这已经搭得很全面了。你就像是编辑关卡一样,随便编辑。 4.官方社区很不错,基本每个问题都有人回复,怕不够详细,还有人辛辛苦苦的编辑几千字的一整篇文章,几乎手把手保姆级的热心肠的教学……别的引擎真的能这么有问必答吗? 而且这么全面的可视化引擎,市面上的大部分游戏,这款引擎可视化就能做了,能需要啥插件啊?RM一堆插件说白了都有点同质化,而且很多这款引擎就自带了,就看你愿不愿意去找。材质类插件是提升画面美观的,通用性最高的插件。不管会不会代码的都会去用,对任何群体都有用。至于功能性插件,你倒是说一些啊,还有啥插件能做啊?只看量啊?关键说都说不出来,还有啥非得特意做的……都怪引擎自带的功能太全面了,都感觉实在是找不到做插件的必要。 5.我基本就是怼某个人的评价的,但是我还是得说。任何引擎都不可能完全依照一个人想法去制定个人需求上的功能。你得学!啥游戏引擎都得学,都得需要逻辑思维,得搭积木的构造出一个功能。不想学就请个程序帮你做。啥都不想学,就凭空的就想各种功能都能实现,那还要程序干嘛?做游戏还得学画画,还得学音效制作。还有游戏设计本身,游戏怎么个运作流程都得学,学会规划,学会制定,不然要策划干嘛? 总的来说就是推荐的,看似本体价格小贵,实际还随便买了各种自带的战斗素材,UI,音效,场景地图……还有那么全面的程序功能……实际总的你花的钱是最少的!
hmmmm.. why this engine is needing a paid template instead of its built in inside this engine? there are 3 free templates but imagine those are also paid, so you bought this and then? yes youre effed up because just like other game engine this dont have like create new project----> put your assets/tiles----> code and thats it why i need templates and its not built in to this? and having a high price for a unfinished engine is unethical. i will revise this review if this has something to it like i can built my own not needing any template you feel me?
试图纯代码开发游戏,[b]前期体验[/b]比较糟糕,代码相关的引导很少:从创建场景到游戏进行整个过程完全没有文档说明。 我摸索了整整10个小时,中间经历了反复劝退,最终才搞明白[b]通过代码[/b]如何创建场景、如何在场景中添加对象、如何添加玩家对象、如何回调RANDER事件触发游戏进行。虽然这个过程中体验真的非常糟糕,但这个软件终究是实现了我的游戏梦,还是给个好评吧! ps: 目前有一个非常好的idea,准备利用工作之余实现它!大概就是基地建设 + roguelite。 pps: 我后续会考虑写一系列脚本发布到平台资源商城帮助希望用这个软件[b]以代码的方式编写游戏[/b]的朋友们如何用代码搭建游戏! ppps: 为什么不用unity这些搞游戏?素材更容易获取些,整体还是更轻量适合我这种没有游戏开发经验的做游戏。 pppps: 配合Aseprite食用更佳
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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