Posts Tagged ‘game tool’

A gift for creators, MultiGame for Unity

Posted by (twitter: @whendricso)
Saturday, January 23rd, 2016 5:59 pm

I’ve made something useful, and I want to share it with you :)


Click for the free version!

Unity is powerful, but hard to use for non-programmers. So, a drag-and-drop framework that eliminates the need for coding or visual logic editors, MultiGame is a comprehensive game development framework for Unity.

It’s easy. Want health? Add it. Inventory? Click. Combine objects and components together to control Unity itself directly. Full documentation is built in to the editor! Just click “help” on any MultiGame component, or hover your mouse over field names for a helpful hint. The full version of MultiGame includes over 130 components, and growing every week. Powerful Managed Message functionality lets MultiGame command any script component even if it’s not included with MultiGame! This free evaluation version contains a few dozen of the most useful components in MultiGame. You can even use this in commercial projects, free of charge! But, if you like MultiGame please send feedback!

MultiGame is intuitive. Use it’s robust Interaction system to receive events such as player input, triggers and collisions, broken joints and send Managed Messages using an intuitive and consistent interface.

MultiGame has an ever-expanding feature set and the full version already contains over 150 components including:

-Interaction system
-Robust Message Manager that can send commands to any script
-Motion for transforms and rigidbodies
-General game functionalities and scripts
-Modular AI system
-User created content and construction/destruction systems
-Animation systems
-Combat system including health, damage, projectiles, and melee with combos
-Inventory system
-Save/load preferences
-Save/load entire game to binary
-Multiplayer support with Photon Cloud
-Mecanim state machine behaviors (state machine visual scripting with Mecanim editor)
-Level and prefab generator (beta)

MultiGame is great for adventure, physics, tower defense, RTS, RPG, FPS, MMO, open world, action, racing, arcade, or really any real-time genre or combination of genres you can imagine.

I would appreciate your feedback before I go for the full release so please:

Get the free version now!

Verbal – conversation tool

Posted by (twitter: @jarnik)
Sunday, August 9th, 2015 1:36 pm

Hey, fellow jammers!

Please allow me to introduce Verbal – a little tool for in-game conversations.
I could not find a conversation tool that would be simple, flexible and open, so I made one myself.



Progress report #1 on CraftStudio

Posted by (twitter: @elisee)
Sunday, October 16th, 2011 5:53 pm

2 weeks ago I presented my project for the October Challenge: selling the first copy of my “multiplayer game making tool” CraftStudio, by the end of the month.

CraftStudio is built in C# using XNA and Lidgren. The client runs on Windows only (for now!). The server runs on pretty much any platform with Mono support.

People have been building & painting some dragon models to try and see if the modeling tools are good enough to build a complex model. And to see if we could do better than Notch :P. Here’s one of them:

A dragon model by @schouillette

So, what have I been up to code-wise?

  • Spent a lot of time improving model editing. There are now transform handles which allow editing models by dragging stuff around. I had to go through lots of matrix & projection stuff, but it was worth it :).
  • There’s now an integrated news system in the client. It pulls news from the master server (which itself gets them from a SQLite database).
  • Lots of improvements to the UI framework: smooth scrolling, text layout performance improvements, splitters to allow resizing panes, etc. The whole framework is available on Codeplex under the MIT license. Feel free to use it for your own projects!
  • Mostly importantly, I’ve been working on map editing support for the better part of the last two weeks, and I just made a new release available. See for yourself:

An alien space ship map

Since I’m now working full time as an indie, I’ve also started working on setting up a company, but it looks like it will take some more time.

I have looked at payment processing platforms too. I’d love to go with which has awesome developer support and, it seems, a great team behind it. Sadly they won’t be available in my country (France) by the end of the month. I could go with PayPal but I’ve read multiple indie horror stories with selling unfinished products (Minecraft and Project Zomboid, to name a couple). If anyone has advice on this, I’d love to hear it!

I’m in for the October Challenge!

Posted by (twitter: @elisee)
Friday, September 30th, 2011 3:18 am

So I thought I’d finally get involved with Ludum Dare on the next gamejam but this October Challenge is great and I’m working on my game/tool already so why not start now!

I’ll be working on a game tool named CraftStudio which someone called “the Minecraft of game engines“. It’s a multiplayer tool for making games, in real-time. Instead of just terraforming maps à la Minecraft, you can also build your own cubic 3d models collaboratively, paint them and (will be able to) setup your own behaviors, scripts and stuff. You could call it a “multiplayer low-end Unity” and you wouldn’t be far off! It’s for all of us people who like to craft games (& movies) just because we can, and I’m building it with newbies in mind! (you can tell I’m excited by the number of exclamation marks I’m putting in this post!!!)

A Super Meat Boy model built in CraftStudio!

Right now I’ve already pushed out a free pre-alpha build (that you can grab at The basics for modeling are in but it’s pretty limited. I’ll push (automatic) updates about once a week.

So, my self-devised goal for this October Challenge will be to get CraftStudio out of pre-alpha into alpha land, and start selling it at the same time!

You can follow me at @elisee (more general stuff) or at @craftstudiodev (exclusively CraftStudio-related!)

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