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Studios struggle with managing large assets and extensive codebases across distributed teams while maintaining consistent game version control. They face ongoing challenges with processing and reprocessing game assets efficiently and must deal with long compile times that slow down iteration cycles. How Remngu 2.0 works Remngu 2.0
Compelling gameplay loop Balancing the creation of assets, the Mojsovski brothers share that the assets are a mix of marketplace acquisitions and in-house development. For the more generic things like walls, some doors, floors, chairs and such, we use Marketplace Assets that we retouch or retexture to fit the style. .
At first, we went looking for some assets in the marketplace to get a running start, but soon realized that there are no 3D assets representing modern India out there! So we had to build all of that on our own. Three Oscars Shalin Shodhan is no stranger to building immersive worlds.
Unity calls its Asset Store ‘community-powered solutions for creators.’ Unity Asset Store contains art packs and tutorials to help you get started as a creator, and advanced solutions for complex projects. Unity Asset Store offers flexibility and more choices for bettering the process. Rightly so!
I went to BlenderMarket to check out any car assets I could use, and I found a nice City asset. I was thinking of a game to make, and I thought about how much my kids love car games. So, I decided to develop one. My idea is for the car to drive around the city.
With the game’s 100% physics-based building system, players can solve each mission in infinite ways. What originally started out as a treehouse building simulator prototype, slowly evolved as the duo gradually added different mechanics. “It From the building mechanics, all the way to the third person character movements.
Experience first-hand how Amazon Web Services (AWS) for Games helps build breakthrough gaming experiences at the Game Developers Conference (GDC), March 17-21, 2025 at the Moscone Center in San Francisco. Join the team behind Netflixs Squid Game Unleashed as they lead you through building the backend for a fast-based action mobile game.
js in the assets/main directory. After the first build, everything is fine, but on the next build, the file is updated to index.456.js. Hi everyone I have a file named index.123.js However, when I run the project in Android Studio on a mobile device, Logcat still shows logs related to index.123.js. im using CC 2.4.14
While the list of indie studios building with assets from the Unity Asset Store grows by the day, here are four stories to inspire you in your quest to build your dream game.
Hi, I have new notebook with new cocos installation and my old project is failing to build for native iOS. editor and all works fine except iOS native build says: [Assets] Please check if Xcode is installed. My project was originally for cocos 3.7.0 I installed only the latest editor 3.8.3 Then I’ve upgraded project for 3.8.3
I actually dont want to recompile or build the game to update a few assets. I want to update a few more but I dont want to recompile them to build and update. Instead, I will just add those extra assets in that folder. for example, I have some 40 levels and 40 backgrounds. Hope you understand What I mean
I am adding a folder with assets inside the build template folder of the web mobile and trying to access them using the asset manager inside the Cocos game. Does this work? and accessing this inside the cocos component like this
How do top game studios maintain a constant flow of high-quality assets without bottlenecks? With the right strategies, game studios can accelerate asset creation, streamline workflows, and maintain artistic consistency, ensuring their live-service games remain visually compelling and player-focused. Key solutions: (i).
Even though an AK-47 was not used as an asset, I got the opportunity to test my skill and indulge in my passion. Collecting reference images I believe that before any good asset is created, its image is already imprinted in the mind. Building the 3D model I used Maya for modeling. I collected reference images from Google.
Fresh from raising $13 million in funding, Avalan Corp is beginning to outline its vision for Web3 game development, most particularly the company’s belief in creating development tools that aid world and asset creation, as well as interoperability between games. Well, we’re building that technology for you.
The shocking numbers Looking at store pages for games released after 2020 found that many assets have never changed. Maybe there’s new functionality that can help you build the perfect store page, and tell the story of your game to passers by. Also, what is a near-perfect store page today will probably not be great in 2 years time.
This powerful software allows developers to build their 3D assets and sciences with tools for 3D animation , modeling, rendering, shading, simulation, and more. It is a key tool for creating virtual reality (VR) games because it allows artists to create concept art for characters, environments, and game assets.
At first, we went looking for some assets in the marketplace to get a running start, but soon realized that there are no 3D assets representing modern India out there! So we had to build all of that on our own. Three Oscars Shalin Shodhan is no stranger to building immersive worlds.
To use an asset bundle, run BuildBundle. This looks fine, but when I press the “Confirm” button after the build is complete, I get a Notifications as if the build degree failed. However, it does not say what exactly the error is or what the cause of the error is, so I cannot solve this problem.
To use an asset bundle, run BuildBundle. This looks fine, but when I press the “Confirm” button after the build is complete, I get a Notifications as if the build degree failed. However, it does not say what exactly the error is or what the cause of the error is, so I cannot solve this problem.
To use an asset bundle, run BuildBundle. This looks fine, but when I press the “Confirm” button after the build is complete, I get a Notifications as if the build degree failed. However, it does not say what exactly the error is or what the cause of the error is, so I cannot solve this problem.
To use an asset bundle, run BuildBundle. This looks fine, but when I press the “Confirm” button after the build is complete, I get a Notifications as if the build degree failed. However, it does not say what exactly the error is or what the cause of the error is, so I cannot solve this problem.
Here is the bundle introduction link to you: Asset Bundle Overview | Cocos Creator Why do you want to load other folders while the game running? Have you tried the bundle before?
I will suggest you use bundle to load assets from outside project. Of course you can set up a resources server, and use assetmanager.loadRemote to load picture/text/audio from the server.
Every major studio I've worked at generally has their own automated build system. These build systems are not shared between projects at the same publisher. This is because each game has its own file structure, asset list, and scripts that must be processed alongside building the code in order to result in a functioning game build.
The Helsinki-based developer will stay within the city, moving to a building that will become "one of the largest and most advanced gaming headquarters in the Nordics" according to Sponda , the Finnish real estate asset company developing the project.
In fact, I’ve even said: “ don’t build a board game, build a business.” You might know their company through Cover Your Assets , their breakout game. That’s a take-that set-collection game called Cover Your Assets. It All Started with Cover Your Assets. It’s a big seller.
Hi, I have a problem when trying to build the project. for desktop] The project run ok in the simulator/browser preview, but stuck on the build process. (it it start building a huge “log” file unless interrupted.
Hi, I have new notebook with new cocos installation and my old project is failing to build for native iOS. editor and all works fine except iOS native build says: [Assets] Please check if Xcode is installed. My project was originally for cocos 3.7.0 I installed only the latest editor 3.8.3 Then I’ve upgraded project for 3.8.3
It's the idea of taking the work done on a previous title – such as the assets and structure – and building something new out of it. The idea of a shorter 'semi-sequels', or 'expandalone' games, is nothing remotely new.
To get the cars drifting, Haman fixed a fundamental flaw in the Unity assets he used: “Two lines of nasty-hack later and the cars felt great and realistic.” Understanding that a game wasn’t going to build itself, I quit my job and just went for it.” I’m really very fast at creating artwork and assets. But why work solo? “I
We tested numerous physics plugins from the Unity Asset Store, but each fell short, being either too realistic or not flexible enough for our vision. We initially used tools like Gaia & Gena, which were great but had limitations in customizing tracks to our exact needs, such as adjusting terrain and placing racing assets effectively.
and for some reason, for last couple of days, when I’m trying to build native Android app, after “Build” step, there’s no files in ‘buildandroiddatasrccocos-js’. I use Creator 3.8.0 Make step works fine, but after that I have broken APK which shows only black screen, because it couldn’t load ‘srccocos-jscc.js’.
You know, these 5+ days you may spend to ship a new build with updated game assets. How would you cut your content update iteration times by 10x? Let's see how to improve these times with addressables and PlayFab.
Actually we are looking for an optimization checklist for Cocos Creator and HTML5 build. It’s a 3d game and the build size is 10mb. We already followed this post : Decreasing Build Loading Time for Cocos Creator Mobile-Web and Desktop-Web Builds Cocos Creator “Thanks for your reply, @mvrlin.
Unity is used for use cases beyond games, and these new use cases may not run on traditional game platforms, so being able to build for a wide variety of platforms is critical. Benefits of Unity Build on AWS An application build pipeline needs to run uninterrupted, and flexibly increase or decrease capacity for different development phases.
I am building a Cocos Creator 3.7.2 We use 2 custom fonts which are in the assets in We use these fonts on both Labels and RichText, both use Arial instead of the custom fonts. Editor view: Build view: This is the ttf file: I was wondering if i needed to add the fonts to the native build template? Or maybe I.
I am building a Cocos Creator 3.7.2 We use 2 custom fonts which are in the assets in We use these fonts on both Labels and RichText, both use Arial instead of the custom fonts. Editor view: Build view: This is the ttf file: I was wondering if i needed to add the fonts to the native build template? Or maybe I.
I am building a Cocos Creator 3.7.2 We use 2 custom fonts which are in the assets in We use these fonts on both Labels and RichText, both use Arial instead of the custom fonts. Editor view: Build view: This is the ttf file: I was wondering if i needed to add the fonts to the native build template? Or maybe I.
Four steps to take before you start building to ensure you're set up for success. Work within the supplied KitBash3D Mission to Minerva Houdini file — all assets and associated materials are already loaded and ready to use. Organize assets into groups (e.g., big, small, vehicles, props, etc.). Selecting a base terrain.
Effectively, Ryu Games is trying to build a network of launchers that work together and support player-owned assets, games, and communities. Since cryptocurrency banking is done on an open network, it simplifies how platforms like Flame build and connect with games. We will almost always use AWS services over building in house.”
I am building a Cocos Creator 3.7.2 We use 2 custom fonts which are in the assets in <screenshot 1> We use these fonts on both Labels and RichText, both use Arial instead of the custom fonts. Hey all, I know there are several threads open on this topic, but most seem old or unresolved. project to native windows. screenshots:
i do test apk for android so…success build but run fail this is run error message Couldn’t find any provider services packageName=org.cocos2d.demo ScriptEngine::evalString catch exception: 2024-07-17 17:56:21.194 jswrapper org.cocos2d.demo E ERROR: Uncaught TypeError: Cannot read property ‘charAt’ of undefined, location: assets/main/index.js:0:0
Introduction In this blog, we will explore how Good Job Games crafted a scalable and secure build pipeline on AWS, utilizing services like Amazon EC2 , Amazon EFS , and Amazon S3 to optimize its game development processes. In the early stages, the company relied on an internal system that handled tasks such as build queuing.
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