Remove Build Remove Debug Remove Fighting
article thumbnail

Amazon GameLift achieves 100 million concurrently connected users per game

AWS Games

Scaling with Amazon GameLift Once youve integrated the game server with Amazon GameLift , upload the game server executable and any dependent assets as a Build and create a Fleet to run in AWS. bin/bash aws gamelift upload-build --name BlogDemo --operating-system AMAZON_LINUX_2023 --build-root. This demonstration uses t3.medium

article thumbnail

In fighting games counting (comparing) frames on moves/animations is important, even for players. For other types of games, do developers or animators count or tweak to the frame? And when counting small amounts of time like that, how do most studios do it? Frames? Milliseconds?

Ask a Game Dev

Using frames as a specific time measurement is less helpful because development builds typically aren't optimized and may run at different frame rates based on what's going on. Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

When fighting AI controlled enemies, every now in then it happens that said enemies just stop acting. They don’t react to anything, they don’t act, they just stand there and take hits from me. What’s the technological background of this kind of bug?

Ask a Game Dev

Most of the time, we build in some form of debugging visualization to help us figure out what step of the AI decision-making process each AI is currently up to. Decision-making that requires certain timing, for example, can also result in this kind of state if the timing conditions for the next step doesn't get met.

AI 52
article thumbnail

Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Object Wars , an upcoming multiplayer third person shooter in a cute, homey environment where everyday objects fight it off in battle royale or team deathmatch. Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Jump to the Downloads section.

Beta 99
article thumbnail

Fantasy Strike patch notes, August 2016

Sirlin

Thank you to all our patrons for supporting the Fantasy Strike fighting game. Although we're not ready to show the game publicly yet, we give our $25+ patrons new builds every month, the latest one is here. If a really accessible, easy-to-play fighting game that's still tournament-quality appeals to you, please support us.

Fantasy 52
article thumbnail

Godot Showcase - Friday Night Funkin' VR developer talks about his experience

Mircosoft Game Dev

FNFVR lets you experience all the cartoony glory the game provides for yourself: you get to see all the wacky characters up close; you get to be in the stylized environments they're in; and, of course, you get to jam out to the awesome songs while you're fighting for your life to spend time with your girlfriend. Animating 3D stuff in-engine.

article thumbnail

Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

The illustration picture for this article is a screenshot of Object Wars , an upcoming multiplayer third person shooter in a cute, homey environment where everyday objects fight it off in battle royale or team deathmatch. Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Jump to the Downloads section.

Beta 40