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Modulate scales ToxMod AI voice chat moderation tool with AWS

AWS Games

ToxMod records every problematic chat instance and generates a transcript, analysis, and audio clip of it, so if a banned community member files an appeal, there’s a record of the offense on file. To minimize overhead, it batches audio clips to create queues for processing.

AI 123
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Release candidate: Godot 4.4 RC 2

Mircosoft Game Dev

GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Export: Fix cross-platform configuration of rendering driver settings (narrower approach) ( GH-103197 ).

Render 76
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Supercell's Record Year: Crushing It, But At What Cost?

Deconstructor of Fun

Watch the short clip below from our weekly podcast show where we break down the wins, risks, and big unanswered questions behind Supercells biggest year yet. Supercell CEO was asked about this in the local Finnish podcast and he replied that Supercell is a fully autonomous company that pays all it taxes to Finland and hosts its data here.

Esports 80
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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Porting: Implement get_length() for pipes ( GH-102365 ).

Beta 77
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Programmatically change animationClip properties at runtime

Cocos

I don’t think animation clip data is modifiable in runtime, but you can try to use Animation Frame Event to trigger your custom script, so that you can control any property during the animation process.

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[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

I am using CC version 3.8.1 this is images of my code: let getImg = async (name : string, path : string = 'int04') => { return new Promise((res,fai) => { cc.resources.load(path+"/"+name+"/spriteFrame", cc.spriteFrame ,(err, texture) => { res(texture); }); }) } let createAnimationArray = async(parent, list: any, speed:number = 0.1,

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[Ask CC 3.8] AnimationClip change old size when changed Frame

Cocos

height = 48; let animation = node.addComponent(Animation); let clip = AnimationClip.createWithSpriteFrames(arr, 60); clip.wrapMode = loop ? height = 48; let animation = node.addComponent(Animation); let clip = AnimationClip.createWithSpriteFrames(arr, 60); clip.wrapMode = loop ? spriteFrame = arr[0]; node.getComponent(UITransform).width