This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
The Fatal Fury fighting game series stretches all the way back to 1991, when SNK Corporation released Fatal Fury: King of Fighters for arcades. The franchise had numerous iterations in the 90s, with Garou: Mark of the Wolves (1999) being the last – at least until now. A quarter of a century after Mark of the Wolves came out, we find ourselves sitting in SNK's booth at the Tokyo Game Show, eagerly playing the upcoming Fatal Fury: City of the Wolves.
Top image: The House of Tesla by Blue Brain Games This year the Slovakian games industry is expected to generate an estimated €70.3 million in turnover, slightly up from €70.1 million in 2023, but a long way removed from the pandemic-induced highs of 2021 and 2022 (€80 million and €77.1 million respectively). The fact that the top 10% of companies in Slovakia are responsible for 83.5% of all revenues is a strong indication that the industry is still unbalanced.
GameFromScratch.com Rust Powered Bevy Game Engine Release 0.15 Almost 5 months after the previous release the open-source Rust powered cross-platform 2D/3D data driven game engine/framework Bevy just released Bevy 0.15. Key features of this release include: Key Links Bevy Homepage Bevy 0.15 Release Notes GitHub Repository Bevy Discord You can learn more about the Bevy 0.15 release in […] The post Rust Powered Bevy Game Engine Release 0.15 appeared first on GameFromScratch.com.
First Look at Avante! Atlantis Josh Bycer josh@game-wisdom.com width="560" height="314" allowfullscreen="allowfullscreen" For this video, I sat down with designer Danilo Paulo from Poncho Studios to talk about and do a play of his game Avante! Atlantis, a turn-based strategy game in similar style to Advance Wars. The demo … The post First Look at Avante!
What defines a game’s success post-launch today? Sure, the product still reigns, but as Daniel Tchernahovsky, VP, of Global BD at AppLovin , sees it, today’s game success hinges on two strategic questions. First: what’s your creative edge—what’s going to make your game stand out in an endless market of competitors? Second: how robust is your BI system in supporting long-term growth confidently?
Riot Games has announced further changes to its terms of service for its creator community, including a step to issue penalties for "off-platform conduct.
With a whole new range of game genres and thousands of new games, we have seen a drastic increase in the gaming industry’s growth in the past few years. Path breaking technological advancements have resulted in stunning visual imagery and immersive experiences, making gamers hungry for bigger and better.
danieljustus: Hi everyone, I’m new here and to Cocos, so hi! Excited to learn with you all. I’m following the Flappy Bird tutorial and hit a wall almost immediately. In part 3 where we make the ground, I triple-checked that all my nodes are created with the same values and everything from the tutorials, and I’ve triple-checked Ground.ts and it looks right to me.
I have implemented some logic for duplicating prefabs in my game, but it’s not working very well! Has anyone else tried creating a Wrapping World at all? Is duplicating objects the correct way to go? I am really looking for confirmation that duplicating objects is the best way to go… If so, I will persevere for a bit, failing that I may have to simplify my game!
Hi @tuyenbeat , Is the place you are requesting the image from definitely responding with the correct MIME type? If not, then I guess cocos may not recognise it as an ImageAsset! If you inspect your browsers developer tools can you see the request for the image?
Nah. Trying to do this basically results in hopelessness because there's no end to it where you need to design a couple hundred new and different cards every year. It's such a combinatoric explosion and there are so many potential interactions that it quickly becomes an unsustainable mess. It's generally better to look at how things work and adjust as you go, since there's just too much complexity for any single designer (or even design team) to know about.
You have redacted your url where you are trying to obtain the content from but it is currently not allowing requests from your localhost by the looks of things! If the location of the content is your own, you should set a CORS header in the response to allow the content… You can find further information on Cross Origin Request Sharing, on Mozilla or just google CORS.
I want to resize the canvas or all the Objects to completely fit in the screen according to the UI and everything is working fine with that. Am able to do so using the functionality i created as follows- start() { window.addEventListener('resize', this.adaptScreen.bind(this)) view.on('canvas-resize', () => { this.adaptScreen() }, this); this.tick=0 this.adaptScreen(); } adaptScreen() { const rate = window.innerWidth / window.innerHeight const width: number = window.innerWidth const height: n
I want to resize the canvas or all the Objects to completely fit in the screen according to the UI and everything is working fine with that. Am able to do so using the functionality i created as follows- start() { window.addEventListener('resize', this.adaptScreen.bind(this)) view.on('canvas-resize', () => { this.adaptScreen() }, this); this.tick=0 this.adaptScreen(); } adaptScreen() { const rate = window.innerWidth / window.i.
Hi @dubrovkin , I am pretty new to cocos creator myself but thought I would look at the docs on this myself. It looks to me like the idea of a Global AudioEngine.setVolume was retired… But maybe you could setup a Global Volume manager script… I don’t know, something like this? import { _decorator, Component, AudioSource, Node } from 'cc'; const { ccclass, property } = _decorator; @ccclass('GlobalVolumeManager') export class GlobalVolumeManager extends Component { @property({ type: [AudioSource]
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content