Fri.Oct 11, 2024

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Disco Elysium writer launches third splinter dev, Summer Eternal

Game Developer

Other former ZA/UM staff and Disco Elysium writers have banded together to form Summer Eternal, an 'art collective/RPG studio' hoping to continue Elysium's legacy.

Dev 312
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Hypercasual games market continues to decline, but still nearly 3 billion installs this quarter

PreMortem.Games

According to the AppMagic numbers, this quarter, the hypercasual games market shrunk by 12%—down to 2.98B total installs compared to the previous quarter. The case is about the same for YoY dynamics—the market went down by a similar percentage from its 3.4B downloads in Q3 2023. The YoY dynamics are also comparable to the previous quarter: Tier-1 West faced the largest decrease at 18% YoY, followed by Tier-1 East with a 16% drop—and all other countries with their 7% slowdown.

Racing 118
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Tomb Raider franchise tops 100 million copies sold

Game Developer

The action-adventure franchise hits a new milestone as new remasters are announced and Netflix's Tomb Raider anime has just hit the streamer.

Animation 278
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The voice actors' strike shows its claws | Opinion

GamesIndustry.biz

It may have fallen out of the public consciousness a little bit since it began at the end of July, but the strike action by video game voice actors in the SAG-AFTRA union remains very much active. A picket was held at Electronic Arts' studio in Los Angeles this week – but arguably much more impactful, at least in terms of widespread attention for the strike, was the launch on Wednesday of the latest major update to the immensely successful Genshin Impact.

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Metaphor: ReFantazio sells 1 million copies in less than a day

Game Developer

Atlus' newest RPG has already dethroned Persona 3 Reload as its fastest-selling title, and also marks the developer's biggest Steam launch.

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Ex-Disco Elysium devs form Longdue, focused on "innovation and trailblazing, not replication"

GamesIndustry.biz

A group of developers who previously worked on the acclaimed Disco Elysium have formed a new studio in the UK, Longdue.

Dev 140
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Devil's Terminal: How we made one mystery have many answers

Game Developer

Developing a detective system that tracks clues, player perspectives, and branches, empowering players to shape the mystery with their own interpretations.

More Trending

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The Steam Deck is finally hitting Australia in November

Game Developer

Valve's handheld has had a staggered release rollout, and now the time has finally come for Australian players to get the device in their hands.

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Tokyo Game Show stakes a claim for Japan on the global stage | Opinion

GamesIndustry.biz

Why did E3 die, yet Tokyo Game Show endured? Leaving Japan's premier gaming trade show, this was the question dominating my thoughts.

Games 121
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Patch Notes #5: Long-dead dev gossip hub 'Fat Babies' shows the industry's progress, and where it still lags

Game Developer

Venture into the ruins of a byegone game development era.

Dev 287
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Microsoft to sell mobile games in Xbox App on Android

GamesIndustry.biz

Microsoft is taking another step towards mobile games with plans to sell titles within its Xbox App on Android later this year.

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Xbox games will be available on Android next month

Game Developer

Android owners can soon play and purchase games directly from the Xbox app.

Games 249
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Steam Deck to launch in Australia this November

GamesIndustry.biz

Valve will finally be launching its Steam Deck in Australia this November.

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Ex-Disco Elysium devs announce two rival studios

Game Developer

Disco Vs Elysium

Dev 288
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August spending drops 7% to $4.1bn despite Madden and mobile success | US Monthly Charts

GamesIndustry.biz

Circana has released the market figures for US games spending in August, which showed an overall decline in dollars spent – down 7% year-on-year to $4.1 billion.

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I’ve occasionally seen this common bug in several games where a character gets stuck in what seems to be the center of the map, doing a T pose. Is this is a common output of several different types of errors? If so, have you ever hidden the origin of the map under a hill, or made it hidden to the player somehow, so bugs like that are not spotted, even if they occur?

Ask a Game Dev

You're right - the T-pose (or its cousin the A-pose) is usually the default pose we put a model in when a particular pose or animation isn't working. The T-pose exists mostly because artists can see all parts of the model by rotating, moving, and zooming the camera, so they can fix up any odd texturing issues on the model. The purpose of using the T-pose for the default is because it is instantly and visibly recognizable to just about anyone that it doesn't belong there.

Asset 52
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I want to optimize cocos creator

Cocos

There is a good extension to debug draw call in chrome called Spector.js chromewebstore.google.com Spector.js - Chrome Web Store Explore and Troubleshoot your WebGL scenes easily. You can count how many draw command have called by this tool. In your case I think you have 2 camera and it will render each object twice, one for each camera. Try to delete 1 camera and see what happen.

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Are You Playing to Earn or Playing to Own – Learn the Difference

Game Wisdom

Are You Playing to Earn or Playing to Own – Learn the Difference Josh Bycer josh@game-wisdom.com Crypto gaming and blockchain gaming are becoming more advanced with more options for players. They can offer rewards to players, such as in-game currency or in-game assets, and both of these can hold real monetary value and can usually be … The post Are You Playing to Earn or Playing to Own – Learn the Difference appeared first on Game Wisdom.

Asset 52
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Promise in Editor Mode. Async or Callback

Cocos

cc.Class({ extends: cc.Component, properties: { create: { get: function() { return false }, set: function(v) { if(v) { this.clock() this.sclock() } } }, }, _clock() { return new Promise( rs => { setTimeout(() => rs(100), 2000) }) }, clock() { this._clock().then( (e) => cc.log(">>>>>>>>>>>>>>>>>>>>> CLOCK", e) ).

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Another group of ex-Disco Elysium developers found Dark Math Games

GamesIndustry.biz

A group of former ZA/UM staff have formed a new studio, Dark Math Games, and are working on a spiritual successor to Disco Elysium.

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I want to optimize cocos creator

Cocos

I want to optimize cocos creator to improve fps and draw calls. I followed the docs but it doesn’t work in version 3. When I spawn a node, the draw call increases, the node I spawn doesn’t have a sprite yet. Please help me!

Sprite 52
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8 Best IDE for React Native You Must Know 2024

Artoon

Are you in the search of the best IDE for React Native? […] The post 8 Best IDE for React Native You Must Know 2024 appeared first on Artoon Solutions.

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I want to optimize cocos creator

Cocos

I want to optimize cocos creator to improve fps and draw calls. I followed the docs but it doesn’t work in version 3. When I spawn a node, the draw call increases, the node I spawn doesn’t have a sprite yet. Please help me!

Sprite 52
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Use spine in cocos creator

Cocos

Why do I use spine in cocos creator? The gameplay is very smooth. When I update the version to 3.8, I have the problem of dropping fps when using spine. The spine I use is ver 3.

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Issues with CocoaPods and iOS Build in Xcode 16.0

Cocos

Hi everyone, I’m encountering an issue while building an iOS project using CocoaPods for dependency management. Before integrating CocoaPods, I was able to successfully build and run the project directly from Xcode after exporting from Cocos Creator. I would open the.xcodeproj file, and everything worked fine. However, after initializing CocoaPods with pod init and pod install in the build/ios/proj directory, and opening the.xcworkspace file, the build process fails with the error: Framework.

Build 40
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Jenkins & Linux & Publish from the Command Line

Cocos

You will focus on the game Engine. For other functional supports that will depend on developer self, normally they will explore by themselves. And also you can search or post the demand on the website, other developer will help or discuss. Tks in advance.

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V3.8 - Mask Component - Orientation Switch

Cocos

@Tom_k Thanks for the reference. Its strange why engine is not able to map world to node space when orientation switch happen automatically. Though every thing is intact just the mask component is leading to issue. A quick hack i did is post orientation change i just pick the current position of node and set it again. this.node.setPosition(this.node.getPosition()); it fix the issue.

Engine 40
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Jenkins & Linux & Publish from the Command Line

Cocos

Hello my friends, Wanted to ask if anyone had an experience and knowledge streamlining and automating the CC3.8+ build & deploy process through Jenkins? Trough Jenkins, I wish to be able to pull Cocos Creator project by tag, build it by “Publish from the Command Line” and deploy to designated environment. But there are holes in the documentation, and the Lunix related forum posts are old and pre CC.

Build 40
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After build compress

Cocos

After output plist and png of texturepacker , cannot support by cocos picture compression. You can use auto-atlas to pack picture and output the astc format.

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After build compress

Cocos

Which version of Cocos you have used. Pls let me know, I will have a try.

Build 40
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After build compress

Cocos

Why did I lose the.plist file when building astc?

Build 40
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After build compress

Cocos

Why did I lose the.plist file when building astc?

Build 40