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Written by Stanislav Yushenko , an ex-M&A lawyer who transitioned to the business side of gaming. Stan previously worked at Playrix but took a two-year sabbatical to earn his MBA and sharpen his business acumen. Now hes scouting for his next roleideally somewhere that values both spreadsheets and strategic vision. I was recently playing a mobile game.
Every year, we turn to a panel of trusted analysts to ask them what they see coming down the road, and ask them to assess their predictions from the previous year.
Hi all! I am using Cocos Creator version 3.8.3. Lets imagine that my product consists of the following parts: Game client on Cocos Creator Level generation utility on Node.js In both cases everything is written in TypeScript. The level has some special format. The client must read levels in this format, and the level generation utility must write levels in this format.
GameFromScratch.com SFML 3 Released SFML, the Simple and Fast Multimedia Library just released SFML 3. It has been over a decade since the SFML 2 release, and the 3.0.0 branch has been in development for over 3 years. The highlight feature of SFML 3 is the migration to C++ 17 (in fact C++ 17 […] The post SFML 3 Released appeared first on GameFromScratch.com.
Script breakdown demands careful coordination between multiple departmentsfrom props and wardrobe to special effects and locations. Production teams now rely on specialized script breakdown software and standardized processes to capture every detail. This article demonstrates how production teams can complete script breakdowns together. Let's explore how teams can make script breakdowns a shared success.
Happy Holidays from All of Us! To all our amazing players and the incredible gaming communitythank you for making this year unforgettable! Your passion, feedback, and support inspire us to keep creating worlds worth exploring. A huge shoutout to our team as wellyour hard work and creativity bring these adventures to life. May your holidays be filled with epic victories, thrilling adventures, and all the loot youve been grinding for.
Film and television productions tell compelling stories but operate in different time zones. A movie might take years to complete. TV shows could produce multiple episodes in just a few months. Production schedules shape every TV aspect of film creation, from original planning to final release. TV shows need quick turnarounds and consistent output. Films allow more extended development periods and detailed refinement.
Thanks! Somehow I didnt think cocos would treat them as different functions, as they do same thing with the same syntax, but I guess it only watches functions name/type/etc. Anyways, thanks again!
The teams leadership (with input from the publisher) figures out how much time the project needs and how many people it will need to complete it based on the feature list and the targeted release specs. Lets try a breakdown as an example of this. Imagine that weve just been given the green light for a third person single player looter shooter. Our approved prototype has one player completing one quest in an environment where there are a few enemies and a handful of different guns and gear.
This series of Playable Futures articles considers how the design, technology, people, and theory of video games are informing and influencing the wider world.
Hi! Im currently working on a simple project, and as part of it, I needed to register player input. So I added event listener, so whenever player presses inside parent node, other stuff happens. onLoad() { this.node.parent.on(cc.Node.EventType.TOUCH_START, function (event) { this.Pressed = true; console.log("Pressed"); }, this); this.node.parent.on(cc.Node.EventType.TOUCH_END, function (event) { this.Pressed = false; console.log("Lifted"); }, this); } And then way dowm the code I tried removing
You are defining separate functions to register and unregister the events, you need to use the same function, try this onLoad() { this.node.parent.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this); this.node.parent.on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this); } onTouchStart(event) { this.Pressed = true; console.log("Pressed"); } onTouchEnd(event) { this.Pressed = false; console.log("Lifted"); } to remove this.node.parent.off(cc.Node.EventType.TOUCH_START, this.onTouchStart, t
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