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For Barcelona-based Gatera Studio , their debut title ANTRO is more than just a game, its a statement. Set in a dystopian future where humanity has been forced underground, ANTRO combines 2.5D platforming, parkour mechanics and puzzle-solving, all tightly synchronized to a pulsating urban soundtrack. The game follows Nittch, a courier rebelling against La Cpula, a totalitarian government that censors art, music and freedom of speech.
Written by Marion Balinoff , an influencer marketing consultant with over a decade of experience, including six years in mobile gaming. She has worked with top gaming companies like Wooga, Supercell, Bytro and Huuuge Games, running performance-driven campaigns with budgets ranging from micro-influencers to MrBeast. Known for her data-driven approach, Marion specializes in making influencer marketing measurable, scalable, and profitable for user acquisition.
In such a situation, you have a little bit of leeway (e.g. you can ask and tell your boss that you don't want to change projects) but we're ultimately expected to follow orders. If we don't like our assignment, we are free to find a different job elsewhere. This does include the possibility of lateral transfer within the organization, e.g. somebody at Infinity Ward could apply to transfer to another COD studio if they did not want to move internally from COD to Project Wombat.
Hello. My spine skeleton has lots of textures. I have several png files on export from Spine program. Most of this png file I need only on endgame. Thats why I want to load this png files in runtime. Is it possible? I cant understand how to set loaded texture to skeleton. I tried to test it on one png file like this. this.skeleton.skeletonData.textures = [this.texture]; But this approach doesnt work.
Ever wondered how your favorite animated TV shows, films, and video games come to life? In this post, we'll take you through the animation pipeline for both 3D and 2D animation, breaking down the stages that go into creating the stories we love watching and the skills needed to launch your career in the world of animation!
For example, sometimes I may need to know how many sub nodes in the node of a prefab: const node = cc.instantiate(this.myPrefab); for(let i=0;i<node.children.length;i++){. } but at some situations I dont need to create this.myPrefab actually, but just only need to know the number of sub nodes in this.myPrefab in order to do other initialisation. Is there anyway to access the node (or other components) directly from the prefab without creating this.myPrefab actually?
For example, sometimes I may need to know how many sub nodes in the node of a prefab: const node = cc.instantiate(this.myPrefab); for(let i=0;i<node.children.length;i++){. } but at some situations I dont need to create this.myPrefab actually, but just only need to know the number of sub nodes in this.myPrefab in order to do other initialisation.
I am trying to capture the Android back button event in my Cocos Creator 3.8.2 project, but it is not working as expected. I am using the following TypeScript code: import { input, Input, KeyCode } from 'cc'; input.on(Input.EventType.KEY_DOWN, this.onKeyDown, this); onKeyDown(event: EventKeyboard) { console.log("Key Pressed: ", event.keyCode); if (event.keyCode KeyCode.MOBILE_BACK) { console.log("Android Back Button Pressed!
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