Trapped Souls major update
Indie DB
AUGUST 25, 2024
Over the past 3 months, I've reworked and polished most of the game, fixed critical bugs, replaced some textures, improved gameplay, improved sounds, and added a lot of new content.
Indie DB
AUGUST 25, 2024
Over the past 3 months, I've reworked and polished most of the game, fixed critical bugs, replaced some textures, improved gameplay, improved sounds, and added a lot of new content.
Cocos
AUGUST 25, 2024
thienlee201: ou can simply get FPS by deltaTime. In cocos, deltaTime params on update method is time between two update call. So you can get Frame Per Second by let 1 / deltaTime. Eg: my normal deltaTime is 0.016 so my FPS is 1/0.016 = 120FPS. In this case, FPS may jump. For now I did it like this: private delta: number = 0; this.delta += (deltaTime - this.delta) * 0.1; let ms = this.delta * 1000; let fps = 1 / this.delta; this.label.string = `${fps.toFixed(0)} (${ms.
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Indie DB
AUGUST 25, 2024
90's cartoon game Floops Big House Adventure releases on Steam today!
Cocos
AUGUST 25, 2024
Hi, Been awhile so recently thought I would make a recreation of one of my most popular web games but in 3D using Cocos Creator.
Cocos
AUGUST 25, 2024
Hello! I am using Cocos Creator version 3.8.3. I am interested in two use cases for animation playback: Play animation in reverse. Play animation first forward and then backward (ping-pong). I didn’t find anything similar in sp.Skeleton and sp.spine.TrackEntry. So far I have implemented it like this, but I don’t know how correct it is: protected PlayReverseAnimation(skeleton: sp.Skeleton, animName: string): void { skeleton.timeScale=0; let track = skeleton.setAnimation(0, animName); tween(track)
Cocos
AUGUST 25, 2024
Create the following class, create an empty node, attach it and run it import { _decorator, Component, log, Node, Vec3 } from 'cc'; const { ccclass, property } = _decorator; @ccclass('NewComponent') export class NewComponent extends Component { update(deltaTime: number) { log(this.node.name); const worldPosition = this.node.convertToWorldSpaceAR(Vec3.ZERO); log(worldPosition); } } It runs fine until “log(this.node.name);”, but in the next line I get the following error [Pre.
Cocos
AUGUST 25, 2024
Create the following class, create an empty node, attach it and run it import { _decorator, Component, log, Node, Vec3 } from 'cc'; const { ccclass, property } = _decorator; @ccclass('NewComponent') export class NewComponent extends Component { update(deltaTime: number) { log(this.node.name); const worldPosition = this.node.convertToWorldSpaceAR(Vec3.ZERO); log(worldPosition); } } It runs fine until “log(this.node.name);”, but in the next line I get the following error [Pre.
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