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The onboarding period is the delicate phase where the player’s relationship to the monetization mechanics of the game is often decided – for better or worse. In the beginning, the players can be introduced to different monetization aspects of the game in a way that leaves them hungry for more instead of feeling tricked and driven to pay to win.
It's this time of the year! Godot Community Poll 2022 is now out for everyone to take part. Let us know what your relationship with Godot is in this brief list of questions! The poll is completely anonymous, and you can see the results after filling it. It will remain open for a week. Completing the poll should take less than 5 minutes. Complete the 2022 community poll following this link.
PC GPUs use “BCn” texture compression formats (see “Understanding BCn Texture Compression Formats” by Nathan Reed or “Texture Block Compression in Direct3D 11” by Microsoft). While most of the interest is in developing BCn compressors (see “Texture Compression in 2020” post), I decided to look into various available BCn decompressors.
Vision BASIC is the latest in a long, long line of tools intended to speed up the execution of C64 BASIC code. Seems odd in 2022 to be talking about C64 programming tools, let alone NEW tools for the platform, but here we are! What is Vision BASIC? You can get all the official information at the website and there is an intro video by the author, Dennis Osborn, here on YouTube: In a nutshell, you can think of Vision BASIC as being three things: A compiler that accepts C64 BASIC code (mostly) and
Figuring out how to successfully scale a game is a complex problem that can take a long time to solve. During the soft launch, initial KPIs are oftentimes underwhelming – they’re not bad enough to scrap the game but also not good enough to move forward into the global launch. At this point, it’s all hands on deck for the product team who analyze the game and audience to the point of exhaustion just to make sure that the metrics are headed in the right direction update after update.
I can’t believe it’s been 16 months since I originally launched Gem Wizards Tactics already. I mean, part of why I can’t believe that is that for almost a full year after the launch, I was furiously updating the game: two new factions, a new game mode (arguably two), a map editor, tons and tons of balance changes, polishing, bugfixes, you name it.
Before recording new sound effects and adding music, I want to improve the audio engine a little bit. In this first part, I implemented some fundamentals. Envelopes. Automated adjustments of gain, pitch or pan etc. Already replaced old code for fading music in and out. Audio bus hierarchy. Apply parameters to all related sounds in one place. Lowpass/highpass filter.
I ’ve posted up the slides for my Games Learning + Society keynote that I gave at UC Irvine on Wednesday morning. It’s more talk about metaverses, with some cautionary notes. Those of you who have read recent blog posts will find a decent amount of it familiar. Click here to take a look! .
I ’ve posted up the slides for my Games Learning + Society keynote that I gave at UC Irvine on Wednesday morning. It’s more talk about metaverses, with some cautionary notes. Those of you who have read recent blog posts will find a decent amount of it familiar. Click here to take a look! .
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I’ve long had this vision of the “1P (one player) digital strategy game”: a system that you can play over and over again, that has a match structure with a win/loss outcome, that has interesting decisions, that has a ranking system more comparable to an online matchmaking or Elo than a typical “Easy/Medium/Hard” style difficulty settings on a 1P videogame.
Historically, randomization has been one of the most important factors in role-playing games (RPGs). The first computerized RPGs were heavily based on table-top RPGs, which rely on dice rolls to determine gameplay. Random factors can … Continue reading → The post The Importance of Randomness in RPGs appeared first on Cloudy Heaven Games.
Snowman 2.2 Development Updates: Snowman Dev Update (2.2: May 2022) Snowman Dev Update (2.2: 5 June 2022) Snowman Dev Update (2.2: 12 June 2022) Snowman Dev Update (2.2: 14 June 2022) Snowman Dev Update (2.2: 19 June 2022) Snowman Dev Update (2.2: 26 June 2022) Snowman Dev Update (2.2: 3 July 2022) Snowman Dev Update (2.2 -> 3.0: 10 July 2022). Restricting Underscore and now using EJS for templates.
It's only recently that the 75th traditional Cannes Film Festival came to an end. Not only was it marked by the success of Japanese cinema, but also by the return of a legendary representative of American independent cinema - David Cronenberg. Cronenberg's triumph was not only that his new film “Crimes of the Future” (2022) was in the main competition, but also that the director returned ideologically to his roots and, for the first time in many years, shot a body-horror about the near future.
Last week, I received a question via email asking about the best way to host Extwee -based projects on Replit.com. It was somewhat of a strange question, I thought at first. Twee is a plain-text language. Hosting the source files do not add much to a public project. Even with Extwee , which can compile Twee into HTML, hosting such a project would not make much sense unless there was a way to connect the “Run” button for Replit.com-hosted projects up to both Extwee and some web server
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