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In fighting games counting (comparing) frames on moves/animations is important, even for players. For other types of games, do developers or animators count or tweak to the frame? And when counting small amounts of time like that, how do most studios do it? Frames? Milliseconds?

Ask a Game Dev

Animators typically count things in terms of frames. Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire. Some designers care about frames specifically too, but engineers and designers generally use milliseconds or decimal seconds (e.g.

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Button animations are broken on Android devices (v3.7.3)

Cocos

When playing the game on an Android device, button animations don’t function properly (at least both Sprite and Scale transition types are affected). Also any tips or advice on how I can research and debug this issue further would be really appreciated. After some testing, it seems like this problem has started with Cocos Creator v3.7.0

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How mastering three diverse skills has shaped Steve Mwangi’s success

PreMortem.Games

He’s not just an indie game developer; he’s a music producer and a 3D animator. His impeccable animation skills shine in the teaser videos he meticulously moulded for his debut title Kanairo 101. After discovering the world of frame-by-frame animation he turned his school books into flipbooks.

Animation 141
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Godot gets new Animation Tree + State Machine

Mircosoft Game Dev

After a long time coming, and as part of the trend of modernizing many old Godot subsystems, the animation tree has been rewritten from scratch and it's now brand new, with plenty of new features. Save for animation, any of those nodes can contain other types of nodes. It's a run of the mill animation blend tree. Compatibility.

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Music turns off in windows [SOLVED]

Cocos

What my game does in those methods is pause the animation and music, and then resume them. Well, on the Windows version, something is definitely pausing the music, but it doesn’t resume, and when I debug with breakpoints, neither of those methods is getting called.

Debug 40
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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

Whether you’re looking for 3D structure, textures, patterns, animations, or even specific sounds, you can get them from Unity’s Asset Store. Seamless Debugging Debugging is a crucial part of mobile game development. As a result, you can track and debug visual components in real-time.

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Does Spine work with USE_INSTANCING?

Cocos

I’ve tried the different animation cache modes, and enable/disable batch. Hello, I’m working on a custom material/effect with a USE_INSTANCING branch that works on sprites, but does not work on a spine character. The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed.

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