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I found unreleased dev footage!
WIP Rugal 98 stage. Rugal was going to be the Arcade boss. Also notice the bubbles spawning during knockdown events! #gamedev #streetfighter #KOF
(This game is cancelled because Unity Engine betrayed all of it's devs.)
Denjin Hadoukens now SHOCK your opponents! I created a dynamic "lingering damage VFX" system to handle shock, fire, and more upcoming effects. Iori can now get his purple fire!
Just got done at the Vet. He said he's a "mountain feist" breed.
Here's a fun weekend post. A while back I tried to animate Ryu in his new Street Fighter 6 costume in NeoGeo Pocket Color style. I quite like the result! (This will NOT be featured as a costume in PFEX though, I did it just for fun.)
I did an experiment to get an improvement to sprite rotation quality while maintaining the retro vibe, in Unreal Engine.
I works with any type of 3D transformed object too. And it still respects the scanlines, so it will fit in correctly with CRT filters.
He's so much more energetic and full of life now. (And full of soup.)
More progress on proper Retro-Style Ledge behavior for Capsule bodies. Why is it important? Capsules offer great slope navigation, but bad Ledge behavior. Proper Ledge behavior is essential for Retro jump precision and consistency. #UnrealEngine
Yesterday was Chun-li's birthday! So here's some animations I've been working on for when it's Chun's turn to get added to Pocket Fighter EX. (plus a bonus SF6 sprite!)


















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