Dedicating a small fraction of time to working on future needs for Chun-li. Work in progress.
(I'm getting 3S flashbacks; EY EY EY EY EY EY EY)
Next up
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
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!)
3 years before Pocket Fighter EX I made a sprite of Kazuya in Pocket style. I touched it up just a little bit for this post.
If Time is paused for any Actor that uses my #UnrealEngine5 Time Control system, all of their SFX also automatically pause.
I can put Actors into Time Groups. In this example the Parent Time Source for "Gameplay" is paused, so 'everything' pauses.
The item animations stay in sync always, no matter where, when, or how many spawn.
(60fps version in replies.)
This tweet from a mutual got my optimization psychopathy going.
I made Nodes to combine functionality for better aesthetics, variety, & (hopefully) performance.
Details & Benchmark in reply!
It's been a lot of work to make Unreal Engine 5 do various "2D Retro Effects" but there's progress made.
This one is actually manipulating a Paper Tilemap layer in real time, not a solid texture.
Managed to figure out how to apply palettes to low color sprites in #UnrealEngine5. The flashing ones are randomizing their palettes every frame.
Still working on an easy to edit palette data system, but it works!!
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.)
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