
Next up
π΄LIVE! Let's make more bodyparts! (For enemies to blow up into.) + Overview on how I did the Flash and Hit Stop. Weekly update starts NOW! π· https://www.twitch.tv/marcdwyz π· https://youtu.be/Wj6Z1SHu-JI
Sometimes it be like that... (I hate Unreal physics) #gamedev #unrealengine
Hit Flash, with bonus Hit Stop on charged attacks! π₯ (Also trying a new video format to help with GameJolt's apparent 30fps max video quality. Hope it comes out OK.) #UnrealEngine5 #megaman
@JerielBonilla wanted Symphony Of The Night. Well, there ya go! π #Castlevania #WiseDrums
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.
Added the "Charge Attack". Just hold the Attack button for a bit and release. Kinda works like Megaman's charged buster. Different weapons have different charge attacks. I enjoyed making the particles and shader effects! #screenshotsaturday
Rulers of Space is SO CLOSE to a stable locked 240fps 1080p on SteamDeck. I think it's a realistic performance target at this point. πͺ
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!
Castlevania: Death
Experimenting with Screen Shake and vibration causing Mega Man to loose some footing.
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