Game
Pocket Fighter EX

4 years ago

OK, fine, you get one frame of each KOF13 and KOF14 / KOF15 designs. Pocket Fighter EX enhanced color style & classic NGPC 3-color style. As I expected they don't translate gracefully...


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I am now an Unreal Engine developer. Even if Unity Engine walks every word back how could anyone trust them again? Do we continue on where at any moment they can retroactively change the rules? I will not live under that fear. I'm done with them. Deets

You can mark Macro nodes as *Development Only* but they STILL GET CALLED IN SHIPPING?!

#UnrealEngine #UnrealEngine5 (I'm using 5.5.4)

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 wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)

#gamedev #UnrealEngine

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.)

Experimenting with Screen Shake and vibration causing Mega Man to loose some footing.

#gamedev #unrealengine #unrealengine5 #megaman

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.

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!)

Apparently you can soft-lock Mega Man & Bass

(I didn't save, so I'm cooked for this playthrough.)

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!!

#gamedevelopment #gamedev #UnrealEngine