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(🔊ON!) Random Sound Effect test! Sounds like Mega is throwing everything including the kitchen sink at the enemy #MegaMan #UnrealEngine5
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.
Inching forward with a tap of the D-Pad is very important to the feel of the Mega Man games. So, of course I had to program it. It feels good, and looks cool! #MegaMan #UnrealEngine5
In platforming games smaller breaks in the floor shouldn't prevent the player from walking. It's up to each game to decide how tolerant, but it will also need Camera easing (not shown) to prevent the jumpy camera. #MegaMan #UnrealEngine
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!
In some games Mega Man shoots certain weapons from his hand, instead of the Buster. I always liked that. I think this test worked out well! #MegaMan #UnrealEngine5
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!!
Heard y'all like frame data. Prototyped a Street Fighter 6 style frame data bar! It's a bit crude but it works, and has already been very useful for development!
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