Game
Mega Man: The Rulers of Space

1 year ago

Processing the Jump animation sprites from the Arcade games back to SNES specs. (The biggest change is in the legs!)




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BIG ANNIVERSARY UPDATE!!

It's been a very difficult year. The paralysis, which I am still recovering from, and the medical bankruptcy that followed. In spite of that progress was made, maybe not as much as I'd like, but look!

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.

Are you doing unnecessary work when calling Delegates in #UnrealEngine?

I wrote an article about this small topic since I was dealing with it recently (it's free to read!) Includes examples and fancy Macros.

https://www.patreon.com/posts/unreal-engine-131408500?utm_medium…

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

OK, so, don't be mad, but I got mad when I looked at the Simon Belmont sprite rip for Super Castlevania IV on Spriter's Resource, so uh, adding that to the list...

It's time for honorable mentions! 🐞🎉 [Article!]

I updated the 1-Up sprite to increase visibility in game. The face now shines with the shimmer. #pixelart #gamedev #megaman

The item animations stay in sync always, no matter where, when, or how many spawn.

(60fps version in replies.)

#gamedev #UnrealEngine5 #UnrealEngine #pixelart

Someone's at the door...

A preview of the Poison Claws for Nathan's sprite rip. It's interesting how the base sprite has a placeholder yellow shape where the weapon is meant to be overlayed in game.