Game
Mega Man: The Rulers of Space

2 years 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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Was backing up files off the drive from the PC where Windows 10 wouldn't boot anymore before I wipe it. It said it was gonna take 4 more hours So I started a download for Unreal Engine 5.6 to run in the mean time then I went to take a nap with my buddy.

This is a general #UnrealEngine tool, not specifically for the Mega Man project. It can copy the data from ANY Blueprint or C++ UPROPERTY variable, and copy it back to any compatible variable. Could lead to making Save States for Rollback Netcode.

I did an experiment to get an improvement to sprite rotation quality while maintaining the retro vibe, in Unreal Engine.

I works with any type of 3D transformed object too. And it still respects the scanlines, so it will fit in correctly with CRT filters.

When Dr Wily goes HARDSTYLE

More progress on proper Retro-Style Ledge behavior for Capsule bodies. Why is it important? Capsules offer great slope navigation, but bad Ledge behavior. Proper Ledge behavior is essential for Retro jump precision and consistency. #UnrealEngine

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

This is an example of what I was talking about last week when I say that Physics Boxes in modern engines are not good for Character Alignment on Slopes in 2D games. I think Physics Capsules are a great middle ground solution. #gamedev #pixelart

Light work today on combining a piece of data and a checkbox. Unreal can't do this through C++ templates so I had to manually make a variant for each data type. Made it for several universal Blueprint data types.

I DEMAND another Mega Man Show!

I'm very sick again. I was sick for the last like 3 weeks and it was finally going away but decided to return full force... At least I got my bed buddies.