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More progress on Nathan Graves CotM sprite rip.
Working on Sprite After Images supporting more features like Sprite Palettes.
Experimenting with Screen Shake and vibration causing Mega Man to loose some footing.
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.
Simon SCVIV sprite rip coming along.
More progress on Simon Super Castlevania IV sprite rip.
The item animations stay in sync always, no matter where, when, or how many spawn.
(60fps version in replies.)
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.
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…
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
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