
Next up
Experimenting with Screen Shake and vibration causing Mega Man to loose some footing.
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.
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!
@JerielBonilla wanted Symphony Of The Night. Well, there ya go! 😁 #Castlevania #WiseDrums
The item animations stay in sync always, no matter where, when, or how many spawn.
(60fps version in replies.)
Added the "Charge Attack". Just hold the Attack button for a bit and release. Kinda works like Megaman's charged buster. Different weapons have different charge attacks. I enjoyed making the particles and shader effects! #screenshotsaturday
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
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.
Castlevania: Death
You can mark Macro nodes as *Development Only* but they STILL GET CALLED IN SHIPPING?!
#UnrealEngine #UnrealEngine5 (I'm using 5.5.4)
1 comment