All Posts in Mega Man

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Parallax layer system progress. Smooth scrolling options are here!

Still more to do, but it's mostly convenience and development options remaining. #megaman #gamedev #unrealengine

Nitro man

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Started working on the Parallax Scrolling system. VERY basic so far, but the core concept seems to work.

(You can now better see our shadow effects at work though!)

#megaman #gamedev #unrealengine

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The slide was FAKED in the trailer! But it is now a real slide that properly functions. Woosh!

#UnrealEngine #gamedev #megaman

Tomorrow...there will be a big BOOM in Mega Man Fangames...

I decided to remake Mega Man's sprites from the original Mega Man game, in order to make them look much closer to the original artwork made for the game. I also took cues from the rockman manga for his armorless design. This took several weeks...

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Debug 'kill all loaded enemies' on R1 lol.

It's a test of my "Shared Event Asset" system concept for #UnrealEngine.

It might not mean much to most people, but it could help make Events much easier to setup. Technical details in replies.

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A custom time control system for #UnrealEngine. Footage shows all time slowed down, then later only Enemy & Environment time slow being toggled.

Time can be categorized and put into a hierarchy for an unlimited level of control. #gamedev

#GJAsk

I wish Mega Man 12 was real

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Buster Sparkles ✨✨✨ (I've been dying to add details like this!)

#gamedev #megaman