2 years ago

I have a soft spot for #MegaMan Xtreme's graphics. I think they look pretty good in high color too! 🤔 Based the high color style on the PS1 games. #MegaManX #PixelArt




1 comment

Loading...

Next up

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

(60fps version in replies.)

#gamedev #UnrealEngine5 #UnrealEngine #pixelart

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...

Castlevania Circle of the Moon misspelled Tonfas as "Tonfers" lol. Anyway, this is what the sprites look like. I'll release the full Nathan sprite rip when everything is completed. There's a lot of variants, it's a lot of work!

The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)

#gamedev #UnrealEngine

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

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.

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…

I looked for a long time and could not find a good sprite sheet for Nathan Graves from Castlevania Circle of the Moon, so I'm forced out of sprite ripping retirement for one last sheet. This one's a big one! Still a ways to go.

More progress on the Circle of the Moon sprite rip. This one was a pain... 3 stances with 4 charge levels.