5 months ago

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...




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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.

Working on a different feature enabled easy Zoom controls for the Retro Camera system. This will be used for debug mainly, and may not have any in game uses for this project. But it can be used for future projects. #MegaMan #UnrealEngine

Just got done at the Vet. He said he's a "mountain feist" breed.

@JerielBonilla wanted Symphony Of The Night. Well, there ya go! 😁 #Castlevania #WiseDrums

Someone abandoned this puppy, and at Christmas of all times. He's so tiny, defenseless. Well, you're safe now little buddy.

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

He's so much more energetic and full of life now. (And full of soup.)

Christmas morning nap 💤

His present is a safe place off the streets.

Castlevania: Death

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.