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Mega Man XP
3 years ago

Small video demonstrating the new 2D Light System for Cyber Space stage.

Notice how X is lit by the floor and other stage lights. This is done using the new Universal Render Pipeline.

Maybe a day/night cycle can be done for other stages.




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When starting a project to recreate any game is always a good call to research about the original technology powering it. This will help to understand better how the game works and how to implement it using new technologies.

I'm starting a new fangame project today: https://gamejolt.com/games/blackthorne/599197

After some weeks away, the first 0.1.0 version is available.

The past few months I was developing a side project to better understand how Mega Man X games work.

And this is the result of it:

https://bitbucket.org/nostgameteam/lua-game-scripts/

Using those scripts you can freely control the camera and player, show hitboxes, hide background etc

The level edition process for Cyber Space stage.

The process for each stage:

1. Get the stage reference using vgmaps

https://vgmaps.com/Atlas/PSX/MegaManX4-CyberPeacock-Area1.png

2. Rip all stage sprites and import to Unity, creating tiles

3. Place each tile using the Tile Editor

Working on some Post Render Effect for the Volcano stage heat distortion.

What do you think?

Short intro of us πŸ’•βœŒοΈ

We're an eletro duo based in Seoul πŸ‡°πŸ‡· Heavily influenced by the 90s.

Our new album #Xennials is all about the nostalgia of that era πŸ’½ CD listenin πŸ“Ÿ beeper beepin πŸ’Ύ floppy disks floppin days 😎

Stream now! 🎧

https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…

Bandana Dee the Dream Friend

Runestones: from concept to in-game modelπŸ—Ώ

Werehog transformation process. #sonicunleashed