Next up
I'm starting a new fangame project today: https://gamejolt.com/games/blackthorne/599197
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
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.
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.
Working on some Post Render Effect for the Volcano stage heat distortion.
What do you think?
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
After some weeks away, the first 0.1.0 version is available.
"Thanks guys for endless hours of fun." 👍
(My first fan art. Read the article, please.)
Shoobies leave a sticky trail of mucus in their wake, which can impede movement for any creature that steps in it.
Sometimes the suction cup get sticky. Small animation I made in Blender after doing my tutorial on picking up/dropping objects in animations. Crate model by jQueary (https://sketchfab.com/3d-models/game-ready-sci-fi-crate-d98deca6…).
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