3 years ago

The new Ace Attorney collection news reminded me that I did some NES sprites back in 2010. They're better than I expected for being that old #AceAttorney #pixelart




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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.

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

I hate to do this but my condition is worse than yesterday so I have to say that I will not be able to do any more work or streams until I can get back to a stable health.

Have a picture of Sticky sitting with me as compensation for now.

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

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

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

#gamedev #megaman

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

#UnrealEngine #gamedev #megaman

[ANNOUNCEMENT]

I'm in a lot of pain today (TLDR I have medical issues with pain management) so I'm going to push the stream to tomorrow night Thursday, same time 8PM EST, and hope I'm alright by then.