MarcDWyz🕹️#GameDev
@marcdwyz.bsky.social
1.9K followers 430 following 1.6K posts
±Lead #MegaManRS, #RetroMansionGame ±Prev #PocketFighterEX, @mishura.bsky.social ±Streaming https://www.youtube.com/@MarcDWyz ±Consultations OPEN ±💍 @housepants.bsky.social ± http://linktr.ee/MarcDWyz #UnrealEngine #PixelArt
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marcdwyz.bsky.social
BIG ANNIVERSARY UPDATE!! #MegaManRS

It's been a very difficult year. The paralysis, which I am still recovering from, and the medical bankruptcy that followed. In spite of that progress was made, maybe not as much as I'd like, but look!
#MegaMan #Rockman #ロックマン #MMVWeek
Reposted by MarcDWyz🕹️#GameDev
marcdwyz.bsky.social
Cooking today. Proof of concept to Increment and Decrement ANY UEnum;
ie. ValueA -> ValueB -> ValueC -> ValueD -> (wrap to) ValueA

For UEnum Assets AND CPP defined UEnums, whether you own/control them or not.
#UnrealEngine5 #UnrealEngine #gamedev
marcdwyz.bsky.social
Cooking today. Proof of concept to Increment and Decrement ANY UEnum;
ie. ValueA -> ValueB -> ValueC -> ValueD -> (wrap to) ValueA

For UEnum Assets AND CPP defined UEnums, whether you own/control them or not.
#UnrealEngine5 #UnrealEngine #gamedev
marcdwyz.bsky.social
I wouldn't know, I don't watch or read it lol

IRL Agent Orange is a chemical used in I think the Vietnam war, it was a poisonous weapon that's probably illegal today. It led many natives and even US military personnel to suffer permanent disabilities.

Trump is definitely that poisonous himself.
marcdwyz.bsky.social
True, but also Agent Orange is pretty funny you have to admit 🤣
marcdwyz.bsky.social
I definitely feel this.

Also while it would very likely have not been much different than Lament and Curse, I still want to see what IGA's cancelled SotN2 was going to be like...
marcdwyz.bsky.social
I have a suspicion that the people who say this also say that current movies are all soulless remakes/recycles and they need to make something new (but still pay to see them anyway).
marcdwyz.bsky.social
Finally watched the new Smiling Friends . It's good. Feels more like Season 1 stuff, which I am happy about.
marcdwyz.bsky.social
After looking at the images I posted I was like "Shouldn't I add a Toggle Pause node instead of having to do all that?..." Yes, added.
marcdwyz.bsky.social
OK, I think it's finally finished for real this time. Simplified a bunch of it, less nodes to deal with, and added some icons for fun.
#UnrealEngine5 #UnrealEngine #gamedev
marcdwyz.bsky.social
idk, I submitted it to Spriter's Resource, so you can grab it there if/when they approve it 🤷
marcdwyz.bsky.social
LOL NOPE, it turned it into a jpeg 💀
marcdwyz.bsky.social
oh that PNG did not survive being uploaded here lol

Maybe this will be better?
marcdwyz.bsky.social
I don't think anyone has ripped these sprites before? From Mega Man Xtreme 2
#megaman #megamanx #pixelart
marcdwyz.bsky.social
Oh also, an example use case for the Global Volume is like; Say you want to lower BGM during cutscenes to make the voices more clear. You can set that to like 80% or something, and then no matter what music tracks get played they're all under that 80%. Then set back to 100% when the cutscene ends.
marcdwyz.bsky.social
The Volume controls also come with Fade options. Gotta keep it smooth!

Maybe one day I will add 'Layers', so like playing and mixing multiple music tracks together.

But I don't know if at that point the Audio Designer wouldn't just be using Meta Sounds directly for that level of control?... 🤔
marcdwyz.bsky.social
And a Volume setting for the current music playback instance, which resets when playing the next music.

Each Volume contributes to the output;

Mix 1.0
Global 0.5
Instance 0.5
Final Mix: 25%

Mix 1.0
Global 0.5
Instance 1.0
Final Mix: 50%

Mix 0.0
Global 1.0
Instance 1.0
Final Mix: 0% (mute)

Etc.
marcdwyz.bsky.social
OK, I think I'm done with it for now? (4AM ADHD turbo mode update)

Added support for USoundBase, not just USoundWave.

Added nuanced volume control. There's a Mix setting, used for like for letting the Player adjust Audio Mix settings.

And a "Global Music Volume" that effects all tracks and...
marcdwyz.bsky.social
🔊ON

Finally got around to making a proper Music system in #UnrealEngine5 for #MegaManRS. Utilizing MetaSounds for seamless and easy to configure loop points. Plus you can preload a track to prevent loading time gaps, and it is async to prevent frame stuttering. #gamedev #unrealengine
marcdwyz.bsky.social
How good does it run on Deck?? Was considering it.
marcdwyz.bsky.social
Maybe the best way to describe how I feel about perfect dodge is the difference between these two:

One is a full retreat, another is a minimal movement that gives you an opening. Games don't always make a distinction with the animation, but if you recover faster mechanically it is fulfilling that.
marcdwyz.bsky.social
Then you have a more interesting defensive branch (give or take on the game);

Block: Easy, but you take chip damage / are pinned down.

Parry: Difficult, turns the tables on the encounter.

Dodge: Easy-ish. You forfeit counter attacking, risk easy punish, to gain space / positioning / escape.
marcdwyz.bsky.social
I always interpreted it as "you didn't jump the gun so you could analyze the attack, and thus can account for a counter attack". Give or take on what your options are after performing one.

But I definitely agree that having Block and Perfect Block (being a Parry/whatever) is more intuitive.
marcdwyz.bsky.social
It's a decent way to play it. The audio quality was cleaned up heavily.

Best would be the Legacy Collection with the arranged tracks mod. That's how we played.
Reposted by MarcDWyz🕹️#GameDev
marcdwyz.bsky.social
I replayed all of the Mega Man Zero games with my wife, back to back.

My in-game Rank at the end of each game:
Z1 - B
Z2 - C
Z3 - C
Z4 - C

Here's the tier list. Surprised by Z4's placement? I was too. I'll explain why...