
MarcDWyz🕹️ #GameDev
@MarcDWyz
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±Lead #MegaManRS, #RetroMansionGame ±Prev #PocketFighterEX, @mishura_games ±Streaming #UnrealEngine ±https://t.co/CC1lI1bRAb ±💍@banana_birdie ±@ me to DM
Kentucky, USA (Former NY'er)
Joined January 2015
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
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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
🔊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.
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Working on a combo video and final fixes for open playtest. With buddha's mercy we can release TOMORROW! But will keep you all updated and send a link when it's all ready. Good news for Steamdeck users - it's gonna be very playable on it! (combo by community member Color!)
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We are planning to upgrade everyone's rewards on our Kickstarter campaign, both past and future! Stil figuring out the exact process, but here is a big blogpost about it! If you already were a backer - you get more stuff! If not yet - you will! :) https://t.co/GIbWxWgotk
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ATOMIC BOMBERMAN: TOTALLY NUCLEAR V1.0 IS OUT! Download: https://t.co/tOtUfU6dyr This is our new modified build & expansion of Atomic Bomberman, created to bring back the old early-2000s multiplayer vibe. P.S: New v1.1 soon in October! #bomberman #atomicbomberman #interplay
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Update: They banned my main channel now, too YT making the community safe from SNES homebrew and SEGA chiptunes 🙏
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Wait what is this?? An invulrnerable ground dash ??? Did we actually put it back in? Coming with the new build (and new tutorial for combat, separate platforming tutorial and other stuff!)
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Also, unfortunately the Air Battles are REALLY bad lol, but they're *optional*. You have to initiate a Vertical Stage Transition to enter one, so you never are forced to do one unless the CPU hits one. (Just hit them back down to end it).
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This game also aligned with the series' portrayal of fights too. Your Ki is your Life. Supers *deplete* your Life/Ki, you can exhaust yourself by spamming or guarding too much. And when you power up, it increases your Ki, thus your Life too.
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You have to understand DBZHD (Mar 1996) came out right after the Super Butoden games (Sept 1994). A MASSIVE upgrade in EVERY way! Just LOOK at the difference! WAY better gameplay & graphics DYNAMIC stage transitions (like DBFZ!) (leading to) Air battles Awesome music
Dragon Ball Z: Hyper Dimension released for the Super Famicom in 1996 is a 2D fighter with guard cancels, desperation supers, short hops, and a universal launcher with juggle combos btw
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In the chaos of the outside world, we as #gamedev want to cling on to something that we can control. And in our case the best we can do is focus on the game and our Open Playtest coming to Steam NEXT WEEK! (also GROUND DASH is back due to popular demand and new tutorial +more)
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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...
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The best things going for Z4 are no Rank-exclusive EX moves, and the music is great. Overall Z1, while more basic in some ways, maintains a steady moment to moment flow that just works. I'll take that any day.
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Not to mention the story is pretty limp after the hype events of Z3. it all feels like an after thought, and detached from the main characters themselves. Zero has a few good one-liners though. Stages feel less inspired than Z3. Bosses are forgettable.
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You can only hold one Z Knuckle attachment at once, ammo-limited, so you need to be psychic to know which one will be useful for later in a stage. Only good for players who replay the game over and over...
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Really drags the gameplay pace down on all accounts. Looking up shit, grinding for parts, stop your gameplay flow to pick up something with the Z Knuckle... It's a slog in a way the other Z games just aren't.
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You can't pick specific ones. You are forced to upgrade 'categories' with a set series of uninspired abilities. This also replaces Element Chips. Either grind for an elf lv, or use the EX skills (which can be missed), or use situational ammo-limited Z Knuckle attachments... Bleh.
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Z4 introduced a huge grinding element to the game for making upgrade chips from enemy drops. It sucks. Doesn't tell you most of the recipes. Failing a recipe deletes the items. Basically forces you to look up a guide. Elves work different too, most variety is GONE, and...
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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...
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