Ryn
@wistfulhopes
she/her gamedev/artist/modder portfolio: night sky engine: donate: or
while messing with sonic racing crossworlds modding a few months back, i realized that dull, sort of gray/washed out look in a lot of ue5 games is because the ACES filmic tonemapper (left) isn't really that appealing. AgX (right) with some balancing is a lot nicer
i know we're all hyped for marvel tokon and avatar legends, but saturday am battle manga (the game i'm lead programmer & lead tech artist on) was shown at dreamcon this year, and we have an official video on its showing
i miss unlimited mode in blazblue centralfiction in fact, i missed it so much that i made it work again.
wow yeah the side by side of my xrd kagenashi shader vs default is wild. as blasphemous as it feels to say i kinda like mine more
this may contradict the above. perhaps visual verse was abandoned and just not removed?
looks like ue6 comes with "visual verse composer" to write verse like visual scripting. unfortunately the verse systems in ue6 main are currently pretty busted
as a non-collector without a trained eye it's crazy to me that this is considered moderately to heavily played. like in my eyes this would be heavily played and only something straight up torn or stained would be damaged
any pokemon tcg enjoyers follow me? I found a really rare card in my collection and want to know what condition you think it's in
being the bitch who makes all of the custom ue tooling for games is maddening because every time i make a new custom engine it's 600k files and 300gb.
been working with psychodrive-dictator on updating their sf6 battle simulator, psychodrive
inspirations include this really old sonic concept art and satoshi okano's artwork