Garden 2 September updates
Hardpoint sprites in Unreal After importing the hardpoint sprites to Unreal and attaching them to the gunship I noticed that I had programmed the hardpoints to work as 3D objects. Meaning that for example rotation of the hardpoints wouldn't match with the sprite animation. I figured that in the case of rotation, each animated frame would have to be assigned it's own sector which would then be picked depending on the rotation. Wanting to move on instead of getting stuck experimenting, I decided to skip this for now and use a single sprite to represent the hardpoints and have that sprite rotate which looks fine except for the extremes of the rotation. Hardpoint rotated to face the right extreme. In an ideal situation I would probably have the ship and it's hardpoints made as simple 3D meshes with pixel-style textures. Effect sprites & light emissions Before I went to work on remaining character sprites, I did most of the sprites for the effects used in the boss battles. I...