
Next up
Simon SCVIV sprite rip coming along.
Are you doing unnecessary work when calling Delegates in #UnrealEngine?
I wrote an article about this small topic since I was dealing with it recently (it's free to read!) Includes examples and fancy Macros.
https://www.patreon.com/posts/unreal-engine-131408500?utm_medium…
A preview of the Poison Claws for Nathan's sprite rip. It's interesting how the base sprite has a placeholder yellow shape where the weapon is meant to be overlayed in game.
More progress on Nathan Graves CotM sprite rip.
The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)
OK, so, don't be mad, but I got mad when I looked at the Simon Belmont sprite rip for Super Castlevania IV on Spriter's Resource, so uh, adding that to the list...
I looked for a long time and could not find a good sprite sheet for Nathan Graves from Castlevania Circle of the Moon, so I'm forced out of sprite ripping retirement for one last sheet. This one's a big one! Still a ways to go.
The item animations stay in sync always, no matter where, when, or how many spawn.
(60fps version in replies.)
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