userAdam Wcancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

10 Years Ago
- Added placeholder bomb projectile
10 Years Ago
- Projectiles can now decelerate - Removed unused Patcher Glue prefab
10 Years Ago
- Slight refactor of projectiles
10 Years Ago
- Less Fantastic quality profile
10 Years Ago
- Quit button highlights to red
10 Years Ago
- Merged graphics options and escape/options menu UI to main
10 Years Ago
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
10 Years Ago
- Moved vignette/analogue tv from high to medium
10 Years Ago
- Shader/image effect quality settings - Tons of meta files ?
10 Years Ago
- Excluded some cheat stuff from build
10 Years Ago
- Fix for the resolution reverting to 720p
10 Years Ago
- Added a shittier quality profile
10 Years Ago
- shop panel tweak
10 Years Ago
- Shop help panel change
10 Years Ago
- Enemies start using abilities from the first level not the second now
10 Years Ago
- Put boss back to 3rd mission again ;)
10 Years Ago
- Dulled down the flash hit effect on TT
10 Years Ago
- Stuff
10 Years Ago
- TT mission now ends correctly
10 Years Ago
- Player pos fix
10 Years Ago
- Added shaders to settings
10 Years Ago
- Turretts typo fix in mission tracker
10 Years Ago
- Added anim event to launcher eject anim for when anim for camera shake - Reduced size of TT's projectile
10 Years Ago
- Moved the boss to the 2nd mission so people can try it out more easily
10 Years Ago
- TT boss fight fixes
10 Years Ago
- WIP launch sequence
10 Years Ago
- Increased LootContainer's shield drop chance to 7%
10 Years Ago
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas. - Added BOSS text to mission generation screen to show the third mission will be a boss fight
10 Years Ago
- 3rd and 5th missions of an area are now boss fights, rest are normal
10 Years Ago
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
10 Years Ago
- Rebuilt prefabs - Increased speed of spikey thing - Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed - Changed beertap room fight so wall turrets spawn after each tap is destroyed
10 Years Ago
- Object pooler just always returns a new object for now
10 Years Ago
- Updated prefabs - Halved the health of beer taps
10 Years Ago
- Turnspeed 20->15
10 Years Ago
10 Years Ago
- Increased player turn speed from 10 to 20
10 Years Ago
- moved time slow shield to left trigger while it's temp forced unlocked
10 Years Ago
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
10 Years Ago
- Shope tweaks
10 Years Ago
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
10 Years Ago
- Added gates to beer tap room - RoomSpawner now knows when a room has been cleared of it's spawned enemies - Added RoomLockin script that shuts any doors in a room until the room is cleared - Deleted my old placeholder gate - Beertap rooms and RoomA are now lockin rooms (100% chance for now)
10 Years Ago
- Pipe gate animation controller state exit times disabled
10 Years Ago
- Door work - Changed corridor_gate state IDs and animation controller to remove delays between state changes
10 Years Ago
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
10 Years Ago
- Removed the 4 turret turret from Area1 spawn table - Increased aggro range of the spikers
10 Years Ago
- Shitty, temp fix for memory leak. Need to move to using object pooling globally.
10 Years Ago
- Fixed a material leak in OutlineEffect
10 Years Ago
- Rework
10 Years Ago
- More rework
10 Years Ago
- Mid rework of TT boss fight