userAdam Wcancel

11,556 Commits over 3,591 Days - 0.13cph!

9 Years Ago
- Equipment fixes
9 Years Ago
- More reward stuff
9 Years Ago
- Item selection screen now compares current item against any existing item
9 Years Ago
- Reduced chance and duration of spikeys stopping
9 Years Ago
- Removed debug define
9 Years Ago
- More item reward screen stuff
9 Years Ago
- Fixed projectile impact not triggering on enemies - WIP reward item selection - ItemDatabase can now return a random, non-weapon item
9 Years Ago
- BaseMovement can now be set to not rotate towards movement direction - Disabled it for Spikeys to fix rotation glitch
9 Years Ago
- BaseMovement now takes the object's radius into account
9 Years Ago
- Renamed scene and references - Added a booster item
9 Years Ago
- Items can now spawn gameplay items that get attached to the player and removed with item
9 Years Ago
- Improved the way items are sucked in
9 Years Ago
- Added Collect Range stat and item modifier - Increased damage range of bombs
9 Years Ago
- More stat modifier defines
9 Years Ago
- New enemy ability: Martyrdom - Added a placeholder enemy bomb prefab, pulse effect, and explosions
9 Years Ago
- Removed SECTR asset as it was never used
9 Years Ago
- More purging
9 Years Ago
- Purging / cleanup
9 Years Ago
- Commenting to track which stats I've implemented
9 Years Ago
- Ability cooldowns can now be overrided to be modified by item modifiers - Boost ability cooldown overriden to be modified by items
9 Years Ago
- Stats cleanup, default values
9 Years Ago
- Item tests
9 Years Ago
- Item stat modifiers now stack and calculate correctly
9 Years Ago
- More item / stats work
9 Years Ago
- More item stats work
9 Years Ago
- Merged stat groundwork to main
9 Years Ago
- Merged from main
9 Years Ago
- Branched for WIP item/stat modifiers and bonuses
9 Years Ago
- Player damagestate anim layer now gets turned on when < 3 health
9 Years Ago
- Added a WallHitEffect prefab link to BaseEntity for an effect to play when stuff... hits a wall
9 Years Ago
- BaseProjectiles now have a separate Fade definition in inspector - Impact and Fade effects can be set to take the forward direction of their projectile - Refactored some BaseProjectile stuff and removed some unnecessary calls to old object pooling setup - Tidied up BaseProjectile inspector into groups
9 Years Ago
- Stopped a bunch of object pool instantiations that are no longer used
9 Years Ago
- Removed some unnecessary colliders from enemy prefabs
9 Years Ago
- Added health values to playership models for the parts to disappear - Rebuilt player prefab - Levelup screen model now reflects current player health too - Increased health of spikeys from 2 to 4
9 Years Ago
- Weapon firing events and setup for EntityAnimator / EntityEvents
9 Years Ago
- Weapons get dropped backward
9 Years Ago
- WorldCollision.WallTest now returns the hit info
9 Years Ago
- Weapons
9 Years Ago
- Increased blaster projectile speed from 800 to 1200, increased collider size
9 Years Ago
- Halved the weapon switch time
9 Years Ago
- Added weapon switch anim - EntityEvents and EntityAnimator now handle weapon switch events - Can no longer fire whilst changing weapons (1sec)
9 Years Ago
- Entity animator now lerps roll/pitch
9 Years Ago
- type fix on splash screen
9 Years Ago
- removed some text from level start screen
9 Years Ago
- Reduced explosion cam shake some more - AIRandomMovement now has a chance to stop moving
9 Years Ago
- Removed random offset for cocktail launcher
9 Years Ago
- Increased blast radius of cocktail launcher and increased damage, enabled player damage
9 Years Ago
- XP now resets properly
9 Years Ago
- Reduced loading time of level start/level up screen - Other bits
9 Years Ago
- Switch XP / room bonus bars around