userAdam Wcancel
repospaceshootercancel

1,632 Commits over 578 Days - 0.12cph!

9 Years Ago
- Weapon switch ability button now shows the correct button text when using gamepad
9 Years Ago
- Slowed down glue projectiles - Fixed gamepad button display text for pickup weapon
9 Years Ago
- Increased player acceleration from 1800 to 4000 (*****THIS'LL BE A MANUAL MERGE CONFLICT LATER*****) - Increased size of enemy mini map markers - Reduced spawn budget for smallest rooms
9 Years Ago
- Reduced speed of spikeys - Increased size of all enemies
9 Years Ago
- Fixed some problems with detecting correct exit door. All rooms should started locked properly now and only the exit door opens when room is cleared, not all doors.
9 Years Ago
- Door test stuff
9 Years Ago
- ItemDatabase fix
9 Years Ago
- Item definitions now have an unlock level - Added simple ItemDatabase that can return random weapons/items of upto specified unlock level - Weapon drops now use the ItemDatabase to get an unlocked weapon
9 Years Ago
- Switched weapon pickup and weapon swap button bindings on gamepad - Spikeys now have less chance to move towards the player each new movement direction tick
9 Years Ago
- Mortar launcher now ensures mortat target positions are within the level area.
9 Years Ago
- Spawned spikeys also have the new movement behaviour
9 Years Ago
- Removed RoomF from factory tileset as it's knackering everything up
9 Years Ago
- Made a new random AI movement component. % chance to move towards player, else move in a random direction, every x-x seconds - Applied new movement to spikeys - Added an alarm sound effect when low on portal energy
9 Years Ago
- Rooms can now specify a random range for how many weapon drops to assign to it's enemies - All invidivudal enemies have had chance to spawn weapons set to 0 - Lowered crates chance of weapon spawning
9 Years Ago
- Increased number of loot crates per room - Loot crates have less chance of dropping ammo
9 Years Ago
- Portal timer and energy tweaks - Portal timer text now flashes when low on time
9 Years Ago
- Added lockable doors to all Factory room setups - RoomLockIn now gets added to all rooms - All rooms (should) lock in when entering them now
9 Years Ago
- Timer doesn't start until you exit the starting room - Slowed SuckIn speed
9 Years Ago
- Removed mission objective notification - Mission screen now shows area names instead to show progression, removed all mission icon stuff
9 Years Ago
- Exit portals auto activate when in range now, no input required
9 Years Ago
- Added an exit room with portal
9 Years Ago
- Added pickup weapon binds to PlayerButtonSet for controller/mk
9 Years Ago
- All enemies now have 100% chance to drop portal time and have a predetrmined amount, per enemy - Reduced the amount of portal time awarded per room - Increased the amount of time awarderd per coin/energy
9 Years Ago
- Your current weapon no longer gets dropped when picking up a new weapon. Gets destroyed. - Roomspawner global scale budget set to 1 - Added a sound when picking up a weapon
9 Years Ago
- Removed some doors from factory rooms to eliminate inter-room backtracking
9 Years Ago
- Ripped out some more unused stuff, cut down some loading times slightly
9 Years Ago
- Moved steam manager to splash screen
9 Years Ago
- Reworked start screens flow
9 Years Ago
- More
9 Years Ago
- Added button text to weapon pickups - Renamed some weapons
9 Years Ago
- Weapon names now appear above weapon pickups when in range to collect
9 Years Ago
- Level progress bar work
9 Years Ago
- Rooms are now assigned invididual time allowances and when the level is generated, the total time allowed is calculated - Set some initial time values
9 Years Ago
- Added a portal energy timer which counts down, gameover if it reaches 0 and the level exit portal closes before you reach it - "Cash" from dead enemies now replenishes portal energy - Room tweaks
9 Years Ago
- Flattened out the depth chance curve of rooms
9 Years Ago
- Test mission removal
9 Years Ago
- Fixed another bug with flashing health
9 Years Ago
- Increased chance of spikey spawners and patchers
9 Years Ago
- Lowered the health of the spikey spawner
9 Years Ago
- Removed the debris chunks that look stuff you should collect from all the enemies
9 Years Ago
- Reduced last orders mission length to 4 rooms - Added Spawner Spikeys that spawn a bunch of normal spikeys when killed - Can now click middle mouse to collect weapon - Launchers can be set to destroy themselves after completing a cycle - Fix for healh bar not stopping flashing - Added no ammo click noise when trying to fire a weapon with no ammo - BaseEntity can now be set to spawn specific items
9 Years Ago
- Weapon switch sound
9 Years Ago
- Lowered turet health values 20->16 - Rooms now spawn more loot barrels - Loot spawner bug fix - Rebuilt factory tileset
9 Years Ago
- Ammo placeholder UI and switching - Speed boost duration and cooldown reduced further
9 Years Ago
- Enemies/containers can now drop ammo - Ammo drops have an 80% chance to drop ammo type for one of your equipped weapons or 20% chance to be a random ammo type
9 Years Ago
- Player health bar now flashes when <= 2 health and 0 shields - Loose cannon damage is now 2-2 from 1-2 - Flash component can now take a target gameobject to flash and caches it's own renderer
9 Years Ago
- Can now switch weapons with the mousewheel as well as Q
9 Years Ago
- Cash now disappearsa after 10 seconds, to encourage the player to head into danger. Starts flashing after 6 seconds - Increased ammo cost of bolt gun
9 Years Ago
- Increased spawn weighting of spikers
9 Years Ago
- Reduced ammo cost of loose cannon