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1,632 Commits over 578 Days - 0.12cph!

9 Years Ago
- AbilityButton tidy up
9 Years Ago
- Death Row now has a reduced cooldown of 0.1s if you hit anything with it, upto a max of 3 shots in a row, before resetting to full cooldown - Death Row is now less opaque when you miss to make it more obvious when you will have a reduced cooldown
9 Years Ago
- ability Use functions are now passed a reference to the ability button/cooldown that activated it
9 Years Ago
- Added controller rumble and sound effect to Death Row
9 Years Ago
- Death Row: Added placeholder impact effect and increased radius
9 Years Ago
- more deathrow. nearly there
9 Years Ago
- wip Death Row ability
9 Years Ago
- More reaper bro changes.
9 Years Ago
9 Years Ago
- More experimenting
9 Years Ago
- More ability stuff
9 Years Ago
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance. - More reaper bros
9 Years Ago
- AIFollowMovement component now copies the movement values of target properly - Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers - More Reaper Bros wip
9 Years Ago
- Reaper Bros experimenting - BaseMovement can now be set to ignore collision - Added an AI follow component that makes a BaseEntity follow a target and can copy it's BaseMovement behaviour -
9 Years Ago
- LootDrop and LootTable components can now handle ability pickups. - Added 2% chance for enemies to drop abilities and 5% for crates. (This is temporary, need to move to a more calculated distribution of ability drops, probably)
9 Years Ago
- Reworked pickup/collectable functionality to be more generic - Ability pickups can now be... picked up - Ability bar now auto reloads whenever a new skill is collected (can't manually swap/control it yet though)
9 Years Ago
- Set trigger colliders for rooms, lockins, turrets to IgnoreRaycast layer and removed a bunch of layers from the player aiming laser so it doesn't hit invisble stuff
9 Years Ago
- Removed blast radius from missiles and increased the max turn speed they can increase to from 8 to 11 (starting at 0.5, over 3 seconds)
9 Years Ago
- Started ability pickup. Added stuff to pick and spawn a random, not discovered ability as a pickup. - Correctly set the missile blast radius on missiles so they explode whenever in range of player - Now only start with speed boost ability
9 Years Ago
- Control clean basic cleanup
9 Years Ago
#ifdef'd out vibration function when in editor
9 Years Ago
- Added save game wipe tip to title
9 Years Ago
- Added an "available" list of abilities to AbilityList that tracks which abilities the player has found/unlocked for use this life - Changed some ability IDs
9 Years Ago
- New lives start with max shields (3) instead of 2
9 Years Ago
- Map UI tip fix
9 Years Ago
- Reduced chance of laser room J spawning - New prefabs as it keeps saying they're changed
9 Years Ago
- Updated InControl and made everything work again
9 Years Ago
- Fixed a new bug with abilities not doing the correct amount of damage when firing a projectile - Fixed boomerang not doing damage
9 Years Ago
- Boomerang cooldown set to 7 seconds - Time slow shield cooldown set to 7 seconds
9 Years Ago
- Fixed bug with abilities starting on cooldown when first assigned
9 Years Ago
- Added a new Speed Boost ability, grants 50% speed/accel for 5 seconds, 15 sec cooldown. - Movement modifiers are no longer capped at 100% - Added a new ability category, Speed -
9 Years Ago
- Time slow shield size increased and speed reduced
9 Years Ago
- Projectiles can now be set to allow zero velocity - Timeslow shield changed: It will now move in the initial direction of the shoot stick if the player is firing or will remain stationary if the shoot stick is not being aimed
9 Years Ago
- Ability scriptable objects now have link to the abilty prefab - Ability SOs now launch/init abilities - Removed more old stuff
9 Years Ago
- More rework/cleanup
9 Years Ago
- More cleanup. - Ability buttons now restart their cooldown when their ability is set/changed
9 Years Ago
- Ability UI buttons all now just use one button prefab, and set to disabled/blank when not in use
9 Years Ago
- AbilityList now loads all ability ScriptableObjects automatically from the folders at startup - Ability UI buttons are now initialised from ability scriptable objects, including icon, button text, cooldown etc
9 Years Ago
- Refactoring ability button/activation/UI stuff - Deleteing old/unusued ability stuff
9 Years Ago
- Ability system reworking
9 Years Ago
- more
9 Years Ago
- Changed Factory1 defaults
9 Years Ago
- force
9 Years Ago
- Ground work for ability system rework. Added scriptable object setup stuff.
9 Years Ago
- Room code cleanup
9 Years Ago
- Tileset lights are now enabled/disabled as you move through rooms
9 Years Ago
- Room now has a reference to it's tileset's light prefab and also the instance of it - LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
9 Years Ago
- Added some flows + archetypes for asteroids and factoryasteroids
9 Years Ago
- Space Chunks
9 Years Ago
- Starting weapon hack fix for town weapon positions