userAdam Wcancel

11,450 Commits over 3,561 Days - 0.13cph!

8 Years Ago
- Upgrade panels now show upgrade costs - Upgrade definitions can now specify if the stat value should be shown in the description or not
8 Years Ago
- More
8 Years Ago
- More
8 Years Ago
- More
8 Years Ago
- Started some placeholder upgrades UI - Added a "Delete Save File" button to the PlayFromScene tools panel
8 Years Ago
[SC] Population is now based on combined RCI growth
8 Years Ago
[SC] More
8 Years Ago
[SC] More
8 Years Ago
- [SC] added bars
8 Years Ago
- Added UpgradeDatabase static class - PlayerStats now applies upgrades when calculating modified stats
8 Years Ago
- Bit more upgrades stuff
8 Years Ago
- More upgrade system work, definition SO
8 Years Ago
- Started upgrade classes and definitions - SaveGame will now serialize/deserialze upgrades
8 Years Ago
- SC card outcomes/stat mods
8 Years Ago
- More SC
8 Years Ago
- Code purging
8 Years Ago
- More save system work
8 Years Ago
- quick SwipeCity mockup idea
8 Years Ago
- More
8 Years Ago
Save game branch
8 Years Ago
- WIP save data rework to move to shop stuff
8 Years Ago
- Cash stuff
8 Years Ago
- Reduced collection/UI range of pickups
8 Years Ago
- Added SmokeEffect slot to PlayerShip - pickup panels are now a bit smaller
8 Years Ago
- Weapon and ability pickup UI is now only shown for 2 seconds at a time instead of 6
8 Years Ago
- Aded UE test project
8 Years Ago
- White space
8 Years Ago
- Addded flashing GO text/anim to gameplay UI when a room is cleared
8 Years Ago
- Moved area name text below the preview images
8 Years Ago
- Level select screen thumbnails are now generated from area definitions
8 Years Ago
- Forced all damage to the player to be 1 damage again, to see if feels clearer when you're about to die - Low health screen effect now correctly enables/disables - Some cam code cleanup
8 Years Ago
- Camera fix?
8 Years Ago
Ignores
8 Years Ago
- Pickup UI for abilities is now coloured blue for utility and red for offensive - Increased chances of crates having abilities and weapons (prob too high)
8 Years Ago
- Weapon pickup UI changes
8 Years Ago
ui tweak
8 Years Ago
- Rebuild
8 Years Ago
- Added quad plasma turret brush to Rotorz - Added some quad plasma turrets to some factory rooms - Rebuilt
8 Years Ago
- Fixed some asteroid room spawn locations that were causing enemies to spawn in unreachable places - rebuilt prefabs
8 Years Ago
- Redcued health of asteroid bugs to 1
8 Years Ago
- BT fix for asteroid laser beam enemy not always starting with smallest sized lasers
8 Years Ago
- Asteroid enemy tweaks - Added exit room to asteroid tileset - Rebuilt prefabs
8 Years Ago
- Added CollisionMask to room gates/forcefields
8 Years Ago
- WIP collision system improvements to make it less shit and stupid - new CollisionMask component - BaseMovement and BaseProjectile can now check CollisionMask component if present - Barrier ability collision now uses CollisionMask
8 Years Ago
- Pipe glass windows can now be shot to be destroyed - Rebuilt factory rotorz + tileset scenes
8 Years Ago
- Removed the camera zoom levels
8 Years Ago
- Removed confusing XP stuff from UI - One item is rewarded after completing a level
8 Years Ago
- Reduced factory length - Reduced start shields to 1 - Added aware of player check to bouncer AI behaviour tree to stop them being charged and flying at you as soon as you enter their room
8 Years Ago
- weapon/ammor stuff
8 Years Ago
- Weapon clip size can now be set per-weapon (setting it to 0 doesn't require reloading)