userAdam Wcancel

12,641 Commits over 3,803 Days - 0.14cph!

9 Years Ago
- Added UpgradeDatabase static class - PlayerStats now applies upgrades when calculating modified stats
9 Years Ago
- Bit more upgrades stuff
9 Years Ago
- More upgrade system work, definition SO
9 Years Ago
- Started upgrade classes and definitions - SaveGame will now serialize/deserialze upgrades
9 Years Ago
- SC card outcomes/stat mods
9 Years Ago
- More SC
9 Years Ago
- Code purging
9 Years Ago
- More save system work
9 Years Ago
- quick SwipeCity mockup idea
9 Years Ago
- More
9 Years Ago
Save game branch
9 Years Ago
- WIP save data rework to move to shop stuff
9 Years Ago
- Cash stuff
9 Years Ago
- Reduced collection/UI range of pickups
9 Years Ago
- Added SmokeEffect slot to PlayerShip - pickup panels are now a bit smaller
9 Years Ago
- Weapon and ability pickup UI is now only shown for 2 seconds at a time instead of 6
9 Years Ago
- Aded UE test project
9 Years Ago
- White space
9 Years Ago
- Addded flashing GO text/anim to gameplay UI when a room is cleared
9 Years Ago
- Moved area name text below the preview images
9 Years Ago
- Level select screen thumbnails are now generated from area definitions
9 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
9 Years Ago
- Camera fix?
9 Years Ago
Ignores
9 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)
9 Years Ago
- Weapon pickup UI changes
9 Years Ago
ui tweak
9 Years Ago
- Rebuild
9 Years Ago
- Added quad plasma turret brush to Rotorz - Added some quad plasma turrets to some factory rooms - Rebuilt
9 Years Ago
- Fixed some asteroid room spawn locations that were causing enemies to spawn in unreachable places - rebuilt prefabs
9 Years Ago
- Redcued health of asteroid bugs to 1
9 Years Ago
- BT fix for asteroid laser beam enemy not always starting with smallest sized lasers
9 Years Ago
- Asteroid enemy tweaks - Added exit room to asteroid tileset - Rebuilt prefabs
9 Years Ago
- Added CollisionMask to room gates/forcefields
9 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
9 Years Ago
- Pipe glass windows can now be shot to be destroyed - Rebuilt factory rotorz + tileset scenes
9 Years Ago
- Removed the camera zoom levels
9 Years Ago
- Removed confusing XP stuff from UI - One item is rewarded after completing a level
9 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
9 Years Ago
- weapon/ammor stuff
9 Years Ago
- Weapon clip size can now be set per-weapon (setting it to 0 doesn't require reloading)
9 Years Ago
- weapon ammo clip and reloading test
9 Years Ago
more
9 Years Ago
more
9 Years Ago
- Double jump, movement tweaks
9 Years Ago
gonks
9 Years Ago
more
9 Years Ago
Mess about
9 Years Ago
- Asteroid tileset test room changes. Disabled larger rooms, removed some of the extra filler stuff.
9 Years Ago
- Vacuum enemy nerfed a bit - Tweaks to flows