846 Commits over 2,710 Days - 0.01cph!
no more ledge collision channel, can now climb on any static mesh that generates overlap events
smoothing out a few more things
more improvements to climbing
no more wall running, can now get up smaller platforms, fixed bug allowing you to climb on other characters
made long jump window little longer
tweaked sprint a tad, max run speed slows down slower and speeds up faster
this is so players can hold sprint before a jump release it to hit the
jump button and not lose too much speed too fast
can now run up walls and knee climb over ledge
animations need a lot of work, but basically functionality is there
some more jump stuff and modifications to some modules to account for new jump
more jump timing stuff and some other animation fixes
adding more of a timing window for big jump
added back in is editor, modified jump
there are now two types of jumps, first jump allows you to move while in
the air and when you land. Jumping again while still in the landing
animation of the previous jumps allows you to jump higher/farther but
takes away air control and momentum when landing
started working on new jumping system
level stuff and finished bomb triggered platform
more level design stuff and platform triggered by bomb
Setting up Controlled level spawning, some loot spawning bug stuff
trying to fix highscore issue
added sword trails
some changes to the trails
fixing bug with grenade handling
fixed being able to move when frozen, changed switch grenade input to up on dpad
added sound effects for freezing actions and healing particle effect/sfx
removed some problem assets that were keeping it from building
cancel throw aim when switching to health orb, camera moves back after aiming, X on keyboard/left face button on gamepad to switch belt item
fixed ranged ai not spawning correct grenade and fixed scale on freeze bomb hit particle
extended freeze time for freeze grenades
added heal orb, played with loot values a little, slowed down swing for big sword
can now switch between grenades
player can now hold up 4 grenades (3 on belt 1 in hand) if player trys
to switch to or pick up melee weapon 4th grenade will be dropped
studs for form 0 of tentacle monster
separated eyes into more files for animation
new tentacle monster files
messed with movement/animations a bit, raised kill floor, add interact indicator, UI controllable with gamepad, etc.
fixing blocking/aim for controller
attacks slightly faster, lock on and block work together, freeze bombs, bomb throwing controls modified
changed gate material to signify whether it needs a key or not
implemented a few exploration/easy floors for the beginning
add version checker and score reset when version number changes