userhowiecancel
branchEphyra/mastercancel

270 Commits over 276 Days - 0.04cph!

7 Years Ago
started experimenting with sound for the jump/long jump
7 Years Ago
sprint is more responsive
7 Years Ago
fixed flying while climbing bug I think this is fixed but keep an eye on it, was doing an or when it should have been an and going into a branch for determine in air
7 Years Ago
fixed climbing on lantern bug, added graphic for keyboard input was actually grabbing space between two meshes, now there's a check to see if there is enough space for player's fingers
7 Years Ago
improved position of torch IK just needed a slight bend in the elbow so it didnt look so rigid :P
7 Years Ago
fixing spelling mistake will make what's new page in umg next time
7 Years Ago
added lights to last module and added another new one
7 Years Ago
improved functionality of moving mesh actor, made another module with moving platforms
7 Years Ago
few modifications to some modules
7 Years Ago
whats new screen doesn't show in editor, made ledge grab range a little bigger
7 Years Ago
added whats new image that plays first time you open the game, changed version number, removed unused light in main scene
7 Years Ago
fixing bug when player is rotated when climbing and locking on
7 Years Ago
added lights to a module without them, modfied P_Module_19 so you couldn't cheat it with a wall climb
7 Years Ago
bunch of new modules, got rid of connection modules in beginning decided to just make the connection modules I made part of the pad module array, didn't like the fact that it was no longer random
7 Years Ago
control module 5, some cleaning up for key interaction
7 Years Ago
more work on climbing stuff, trying to remove more jank
7 Years Ago
missed a spike trap
7 Years Ago
updated more mesh lighting channel stuff for hero modules and all moving spike traps require jump over them instead of sometimes dodge
7 Years Ago
fixed some issues with getting hit while climbing
7 Years Ago
tod manager added to main umap
7 Years Ago
all meshes are now affected by lighting channel 0, removed push slugs for now, disabled climbing actions for AI
7 Years Ago
fixed another falling damage bug, added image to show controls on main menu
7 Years Ago
after controlled modules run out, normal floors start to spawn
7 Years Ago
fall damage if in air for more than 2.2 secs you die on landing
7 Years Ago
knee climb works a little more smoothly can do it from mid air if the distance off ground is small enough
7 Years Ago
fixed issues happening when repeatedly hitting jump while climbing
7 Years Ago
some more changes to climbing, limited character rotation control while in air
7 Years Ago
final push working pretty well, still gets all jacked up if you mash on the jump button while trying to climb, will sort it out tomorrow
7 Years Ago
cleaning off some more jank wall trace was sometimes not hitting the wall i was trying to climb
7 Years Ago
no more ledge collision channel, can now climb on any static mesh that generates overlap events
7 Years Ago
bit more jank
7 Years Ago
more smoothing out
7 Years Ago
smoothing out a few more things
7 Years Ago
more improvements to climbing
7 Years Ago
no more wall running, can now get up smaller platforms, fixed bug allowing you to climb on other characters
7 Years Ago
removing trace
7 Years Ago
few more climbing bugs
7 Years Ago
made long jump window little longer
7 Years Ago
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
7 Years Ago
little more clean up
7 Years Ago
cleaning up a few things
7 Years Ago
can now run up walls and knee climb over ledge animations need a lot of work, but basically functionality is there
7 Years Ago
ironing out a few kinks
7 Years Ago
start of ledge climbing
7 Years Ago
few more bugs
7 Years Ago
some more jump stuff and modifications to some modules to account for new jump
7 Years Ago
more jump timing stuff and some other animation fixes
7 Years Ago
adding more of a timing window for big jump
7 Years Ago
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
7 Years Ago
started working on new jumping system