repoEphyracancel

360 Commits over 276 Days - 0.05cph!

6 Years Ago
started on ladders
6 Years Ago
fixed issue with knee climb clipping through moving platforms
6 Years Ago
while hanging on moving platform check if feet touch ground and let go if they do
6 Years Ago
added sound for fire and other unsaved stuff
6 Years Ago
turned off stamina, other various tweaks to make movement feel more responsive
6 Years Ago
some more adjustments
6 Years Ago
changed jump slide jump behavior, increased stamina to jump can now jump multiple times in one slide but there is a delay after you go into the slide so you can't spam jump
6 Years Ago
added sliding sound, can only slide on bp_sliding mesh actors, increased jump power from slide
6 Years Ago
fixed some sliding jank normal detection when player slowly walks over edge flutters a bit causing jankiness, ended up giving the player a little push to get over the problem area
6 Years Ago
More shield charge stuff Really bad effect, impact causes damage
6 Years Ago
unsaved stuff
6 Years Ago
added sliding for sloped platforms still a little janky, still needs more work
6 Years Ago
UE_4.18
6 Years Ago
More ability use cleanup/tweaks
6 Years Ago
More wip shield charge stuff Shield Charge now knocks down units in path AI now has the ability to declare if they have a special ability Want to use this for various unit specific stuff like kicks, shield bashes, etc
6 Years Ago
Seem to have fixed Time Of Day not working
6 Years Ago
unsaved stuff
6 Years Ago
more modules, other random fixes
6 Years Ago
new module with spike blocks
6 Years Ago
fixing some issues with damaging moving meshes
6 Years Ago
bp_movingmesh can now damage, added spikeblock obstacle
6 Years Ago
more modules, allow for width/length in firetrap array, first two floors are always all platforming
6 Years Ago
fixed bug that let you move while frozen
6 Years Ago
Trying out a new shield bash enemy, pretty bad right now Not quite working yet
6 Years Ago
adjusted rotation rate while landing, turned off some debug stuff, disabled TurnToFaceInputDirection I dont think TurnToFaceInputDirection was working correctly, if i had my character run towards the camera and then attack he would turn 180 and attack, if I had him running left or right relative to the camera he would attack backwards? Feels more predictable without it for now
6 Years Ago
added some more flexibility to fire trap, new module
6 Years Ago
hit boxes for barrels are larger, fixed bug in get difficulty function, more controlled module type selection
6 Years Ago
no longer movement locked after land long jump, on ground rotation rate increased trying to make movement feel a little more agile to improve feel of platforming/exploration
6 Years Ago
Added a LoadObject Library node Seems to work better than the AssetRegistry, even though it's mostly doing the same stuff. Old AssetRegistry logic is still there if we need it.
6 Years Ago
moving more logic from bp_floor to game state
6 Years Ago
move module arrays to game state, ended up breaking the debug module a little in the process though :(
6 Years Ago
upgrade to 4.18 everything seems to be fine so far, had to redo some destructable mesh stuff but thats it
6 Years Ago
unsaved stuff
6 Years Ago
fixed issue with getting frozen while climbing
6 Years Ago
fixed climbing bug
6 Years Ago
messed with difficulty again felt better before, turned of debug P input
6 Years Ago
crunched difficulty curve a bit, fixed module that dipped below kill volume, hooked back up some logic in player controller difficulty curve crunched to expect best scores to be around 15, need to get rid of kill volume and instead kill player after they've been in air for x secs (will do after playtest)
6 Years Ago
changed version number
6 Years Ago
dressed up the whats new widget a little more
6 Years Ago
sped up climbing animations slightly, fixed issue when removing recent modules, barrels now only take on hit, other minor module stuff
6 Years Ago
new module, changed fire trap to check overlap with character's capsule component specifically fire trap was overlapping with the ledge sphere collision
6 Years Ago
Added the fire bomb to the loot array
6 Years Ago
New Fire Bomb projectile Belt objects now store their projectile instead of using a if sequence on CharacterBase Bomb carrying effect removal Getting frozen while carrying a fire bomb will now trigger the bomb and clear the effect locally. Also works in the inverse for freeze bombs and fire traps. Updated Whats New
6 Years Ago
sped up dodge
6 Years Ago
fixed bug that prevented a lot of modules from spawning, some subtle tweaks to existing modules
6 Years Ago
some more tweaks to gate trace and changes to modules where there were issues
6 Years Ago
added trace in front of potential gate spawn to make sure there is room for the next floor when the gate is opened
6 Years Ago
ai spawners set to always spawn now always spawn, increased length of recent module array
6 Years Ago
Debug Widget now shows names of unused modules
6 Years Ago
Debug Widget can now show lifetime module stats Also fixed game not saving if a high score wasn't reached