1,415 Commits over 122 Days - 0.48cph!
Implemented writing Tilemaps to stream, no reading and rendering yet.
[mazing] fixed demo and added a couple more levels. done i think
Merge branch 'master' into networking
Conflicts:
Unity/Assets/Scripts/ClickToPlayTest.cs
Unity/ProjectSettings/InputManager.asset
Chat event sends a player entity so receivers can print the name into the chatbox
Improved chatbox
[mazing] attract mode (with placeholder demo), text outlines
[mazing] wall shadows, tweaked colors
[mazing] stage fade transitions
added temp main menu to connect to a server and to choose player name
added temp chatbox for in-game chatting
Added Tilemap.SetTile and Tilemap.ClearTile.
Added input box for IP:port to connect to and player name to be sent to server once connected.
Initial work on tile maps.
Added Stage.GetLayer(renderable) and Stage.SetLayer(renderable, layer)
Images are now packed down to 2 bits per pixel.
re-adding sublime-project to versioning, to make fresh clones easier to use
Merge branch 'master' of arcade
Added layers for sprites in entities, and Entity.RemoveSprite(sprite), Entity.SetSpriteLayer(sprite, layer) and Entity.GetSpriteLayer(sprite).
[mazing] polish, nearly done
Added a PlayAnimation coroutine class.
Merge branch 'master' of arcade
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Added Animation.IsLooping (settable, defaults to true) and Animation.IsComplete properties, and an Animation.Completed event.
added sounds and other stuff
local player is put on an invisible layer so their avatar isn't visible in first person
added placeholder player model
added Min and Max to Mathf
Fixed analogue stick vertical axes being inverted.
Fixed the mysterious bug causing cabinets to be uncontrollable.
changing cabinet game changes name of cabinet gameobject
fixing build error with mazing
Sound playback works, might need some tweaking to eliminate clicks.
Entity.OnLoadGraphics is now called when an entity is added to a stage, and added Entity.OnReady which is called when all other initialization methods have been called.
Tweaked audio sources to have useful names and better locations.
Audio basics implemented, untested.
Implemented WAV file loading into a Sound object (no playback yet).
hacky fix for players joining while a cabinet is being remote controlled
packets are sent every frame instead of every 3 frames
Merge branch 'master' into networking
Conflicts:
.gitignore
Unity/ProjectSettings/InputManager.asset
Updated unity files omitted from previous commit.
Added a quick mock-up of one of Rob's silhouettes.
Can now press any input to start the test game from attract mode.
Fixed background color not being serialized.
Refactored demo recording to be cleaner and safer.
Added coroutines to stages (and abstracted them to be easily added to any IUpdatable).
Implemented demo playback.
Added record button bindings.
Implemented basic gameplay recording to base64 string.
base.OnUpdate() now no longer needs to be called in Entity extending classes for coroutines to work.
added the other enemy type
almost done porting Mazing
fixed error when a cabinets game is set to None
fixed prefabs that got broken during merge