413 Commits over 61 Days - 0.28cph!
Added ParsedDialogue class and DialogueEntry.GetParsedDialogue(). Includes support for <pause:time> tags
First Pass on DialogueBubbleUI, Cutscene Manager now displays dialogue via this Panel.
CameraTargets now have EditorHandles and Gizmos, rework their functionality too.
Created basic Dialogue Component
Rewrote CutsceneManager to take in Dialogue instead of MovieClips. Remade the test cutscene to work with the rewrite.
option to set start point
More stages
Stages
Kill trigger
Reset Moving platform
NPC Conductor Bankle - Idle anims
slighting up the player up
Conductor Bankle Model and Audio
updated coin ui
Remove obsolete code
Crumble platform
falling platform
add a small buffer to the falling platform
Seesaw platform
Updated playground
Use different img for sprite
Added Dynamic FOV to the Camera, changing when player is running
Center on character when fully zoomed
Player has a Rigidbody so they can be pushed around now. Moving Platforms are awesome now :D
Basic Moving Platform Support
Better Moving Platform Support, allow for rotating platforms
Better moving platform
Test playground scene
add coins
Triplanar mapping
Trying this for sliced box
Update of map + quick resize of coins
Map update and Wooden Crate
Can punch stuff with phys
Slight shader adjustments
Always do light footstep particles
Added SFX for begin and end running state. Also added wooshing sfx and speed lines while in running state.
Better sprinting feedback, updated particles, Punch ability no longer starts in improper state. Fixed footstep particles spawning in the air sometimes.
Better feedback from punching, particles when swinging, punching cancels running speed.
Added SFX for Punching, Swinging, and Breaking Punchables
Added Punchable.IsBreakable so not all punchables can be destroyed
Added MovieMaker Library
Added Interactables, NPCs, and a basic CutsceneManager. Created a Test NPC with Test Cutscene.
Test Bench Gibs + Break on Destroy
Fix prefab references since files moved
Actually punch in the direction player is facing instead of looking
Punching now stops the player in-place and lunges them forward a bit