233 Commits (7e1f85b7e4c01f4df20941c8728dd3be0342aa37)

Author SHA1 Message Date
  Joshua Reason 7e1f85b7e4 Did some webGL fixes + port stuff 5 years ago
  Claire Peta d09abf7567 Fix lives lost, and small code cleaning 5 years ago
  s3607057 (Angus Niven) d49588727e Changed respawn function so that you will always respawn at ground level, after some weirdness with respawning on top of crystals. 5 years ago
  JoshuaReason 100e4f1ece Messing around with HTML 5 years ago
  s3607057 (Angus Niven) db19ee9723 Made the cannons able to start at different points in their countdowns. Made falling off things cost lives (player is currently notified a turn late). 5 years ago
  Claire Peta 726859573f Chicken Wing 5 years ago
  s3607057 (Angus Niven) c3cd229d15 Fixed problems with falling of the far side of the track, made the pit trap logic the same as the falling-off-the-side logic, removed some sub-par link sections that were clogging up the lists of possibilities. 5 years ago
  Claire Peta 3cfd98a474 Fix the cow, 5 years ago
  JoshuaReason 2386dda271 Fixed shot if client doesn't have resource 5 years ago
  JoshuaReason 14fc59540f Maybe fixed double move respawn 5 years ago
  Joshua Reason 121eed4535 Updated hook + WebGL 5 years ago
  s3607057 (Angus Niven) e08ae38e70 Fixed respawning-related issues (I hope). Players should now respawn only on open squares and never on traps. 5 years ago
  Joshua Reason 3e7480ff17 Added replace block + updated webgl build 5 years ago
  Joshua Reason d3720b4dae Did some bug fixing. Water pushes character off if someone ends up ontop 5 years ago
  Claire Peta aad9206184 Have to head home, psu hof small changes i made while play testing for bugs and whatnot (forgot to stage all on previous push) 5 years ago
  Joshua Reason 506cfb8f2c Falling works + fixed cannon prefab 5 years ago
  ClairePeta 3f25529235 Added sprites to resources for client side so icons load for logic blocks, 5 years ago
  ClairePeta de9fa199f3 Added winner scene, 5 years ago
  s3607057 (Angus Niven) 2c9f01a405 Applied new respawn logic to falling off the map as well. 5 years ago
  Joshua Reason 24cb2510c1 fixed some merge errors 5 years ago
  Joshua Reason 3e1b9c674e Webgl works alongside android + included in project 5 years ago
  s3607057 (Angus Niven) c1309d9165 Implemented new respawn logic: respawn location is the average loccation of players left on map, if any, or otherwise is the centre of the screen. Players will respawn in random open & unoccupied squares near this (within a radius of 1 if possible, widening the radius if there aren't enough open squares in that area). 5 years ago
  ClairePeta 0208a6d7c5 Billboard the player order on the backs of each character, 5 years ago
  Joshua Reason e80bfafbe2 Got webGL build working, some bugs still 5 years ago
  Claire Peta 941f5df196 Tested code that works for block spawning 5 years ago
  JoshuaReason b3b84695aa fixed gizmos breaking things on play 5 years ago
  JoshuaReason 74bfd13ced Block gizmos visible in Prefab view 5 years ago
  Claire Peta 3a3270ed11 Uncomment stuff for collectable spawning testing + icon 5 years ago
  JoshuaReason eab76a866f fixed hookshot serialization + added isvisible function 5 years ago
  s3607057 (Angus Niven) c7dc3a5dcc Added item spawn locations to all existing map section prefabs. Also pushed a second snaking map section. 5 years ago
  Claire Peta 5d9a6caecf Fixed the character script after merge :) 5 years ago
  Claire Peta 365b6605cd Update to the block spawning script, added the call line to where the new map section is added to update the spawning positions(commented out for now) 5 years ago
  Joshua Reason 186a1dd634 Fixed cannon so we aren't waiting for it. Started to add hook shot. 5 years ago
  ClairePeta 764cb2c537 Block spawning update 5 years ago
  ClairePeta a360fe8d9c Fixed the cannon and converyor belt traps, and set up Block to mark some as spawnable locations - please noone touch the blockspawn script - im still working on it 5 years ago
  Claire Peta 1105ee3d41 Fix max players to 8 5 years ago
  JoshuaReason 79f0289d00 fixed dying on a half turn, removed old half turns 5 years ago
  s3607057 (Angus Niven) 76374fc784 And removed the spammy debug statements that are no longer needed. 5 years ago
  s3607057 (Angus Niven) 1cb4324a8c Camera will now track the average position of all players on the track, and catch up to the leading player if they are off the screen. 5 years ago
  Joshua Reason 47b91aac84 Added ability for player one to start game 5 years ago
  ClairePeta 6506309950 Fixed character play order, 5 years ago
  Claire Peta 50ac156d92 Forgot to push lafter class last night 5 years ago
  s3607057 (Angus Niven) abd9926b80 Fixed bug that was misplacing the spawning area due to startX being changed between games in MapManager.asset. 5 years ago
  JoshuaReason 775e8b93ef Fixed Diagonal + added Wait 5 years ago
  s3607057 (Angus Niven) b67bcde3fa Lowered difficulty mins on some of our level sections so they'll show up earlier. Made difficulty scale up faster with track length. Fixed a misalignment of the in-ground trap components. 5 years ago
  s3607057 (Angus Niven) 32af52cf38 Fixed 4-player spawn to account for double-moves, changed MapManager to prevent more than one link section spawning in a row. 5 years ago
  s3607057 (Angus Niven) e3fc896f4b Cleaning up MapManager slightly. 5 years ago
  s3607057 (Angus Niven) be9a258618 Added a bunch of longer map sections. Added a simple weighting system for map sections (set for each section in the inspector), so that the proper map sections don't get drowned out by all the varieties of length-1 link sections. Removed the pit and conveyer belts from the 4-player spawn, so that we can use it for a demo. 5 years ago
  ClairePeta e52227703c Toggled a whole bunch of debug.Logs because they were killing me and slowing the loading time for the game. 5 years ago
  ClairePeta 6bfb58f4be Finished the environment turns for the traps 5 years ago