149 Commits (d97f9b40b89ad85beb1ec5e5b77a40fdec4bba6d)

Author SHA1 Message Date
  ClairePeta fb9b352db3 Small changes i had here and ones i made to try and fix an error 5 years ago
  ClairePeta 35f4b9dcb8 Fix characters dying and order based on x at start of game 5 years ago
  ClairePeta b21ed9040f Added music, 5 years ago
  Joshua Reason 7e1f85b7e4 Did some webGL fixes + port stuff 5 years ago
  Claire Peta 726859573f Chicken Wing 5 years ago
  Claire Peta 3cfd98a474 Fix the cow, 5 years ago
  Claire Peta 895f00863b Update server menu settings 5 years ago
  Claire Peta ed6c1de76f Update how to play section for client main menu 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
  Joshua Reason 24cb2510c1 fixed some merge errors 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
  Claire Peta 1105ee3d41 Fix max players to 8 5 years ago
  Joshua Reason 47b91aac84 Added ability for player one to start game 5 years ago
  Claire Peta 50ac156d92 Forgot to push lafter class last night 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
  s3607057 (Angus Niven) 547e82ab82 Tweaked how min and max difficulty work for adding new map sections. Added a bunch of new length-1 sections to join longer sections together if need be. Weighted the selection more towards longer sections. Divided possible map sections into multiple lists (each managed by a script object) to make them easier to work with. 5 years ago
  ClairePeta 798a8d8d31 Client deaths moves them from screen. 5 years ago
  Claire Peta 3298be6569 Fix the spawning getting the right pen at the start of the game 5 years ago
  Claire Peta 09108d3a1f Had the remove lives in the } instead of outside :S tested and confirmed 5 years ago
  JoshuaReason d78130ec4d Rotation is now cleaner 5 years ago
  s3607057 (Angus Niven) 465a8eb6b7 Implemented a procedural track creation framework. Track sections will now be added from a list prefabs, after checking that they can connect to the previous section. Sections that have passed out of camera view will disappear. Created a new scene using the procedural generator. The Lobby will now load it on starting a game. 5 years ago
  ClairePeta e03b0951cd Player is 'dead' when lives reach zero, client scene stays in 'waiting for players' 5 years ago
  Claire Peta 97e9b8b712 Limit Connected Clients (Tested with 2 phones and laptop, laptop was kicked back to main connection screen) 5 years ago
  Claire Peta 20d7fe8548 Small changes made before class 5 years ago
  ClairePeta 8bd42e3aa7 Character lives displayed inplace of score, removed scenescore as not being used 5 years ago
  ClairePeta 27ef03ad62 Separated the traps that need to be called after each turn and then after each round in the traps script 5 years ago
  ClairePeta 92b845258f Checked with single player for the collision with traps. 5 years ago
  Claire Peta 77315b21b4 last push from class 5 years ago
  Claire Peta 8809d906e3 Added boulder coroutine to raise and fall 2.0f 5 years ago
  Claire Peta b72f2d042c Cannon, Water, Crystals and Conveyor all scripted and working with character animation 5 years ago
  s3607057 (Angus Niven) 0f9d8df6bc Implemented appropriate behaviour for having fallen into a hole: character loses their remaining moves for the round, respawns minus one life if they fell into a pit, or may jump out if they're in water. Changes to the FloatingOnWater prefab were necessary both to make the lose-your-remaining moves functions work (the block undernearth with the isWalkable and isWater flags), and to make it possible to fall into water on my build (shifting the box collider down by 1). If the latter causes issues on Claire's build, it can be reverted without affecting the rest of this commit, until we figure out how to make it work on all our machines. 5 years ago
  ClairePeta 170c11a7e3 Cannon fixed and tested - need to limit the pushing of the character! 5 years ago
  s3607057 (Angus Niven) d7f847d462 Adjusted the spawning script & moved spawn points in the racetrack level to get the desired spawning arrangements - the middle point will be used only with an odd number of players, and the spawn points to the side will be used first. 5 years ago
  s3607057 (Angus Niven) b99047df21 Added conveyor belt to racetrack. 5 years ago
  s3607057 (Angus Niven) e5d12374c6 Pits & cannons added to racetrack. 5 years ago
  ClairePeta e5cf27b937 Work in Progress - Scripting up Traps 5 years ago
  Claire Peta dbc30f7eca Finalizing of model/prefabs for Traps 5 years ago
  ClairePeta 60e9ecff0f Animal colour hex fix 5 years ago
  JoshuaReason c0b73c47f1 Limited moves to four + added move*2 to starting blocks 5 years ago
  Joshua Reason e671902d0d Connected cLients are visible to all other clients + Login UI updates 5 years ago
  s3607057 (Angus Niven) 95b9d6c530 New four-player racetrack level, running from x = -15 to x = 15. 5 years ago
  s3607057 (Angus Niven) 1a517e43e1 Updated racetrack level. 5 years ago
  s3607057 (Angus Niven) 8942ea8d9b Started a fixed racetrack level with a starting pen, walls, water, and pits. 5 years ago
  ClairePeta 096edc62a8 Fixed old port issue 5 years ago
  Joshua Reason 2688a10ca9 Added unity scenes to LFS + cleaned up scene folder 5 years ago
  Claire Peta dac57cd66c Remove colour and added some more animals to allow for eight players, script set up to hard code a colour for each animal - colours not actually set up specifically yet 5 years ago