sigonasr2
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b850b8f548
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Include transparency on minimap display based on distance.
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2 years ago |
sigonasr2
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408c05176a
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Minimap system now functioning with regenerating map optimization.
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2 years ago |
sigonasr2
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b0113e77a2
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Prototype Minimap
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2 years ago |
sigonasr2
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13b3e08d63
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Temporary map sprite/decal re-rendering.
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2 years ago |
sigonasr2
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d3a918876c
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Fixed wall bug, implemented IShoot enemy. Implemented next level transitions.
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2 years ago |
sigonasr2
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8978130bd8
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Wave management added.
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2 years ago |
sigonasr2
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d4e37b6179
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Added score and life gaining mechanics.
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2 years ago |
sigonasr2
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6a63a73ec8
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Powerups and boosts implemented.
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2 years ago |
sigonasr2
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57ee47105c
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Implement powerup timers and HUD. Plus some additive blending.
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2 years ago |
sigonasr2
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b9c8275b67
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Reorder powerup mesh so it renders proper behind translucent walls.
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2 years ago |
sigonasr2
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9d702a49a0
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Blinking enemies also will appear on have a nice day screen.
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2 years ago |
sigonasr2
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c6d7eac589
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Powerup descriptions now appear.
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2 years ago |
sigonasr2
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494caabffa
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Add models.
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2 years ago |
sigonasr2
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1f17dd34ef
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Allow obj model files to be included (gitignore).
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2 years ago |
sigonasr2
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37eff22e31
|
F removes powerups.
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2 years ago |
sigonasr2
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447881a044
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All powerup capsule types working.
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2 years ago |
sigonasr2
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f2b89a6d01
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Powerups display inside powerup capsule.
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2 years ago |
sigonasr2
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78b7aef32f
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open and closing of powerup capsule.
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2 years ago |
sigonasr2
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5e9fed6992
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Powerup mesh render.
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2 years ago |
sigonasr2
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0291b3ab43
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Add powerup model, clipping triangle colors (mostly) fixed, and applied blinking state to enemies
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2 years ago |
sigonasr2
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9b725bf02a
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Controllable HUD meters added.
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2 years ago |
sigonasr2
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16533afa58
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Add a crosshair.
|
2 years ago |
sigonasr2
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2016053c6e
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Explosion death gradient overlay.
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2 years ago |
sigonasr2
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cf4ed30867
|
Explosion.
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2 years ago |
sigonasr2
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2abd640dcb
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Explosion contact hits now occur. Also lowered the radius of SHOOTME2 so they can fit in between barriers.
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2 years ago |
sigonasr2
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82a9161028
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SHOOTME2 is now a thing instead of being ISHOOT (AI will be for a different enemy)
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2 years ago |
sigonasr2
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e2f92061d4
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Translucent rendering and sorting now occurs.
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2 years ago |
sigonasr2
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b4c42e4fd3
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Respawn timer integrated.
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2 years ago |
sigonasr2
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926ee37651
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Spawn is now based on spawn location.
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2 years ago |
sigonasr2
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20c5ce9c5c
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Physical collisions with enemies and getting shot causes blinking to occur.
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2 years ago |
sigonasr2
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ab3945542f
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Have a nice day screen!
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2 years ago |
sigonasr2
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ad01361dc3
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IShoot enemy implementation.
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2 years ago |
sigonasr2
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c0508d0b70
|
Level complete transition and screen.
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2 years ago |
sigonasr2
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e4216d5769
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Add in exit blinking effect.
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2 years ago |
sigonasr2
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8149d1110e
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Add in exit and exit walls.
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2 years ago |
sigonasr2
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0e091a856d
|
Enemies melt when killed.
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2 years ago |
sigonasr2
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062666753b
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Strafe Controls added
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2 years ago |
sigonasr2
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7ab07a3482
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Implemented Sonar model.
|
2 years ago |
sigonasr2
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65c5a742ac
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Lighting math formula updated. Moved rendering order so bullets are rendered last.
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2 years ago |
sigonasr2
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fd8cac38af
|
Enemies spawn on the map.
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2 years ago |
sigonasr2
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53c85209f3
|
Light-up bullets
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2 years ago |
sigonasr2
|
5d4221fda6
|
Per-vertex lighting
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2 years ago |
sigonasr2
|
b91d5eee31
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Fix Collision of bullets on walls. (Forgot to factor in fElapsedTime)
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2 years ago |
sigonasr2
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973eef9302
|
Bullet spawning and rendering.
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2 years ago |
sigonasr2
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3e52016067
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Add in distance-based lighting.
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2 years ago |
sigonasr2
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b0e348658c
|
Fixed wall UV mappings
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2 years ago |
sigonasr2
|
afeadd3e6c
|
Implement movement and collision for the player.
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2 years ago |
sigonasr2
|
a081174ad1
|
Layers in Editor now work.
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2 years ago |
sigonasr2
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646485cfac
|
Dynamic adjustment of level size.
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2 years ago |
sigonasr2
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926b43878e
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Added ability to configure which enemy ID is selected, what facing directions are set and adding/removing entities.
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2 years ago |