| Change Set |
Date |
Downloads |
Comment |
27516
by
Pauliver
|
Jan 9 at
8:58 PM
|
702 |
[Code] Bug fixes - and the start of something else. |
26565
by
Pauliver
|
Dec 2 2008 at
8:50 PM
|
534 |
[Code] I would call this a solid Release Candidate. Netcode has been thoroughly tested w/ upto 3 zunes [should work for 4 since its done procedurally and it works for 1 2 and 3...]. Many Many small bug fixes. There are most likely a few bugs in this release, but someone needs to tell me how to re-create them. All of the code that prevented you from doing things that might have broken something is out now. You can even try to play w/ 5 zunes [i have no idea what will happen but it will probably crash].
So its time for bugs w/ how to re-create them if you want them fixed. |
26544
by
Pauliver
|
Dec 1 2008 at
5:40 PM
|
60 |
[Code] Updated to 3.1, No more ram problems. This is slower (due to the 240 sprites of dimensions 1x700 drawn for the terrain). Deformable Terrain is now a possibility, it "feels" slower than before, some animations may need to be sped up. Its time for feedback. What do you want? Also it might be time to try and work on Networking again. |
25944
by
Pauliver
|
Nov 13 2008 at
4:36 PM
|
398 |
[Code] A lot of improvements, but still no networking... |
24976
by
Pauliver
|
Oct 2 2008 at
4:46 PM
|
148 |
[Code][3.0 Beta] Broken version - barely works. DO NOT DISTRIBUTE THIS VERSION, DO NOT ADD IT TO GAME PACKAGES, DO NOT HOTLINK TO IT. thanks ~ Paul |
21632
by
Pauliver
|
Jul 28 2008 at
7:07 PM
|
968 |
[Code] Bug fixes, game polish, start of new AI's -Last update for a while. |
21328
by
Pauliver
|
Jul 18 2008 at
6:24 PM
|
432 |
[Code] Jetpack is controllable |
21327
by
Pauliver
|
Jul 18 2008 at
5:43 PM
|
27 |
Just some minor tweaks/bug fixes [Art] New credit screen [Code] fixed a bug where the flamethrower lasted forever [and was invisible] at the edges of the screen. |
21322
by
Pauliver
|
Jul 18 2008 at
3:36 PM
|
210 |
[Code] Name 2.0 RC 1 Please do not add this to any downloadable packages, we want everyone to download this from www.codeplex.com/Name so that they know where the Issue Tracker is http://www.codeplex.com/Name/WorkItem/List.aspx so we can get feedback on the game and fix bugs. We are also trying to keep a download count. |
20580
by
Pauliver
|
Jun 27 2008 at
3:10 PM
|
139 |
[Code] Bug fixes, restarting the game should work now. Level Selection screen. Previously played level screen. Coded the new weapons. [Art] Images for the new menus.
Code for the new weapons is in but COMPLETELY un-tested, also don't have artwork for them so I can't test them.
New Weapons are not Selectable in the weapon selection screen yet.
|
19654
by
Pauliver
|
Jun 5 2008 at
2:33 PM
|
243 |
[Code] stubbed out 4 new weapons.
1) Flame thrower, FlameThrower(weapon)->Flame(projectile)->Fire(explosion) the projectile stage only exists for 1 interation of Update [or less] and immediatly spawns the "fire" which is not a physics related object... maybe we can just make the Flame a projectile which is not physics based
2) CarpetBombLauncher, CarpetBombLauncher.cs(weapon)->CarpetBomb.cs(projectile)->UnLitNapalm.cs(projectile)->Napalm.cs(explosion) instead of splitting like the clusterbomb it should throw 4 or 5 tiny pieces of napalm in the direction its facing, also they should persist for some number of seconds. Napalm should do X damage on enterance, and then Y every Z seconds. It should expire in a reasonable time and not be perminent. It shouldn't do more damage than 40 max... Maybe X =0, Y = 1, Z = 2, and last for 70 seconds? also it might range based on distance from center of napalm piece since they might not land perfectly.Maybe players in napalm should run out of it? I want this but it shouldn't become the only weapon people use. and shouldn't be as powerful as the rocket. So if it burns over time the max damage you should take if your in the center of it should be 3. That might be 1 damage every 3 seconds for 90 seconds?
3) LandMine.cs / LandMineLauncher.cs the launcher launches a landmine (through the air), the landmine sits on the ground until someone walks over it.
4) SpiderMine.cs / SpiderMineLauncher.cs the launcher launches a spider mine [hopefully on ground], which crawls towards the nearest in the direction it is facing [was launched in] and explodes for 25 damage. The SpiderMine.cs should force itself more gravity during update, play a walking animation, and move in the direction its facing faster than a player moves [by 2 or more units].
|
19652
by
Pauliver
|
Jun 5 2008 at
2:26 PM
|
7 |
[Code] fixed input [sorry i broke it, no zune30 so i can't test it] Fixed movement so its always the same speed. |
19510
by
Pauliver
|
Jun 2 2008 at
5:28 PM
|
50 |
[Code] fixed a bug where if you pressed B while in the menus it would pop all menus off the menu stack and leave you with a yellow screen. |
19252
by
Pauliver
|
May 27 2008 at
8:12 PM
|
132 |
[Code] Fixed the bug that wouldn't let you select how many players |
19251
by
Pauliver
|
May 27 2008 at
8:02 PM
|
6 |
|
19250
by
Pauliver
|
May 27 2008 at
7:56 PM
|
4 |
[Code] forgot to add AI.cs |
19242
by
Pauliver
|
May 27 2008 at
3:54 PM
|
47 |
[Code] AI, Zune 30 Controls. Last commit for a while. AI is a tiny bit buggy [but hey its AI] Also the addition of the AI dropped the frame rate lower than i would like, but its still "acceptable" |
18835
by
Pauliver
|
May 21 2008 at
11:20 PM
|
468 |
[Code] 2nd to last commit before release [fixed sprites] |
18796
by
Pauliver
|
May 21 2008 at
4:38 PM
|
8 |
[Code] Deleted bin and obj folders for content, Changed project names, added solution. |
18788
by
Pauliver
|
May 21 2008 at
4:09 PM
|
24 |
[Code] Initial Import. |