I have uploaded code that properly syncs objects that would traditional be children on the network (Guns and Shields). Strike is the only one with full three columns of 4 abilities each, withīlaster coming in second with only half of that.I have also figured out how I want my first 10 levels to be structured,and I will beĭisplaying tutorial tips in each of those levels. I have started working on each gun's 3rd column of gun abilities. My sophmore friend, Ian Mcdonald,also worked on a scene(called test) which has a particle effect he made himself and imported a font.Essentialy, he made a title screen(with the whole folder TitleScreenAssets attributed to him) in which I further developed to include a level select.I have fixed aggro so it works fully as intended.I also reconfigured the game to allow multiple teams of CPUs that can fight amongst eachother, and can even be allied with the player to fight other CPUs.For this reason, the different types of CPUs now have colored shells to show their team alignment. I have implemented 11 levels for the game. I have also started working on Haze's third column,and reworked its 'Infect' gun ability so it works as intended. I have finished Blaster's third column of gun abilities. are needed since they fixed networking bugs/quirks about the system which plagued me for months. You can now just download the zip file to play the game.Also, in order to build and successfully run the solution,the DLLs by the guy in I made changes to the AI such that they would idle less if there are targets on the field not yet on their hatelist. Guns is mostly fixed for both host and client.Furthermore, the name display across the server is fixed for clients. There's now more text boxes in level 1 to better describe the controls and objective of the game.The display of the cooldown on
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