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CHANGELOG.md

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v0.1.29

  • Player no longer has a strong jump if facing a wall while jumping from that wall. If the player is not facing the wall when jumping from it then it will be the normal wall jump force
  • Shortened time the player dash trace is visible
  • Greatly improved logic for player switching animation states. No more funny business while on slopes
  • Holding space will increase jump height, tapping space will give the shorest jump possible
  • Upgrading to Godot 4 Beta 11 fixed the generics bug

v0.1.28

v0.1.27

  • Updated to Godot 4 Beta 4
  • Health functions are no longer specific to the player and are now defined in MovingEntity
  • Raycasts are no longer specific to the player and are now defined in MovingEntity
  • Added the start the frog / slime enemy
  • Fix enemies not moving under certain conditions
  • Fix player teleport issue
  • Several other small changes

v0.1.26

  • Added player health mechanics (#63)
  • ExtensionsInput.FilterRange() does not work right when there is a minimum specified (#77)
  • New method for Notifications.cs -> RemoveAllListeners(Node sender) (#83)
  • Fix not being able to click on a popup menu
  • Attempted to improve player movement (still really bad)
  • Cleanup up player script a bit
  • Fix Godot tweens to use the new Godot 4 tween features fixing numerous bugs
  • Fix player crashing game when touching an area with the group name "Bottom"
  • Converted several classes to be static (probably not the best idea and should be using a event system instead, see Notifications.cs)
  • Fix player death lives left text not being shown (#145)
  • Add convience options for the developer (#135)
  • Fix enemy raycasts preventing enemies from moving

v0.1.25

  • Fixed pressing quit button doing nothing (#132)
  • Figured out how to set the game window title (#131)
  • Fixed Newtonsoft not being detected (#130)
  • Figured out how to get name from individual tiles in a tileset (#121)
  • Converted GTween class for Godot 4 (#120)
  • Converted all scripts to Godot 4
  • Figured out how to give names to individual tiles in a tileset (#119)
  • Renamed project to "Sankari" (#114)
  • Added event listeners for player join leave events (#113)
  • Fixed multiple violations of thread safety (#112 #115)
  • Added more Send() methods for the server (#111)
  • Enhance PrintFull() method virtually reducing all crashes (#110)
  • Added console command history (#109)

v0.1.24

  • loading levels are synced with clients
  • changing map position is synced with clients

v0.1.23

  • player list is updated when a player joins / leaves (tested and works for all cases)

v0.1.22

  • there is a new multiplayer menu that can only be accessed from the map scene
  • you can now host / join other games (no game netcode has been achieved so far, just connections and netcode UI logic)

v0.1.21

  • fix enemies falling off platform when player goes through bottom of platform with down key
  • redid the entire grass tileset making each tile 3 pixels wider in all directions
  • redid the tileset bitmask and collisions
  • tileset was downgraded from 64x to 16x pixels but uses 4x scale property in game engine
  • redid the entire level because of the new tileset
  • fix enemies going crazy when player goes through platform
  • give unique names to map tileset to be referred in script
  • player can now sprint if holding down the dash key while grounded
  • fix player not being able to jump on slope sometimes
  • speed up walking animation when sprinting
  • fix an offset with the area on the coin
  • experiment with particles on coins
  • moved trigger scripts to their child nodes
  • experiment with spawners and custom trigger script
  • started working on merging GodotModules CSharp (mostly netcode right now)

v0.1.20

  • player can no longer do Vector2.Zero dashes

v0.1.19

  • implemented checkpoints

v0.1.18

  • decrease player dash cooldown by 250 ms
  • implemented chain dashing (player max dash count still set to 1)
  • player can no longer dash while grounded
  • increase player air speed from 1 to 4
  • fix player ghost slide effect
  • level 1 is now much easier

v0.1.17

  • animate player
  • increase player friction drastically so it's not like you're on ice
  • stop player animation on death
  • reduce coin pickup sound volume

v0.1.16

  • fix bitmask in tilemap
  • fix null error in trigger script
  • add only execute once option to trigger script
  • wait for godot to disable areas
  • each orange enemy can have its own unique speed
  • added option for orange enemy not to check if it's colliding with a wall
  • enemy speed effects frame speed

v0.1.15

  • show remaining lives animation on death
  • camera no longer follows player on death animation
  • orange ball enemies no longer fall off cliffs if setting is enabled
  • added "triggers", a trigger can be created to effect [any number of specific entities] with a specific [action] when a [entity type] enters a Area2D
  • circle platforms have visual radius in editor for level designers
  • fix player dash trace not being flipped on wall
  • player dash trace is scaled properly now

v0.1.14

  • fixed all player slope physics
  • player no longer wall jumps on non-wall jumpable tiles and no longer goes into wall jumping mode when passing through a platform
  • enemies are deleted if they fall out of the level
  • dash is replenished when touching a climbable wall
  • increment coin UI value when touching a coin
  • fix basic enemy getting stuck near start of slopes
  • tilemap (and all other art) was upscaled to fit 64 x 64 style
  • added parallax background to level 1
  • redesigned level 1 completely
  • scripts no longer use the underscore convention on private variables
  • lots of scripts were enhanced / cleaned up
  • level bound collisions are dynamically created at runtime based on the camera limits
  • lots of file structures were reorganized
  • new platform art
  • added 4 new tiles (for slopes)
  • added "tileset platforms"
  • added background tilemaps
  • enemies start at random frame just like coins now

v0.1.13

  • figure out how to give enemies different sizes
  • redesign tileset and level 1 again
  • add spikes

v0.1.12

  • added music to menu

v0.1.11

  • all sound volumes were adjusted
  • added player death animation
  • redesigned level 1 with the new tileset
  • animated basic enemy (a rolling orange)
  • added SFX for player dash / game over

v0.1.10

  • platform that moves in a circular motion
  • platform that warns the player with a slow pulse for x seconds then pulses faster for y seconds then disappears then reappears after z seconds

v0.1.9

  • player dashing mechanic was vastly improved
  • player can only perform next dash after making contact with the ground

v0.1.8

  • changed namespace to Sankari
  • moving platforms that smoothly interpolate between 2 points

v0.1.7

  • adjust volume of music and sfx sounds
  • add collisions to new tilemap so player does not continuously fall out of level 1
  • player now has z-index of 1 so the player does not render behind trees
  • adjust camera left and right bounds to hide the ugly walls containing the map

v0.1.6

  • player can no longer cancel gravity whilst doing a dash whilst going up a wall forever
  • player can jump on slopes
  • you can no longer spam load a level from the map
  • fixed crash if loading a level with no music specified
  • dashing shows a faded silhouette of the player for 200ms

v0.1.5

  • player sprite is flipped when touching a wall on the left
  • player slope physics improved
  • player no longer snaps to the ground after reaching the end of a slope

v0.1.4

  • wall jumping
  • moving platform / players velocity is synced with platform

v0.1.3

  • figured out one way platforms
  • dying not only resets player position but loads the entire level again
  • levels can have their own unique music tracks
  • map has its own music

v0.1.2

  • slime
  • turret

v0.1.1

  • fade transitions
  • parallax backgrounds
  • player jump sound
  • sfx pitch randomization (no 2 sounds with same pitch are played in a row)
  • coins
  • coin pickup sound
  • tweaked viewport / aspect settings
  • each level needs a separate configured camera now
  • instead of checking the name of the area node, the group its in is checked
  • player and enemies are no longer rendered in front of water

v0.1

  • lots of stuff that is not logged here
  • player state machine