Permalink
Switch branches/tags
Nothing to show
Commits on Apr 2, 2013
  1. Added sounds, fixed dud shot on reset

    The sounds for the king, the cannon, and winning have been added. There
    has also been an addition that helps fix issues with the cannon shooting
    a dud after the game has been reset.
    JohnBean committed Apr 2, 2013
  2. -Fixed 'block explosions'

    -Modified reset function
    -Fixed block orientation
    mlee094 committed Apr 2, 2013
  3. Added block texture

    The blocks are now made of stone
    JohnBean committed Apr 2, 2013
  4. Combined code, fixed state, reset

    The code bases have been merged. The game state issues with block adding
    have been fixed. Reset has been added by pressing space during gameover.
    JohnBean committed Apr 2, 2013
  5. -Disabled remove ability of blocks.

    -Integrated blocks and block GUI into main game.
    -Blocks can be placed, stacked, and used in main game.
    mlee094 committed Apr 2, 2013
Commits on Apr 1, 2013
  1. -Fixed the block behavior so it would 'freeze' upon instantiation.

    -Fixed block GUI.
    -Modified some of the blocks.
    mlee094 committed Apr 1, 2013
  2. Gui added

    JohnBean committed Apr 1, 2013
  3. added sounds and graphics

    committed Apr 1, 2013
  4. -Added the 'Single Block' to possible blocks.

    -Working on 'Destroy Block' function.
    mlee094 committed Apr 1, 2013
Commits on Mar 31, 2013
  1. -Finished Block GUI.

    -All block work completed.  Customizations and modifications can be made to fit the 'stackability' requirement in the meantime.
    mlee094 committed Mar 31, 2013
  2. Updated cannon fire, reset. Graphics improvements

    The cannon now resets properly always. The high angle fire now hits more
    frequently. Backdrop added. King now looks better.
    committed Mar 31, 2013
Commits on Mar 30, 2013
  1. Merge branch 'master' of https://github.com/JohnBean/SiegeDefense

    Conflicts:
    	SiegeDefenseCode/Assembly-CSharp.pidb
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-CSharp-firstpass.dll.mdb
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-CSharp.dll
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll.mdb
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-UnityScript.dll
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-UnityScript.dll.mdb
    	SiegeDefenseCode/Library/assetDatabase3
    	SiegeDefenseCode/Library/guidmapper
    	SiegeDefenseCode/Library/metadata/44/449b48f7eb5d87a4baaa5fb73f875a59
    	SiegeDefenseCode/Library/metadata/b5/b56123842c221154584a050c155dbd9a
    	SiegeDefenseCode/Library/metadata/f1/f15f1664e463a8e4f8df43861c32955b
    	SiegeDefenseCode/SiegeDefenseCode-csharp.sln
    	SiegeDefenseCode/SiegeDefenseCode.sln
    	SiegeDefenseCode/SiegeDefenseCode.userprefs
    mlee094 committed Mar 30, 2013
  2. Committing again...

    mlee094 committed Mar 30, 2013
  3. music

    JohnBean committed Mar 30, 2013
  4. Cannon finished, states finished

    The cannon can now fire at different positions. The king now dies when
    hit.
    JohnBean committed Mar 30, 2013
Commits on Mar 29, 2013
Commits on Mar 27, 2013
  1. Merge branch 'master' of https://github.com/JohnBean/SiegeDefense

    Conflicts:
    	SiegeDefenseCode/Assembly-CSharp.pidb
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-CSharp.dll
    	SiegeDefenseCode/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb
    	SiegeDefenseCode/Library/assetDatabase3
    	SiegeDefenseCode/Library/guidmapper
    	SiegeDefenseCode/Library/metadata/f1/f15f1664e463a8e4f8df43861c32955b
    	SiegeDefenseCode/SiegeDefenseCode-csharp.sln
    	SiegeDefenseCode/SiegeDefenseCode.sln
    	SiegeDefenseCode/SiegeDefenseCode.userprefs
    mlee094 committed Mar 27, 2013
  2. -Stashing changes...

    mlee094 committed Mar 27, 2013
  3. Round advancement updated

    It now takes a few seconds of the cannonball being still to update to
    avoid issues.
    JohnBean committed Mar 27, 2013
  4. Attack state auto-advance

    When the cannonball stops moving the round will progress to the next
    builds step.
    JohnBean committed Mar 27, 2013
  5. -Made a WIP model for a royal.

    -Testing block movement via mouse.
    mlee094 committed Mar 27, 2013
Commits on Mar 26, 2013
  1. Cannon rotates

    The cannon can now rotate about its center. The cannonball is now
    properly spawned at the muzzle of the cannon during each new attack
    phase. I'm still working on making the cannonball fire properly at all
    possible angles.
    JohnBean committed Mar 26, 2013
  2. Cannon added

    The cannon has been created. It cannot rotate yet but it is properly
    posititioned and sized to hold the cannonball without looking strange.
    JohnBean committed Mar 26, 2013
  3. Added rounds, state changes, info

    The rounds are now implimented. They will incriment at the start of each
    new build cycle. Right now you just click to advance state. This will
    change later. Currently state info is printed to the screen for
    debugging.
    committed Mar 26, 2013
Commits on Mar 25, 2013
  1. Cannonball added, basic blocks added

    The cannonball has been created. It can have its angle and shot power
    adjusted to shoot where we want it. I've also made some base blocks. We
    may want to add a 1x1 block and a T block as well.
    committed Mar 25, 2013
  2. Updated to 4.1

    The code has been refactored to run in unity 4.1
    committed Mar 25, 2013
  3. Block added

    not much, just a rectangle in siegedefense.unity
    JohnBean committed Mar 25, 2013
Commits on Mar 23, 2013
  1. Initial commit. There is currently nothing in this, it is a 'test' to…

    … see if it commits properly.
    mlee094 committed Mar 23, 2013