-Player now respawns into Ghost when they are possessing an enemy and fall off
-Getting ready for networking hard-wire
-Renamed GhostManager to PlayerManager
-Added Alex's keys. We'll use them later!
-LeaveCharacter method has two boolean paramters. One for disabling the player as well upon leaving enemy, and one for respawning the enemy upon leaving.
-We got four ghosts now!
--If there's more than one ghost on the screen, then player one's color will change to red
--Player two is blue, player three is yellow, and player four is green
--Hopefully we'll be able to hook up four players to each of these ghosts at some point
---At the moment though, you can control all four of them at once! Hehehe
--There might still be bugs hanging around. Hopefully we can find and squash them all!
-Added procedural menu generation that takes in menu button values given in an array and creates appropriate buttons for each
-Implementing the four ghosts must have broke Bomb Guy's bomb throw somehow. Had to end up making his bomb throw go a further distance for now.
-Got a test Network project in the Assets folder. Check it out!
--Only basic stuff in there but I'll be working on more as time goes along
-Fixed cloud scrolling in main project
-Added ghost jump and shield actions into network concept
-Average Guy and Bomb Guy added to network test, and possessing works accross network
--Possessing may be a little buggy on three or more machines though. Working on a fix.
-Had to take out possessing and a few other features in the networking test for now because they were buggy
-The features that are currently transmitting over the network in this test seem to be working fine at the moment
Behaviour scripts for high, dash, and arms guy
Heres the background music with end lvl scrn
-Added prefabs for each of the new guys and adjusted some of the old ones
-Added Mark's level
-Added key block images and key object
Merge branch 'master' into dev
Merge branch 'dev' into AndrewDev
-Fixing a few things from this merge
Merge branch 'james-dev' into dev
-Starting to round together everybody else's stuff now
-Added thin tiles that can be jumped from underneath
-Ghost has a death timer programmed in but does nothing yet
-Star animation when reaching goal
-Menu spacing configurable via new parameter
-Alex's level added in and can be accessed via main menu
-Added AI for Idle, Walking, and Jump
-Press space bar after goal to go back to title screen
-Fixed some things up on most character behaviours
-Added music
-Fixed walking AI
--Walking AI character no longer flickers when pushed towards wall
-Added some facing towards wall and facing towards character helper methods in CharacterBehaviour
-Added a secret wall jump ability for Bomb Guy (guess not so secret anymore, hehe :P)
-Added Chase AI (Enemy chases player and attacks when it gets close)
-Fixed some of the Attack methods
-Added TO DO LIST
-Added a level that I made using the map editor
-Added one coloured block and button to see how it goes
--Added a level that shows off this feature in action
-Made goal's collider2D smaller and in the center
-Bomb Guy's AI is set to Chase as default
-Made a lot of adjustments to the code over the last few days
-Added letterboxes when you enter a level which says the level name on it
-Added a partial tile factory which will deal with generating the tiles. Work still needs to be done on it though.
-Removed redundant jump force value on High Guy script
-Deleted Networking Test folder from this branch.
Still been working on it lots and don't want to commit anything yet,
which is preventing me from doing any checkout or merging.
If for some reason you want the unity networking test still, just skype me.