Rex Engine Version History

Version 1.35

  • Added the ability for dialogue boxes to use multiple pages of text
  • Fixed a bug where text could hang off the right edge of a dialogue box without properly moving to the next line
  • Modified SceneLoaders so Doors don’t get locked when Lock Rex GUI is selected in the Rex Level Editor window
  • Added default and death animations to the demo projectiles
  • Fixed a bug where the stage timer would sometimes be invisible even if enabled
  • Fixed a bug where grace frames for jumps weren’t working properly

Version 1.34

  • Added an Autorun option to MovingState for recreating autorunner/endless runner style movement
  • Added the option for double-jumps to use different animations from the first jump
  • Added StopAllMovement() method to RexPhysics to allow all movement to be stopped with one command
  • Fixed bug where the stage timer wouldn’t properly reset after the player got a Game Over
  • Fixed a bug where the stage timer would sometimes be invisible even if enabled
  • Fixed RexPalette bug where creating instances of objects could fail if Unity couldn’t find the last active scene view

Version 1.33

  • Added a method to switch to a specific attack in an AttackSet
  • Shields can now be set to have a specific amount of HP instead of being destroyed immediately when the player takes damage
  • Added option for breaking platforms to respawn after death
  • Using the Auto-Fill Slots option on RexActor’s Inspector now registers itself to the Undo stack
  • Added ability to swap a RexActor’s class directly from the RexActor component in the Inspector
  • Added ability to create a prefab for a new enemy using a specified RexActor subclass directly from RexPalette

Version 1.32

  • Added ability to play footstep sounds as characters walk
  • Added ability to play different footstep sounds on different surfaces
  • Added a Debug option to mute SFX in addition to music during testing
  • Added option for landing animations to finish playing after a player lands, even if the player starts moving before the animation ends
  • Fixed a bug where you could continue to accelerate after crouching, even if the CrouchState options were set to stop player movement

Version 1.30

  • Added AttackSet component, which groups attacks together and allows you to toggle between them with a button press
  • Added ability for individual attacks to use their own individual weapon energy bars
  • Added option for attacks to show unique UI imagery when enabled
  • Added option for charge attacks to display a visible meter which fills as the attack charges

Version 1.29

  • Added 8-way dash
  • Added ability to set whether objects are disabled only for a single life or for the duration of the session
  • Added option to not stop music when the player dies
  • Fixed a bug where sliding down a wall or climbing down a ladder could stun you when you landed

Version 1.28

  • Charge Attacks now work with melee attacks in addition to the previously usable projectile attacks
  • Charge Attacks now allow for variable levels of charging

Version 1.27

  • Added Falling Platform gimmick
  • Added Breaking Platform gimmick
  • Added an optional cooldown window to dashing
  • Fixed a bug where pressing dash + jump simultaneously could trigger a dash jump, even if dash jumping was set to be disabled
  • Fixed a bug where a previous jump could continue moving upwards after an air dash
  • Added option to reset air dashes on wall clinging and ad ladder climbing
  • Fixed a bug where you could trigger the air dash animation to play for one frame if you performed an air dash while wall clinging
  • Fixed a bug where wall jump kickback wasn’t working properly
  • Fixed a bug where you could initiate a ground pound while wall clinging

Version 1.26

  • Fixed bug where the player could remain skidding after leaving icy terrain
  • Removed the yellow warnings Rex Engine would trigger in the Unity output console (tested through Unity 5.6)
  • Added toggle to be invincible during the descent on GroundPoundState
  • Setup Title Scene now sets up the Start button to automatically move to a new scene when clicked