** 0.3.1b [12/12/2016] * Fixed dashattack not spawning FX and not consuming stamina * Fixed coroutines not being stopped properly upon cancelling actions, taking damage, etc * Taking damage will now delay stamina regeneration * Added Archer sprites, to be implemented next update ** 0.3.1 [11/12/2016] * Rebalanced stamina drain values * Stamina will now regenerate after a small delay * Added a dash attack (press attack during Back Dash to use) * Increased damage for 2nd normal attack (1 to 2) * Retweaked Bone Walker AI * Overhauled the level ** 0.3.0b [10/12/2016] * Fixed bug where Bonewalker phases through wall during attack * Adjusted HUD colours * Tweaked Stamina regen, regen is now slower if player drains the entire Stamina bar * Rebalanced all stamina drain values * Added Back Dash (hold Up + Jump to activate) ** 0.3.0 [9/12/2016] * Added tweakable air control modes (classic, semi-realistic, realistic) * Implemented HP and Stamina * Implemented HUD for HP and Stamina * Added stunned animation for player character * Loosened timing for Strong Attack 3 * Strong Attack 3 now consumes stamina * Dash and Air Dash now consume stamina (Dash drains stamina over time, Air Dash eats up a burst of stamina) * Implemented hitbox for each attack * Implemented damage value for each attack * Implemented slash VFX for each attack * Implemented Enemy parent class * Implemented Bonewalker enemy with basic AI * Expanded the level ** 0.2.1 [3/12/2016] * Tweaked Dash and Air Dash (Dash is slower but further, Air Dash is quicker but shorter) * Updated animations with new spritesheet * Added vfx for Dash and Air Dash * Tweaked frame timing for 3-hit ground attack combo * Added Strong Attack 3 with custom sprite animation * Added teleporting-in sequence * Added controller support (tested Xbox360 controller on Chrome on Windows only) ** 0.2.0b [28/11/2016] * Fixed collision problems once and for all (hopefully) ** 0.2.0 [27/11/2016] * Implemented attacks (3-hit ground attack combo, 1 mid-air attack) * Further tweaking of physics and air movement * Changed the level a little bit * It is now harder to PRAISE THE SUN \[T]/ ** 0.1.2 [26/11/2016] * Ironed out most of the collision detection bugs (please let me know if you still encounter any) * Jumping is less floaty * Player is given more mid-air control (mid-air horizontal momentum is still preserved if no input) * Implemented Jump Abort (release Jump while going up to stop ascending) * Implemented Double Jump (press Jump again in mid-air for another jump, can only be performed once every jump) * Implemented Dash and Air Dash (Down + hold Jump to dash forward, Air Dash is counted as a Double Jump) * Removed ramps from level * Slightly modified and expanded level ** 0.1.1 [24/11/2016] * Implemented basic collision detection * Jumping and gravity works properly * Made a basic sandbox level ** 0.1.0 [23/11/2016] * First working version * Implemented horizontal character movement * Gravity with fake collision detection for jumping