247 Commits

Author SHA1 Message Date
SkyanUltra a76cade9d5 Castle Bridge touch-ups (#765)
- Bridges now play a unique "BridgeBreak" sound effect listed as "bridge_break" which mimics the functionality of the original game playing the brick break and bumping sounds simultaneously.
- Axes now have an optional "Cut" animation that plays if it exists upon picking it up rather than outright making the axe disappear.
- Bridges no longer check for EVERY bridge piece when running timer code, instead only caring about the bridge segments that are visible and tangible.
- Timers associated with bridges have been sped up and adjusted to better match the original game.
- Multiple axes being picked up should no longer cause errors when bowser is on screen.
- Bowser now ignores being caught by the "flag death" function if he is defeated by picking up an axe.
- Bowser no longer attempts to shoot fire or throw hammers if he is defeated by picking up an axe.
2025-12-06 14:14:27 +00:00
SkyanUltra 24abf6f980 Fixed marathon best saving logic + marathon results UI (#768)
Getting a new best in marathon mode that doesn't shave off a second of time (i.e. if you went from a time of 17.54 to 17.10) will no longer be internally ignored and now gets properly saved. Along with that, the world select menu now uses the proper marathon tracker icons.
2025-12-06 14:09:47 +00:00
SkyanUltra becdf9ba77 Expanded world/level icons (#763)
* Expanded Level Icons

Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)

Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.

If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.

* Delete LevelIcons.png.import

* Marathon + ANN Medal Icons on World Select

Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.

Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?

* Optimized particle emitting for world/level select

* ANN now has its own menu + bugfixes

This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.

* Challenge Hunt Icons + menu bugfixes

Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.

* New icons + layout change for Challenge Hunt icons

By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.

* Update ChallengeModeResults.tscn

Forgot to update this to use challenge icons for the world select screen.

* Eggs cycle through color again

Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
2025-12-02 08:30:32 -05:00
SkyanUltra 2773d2e8e1 Various ROM verification screen improvements (#682)
* Added file prompt button for selecting rom and additional error checks

Updated the rom verification screen with clarified errors and a slight bug fix to the error text.

Along with this, there is now a button on the rom verification screen to select a file directly, defaulting to an array of NES rom extensions, and a proper theme set for buttons, which shouldn't interfere with other themes.

* Updated label and repositioned elements

Label now properly mentions either selecting the rom file using the button or dragging it onto the window. Button also clarified a little more clearly

* final touches

* bro

* i hate labels
2025-12-02 13:26:08 +00:00
SkyanUltra 85aef0d92f Fix music on -1-2 (#762)
For some reason it uses the forest theme when extra bgm is disabled? most likely due to something with 7-3 being a forest themed level. kinda weird though since all other levels in the minus world don't have broken music, so I assume this is just an oversight.
2025-12-02 13:20:17 +00:00
JHDev2006 3d5b27b040 updated to godot 4.6-dev4 2025-11-26 16:20:59 +00:00
jdaster64 5daa630a72 Alternate Challenge HUD Proposal: Previously obtained coins/eggs are transparent (#712)
* Challenge Hunt: Transparent HUD for previously obtained coins/eggs

* Add 'score potential' tracker, make egg not default to empty if egg isn't in the current room on a replay

* Make transparent HUD elements render on top, and become invisible if their fully-opaque equivalents should be enabled instead
2025-11-22 16:41:04 +00:00
jdaster64 0e09331e1a Make Yoshi Eggs award score / collection status immediately (#714)
* Make Yoshi Egg award collection status + points immediately, and have the score note be decorative

* Removed gave_points var
2025-11-22 16:39:08 +00:00
SkyanUltra c41d6fda47 Some snapshot tools (#680)
variable for easily toggling on and off snapshot mode, and also some simple prints for things like unix time and what snapshot build the game would currently be on upon launch
2025-11-22 16:38:40 +00:00
KirbyKidJ 7151068890 Tweaked Lost Levels A-1 and Special 6-3 (#726)
* Tweaked Lost Levels A-1 and Special 6-3

Self explanatory pull request. I just tweaked the design of those two levels.

* Added some corner pieces to 10-1

* Moved 10-1 changes to turn on based on setting
2025-11-22 16:36:59 +00:00
jdaster64 07c95b1b35 Changed target time comparisons to round down to nearest centisecond (#708)
* Changed target time comparisons in many places to round each side down to the nearest 0.01 seconds

* Add met_target_time to MarathonSelect script
2025-11-22 16:36:49 +00:00
jdaster64 135490826c Buzzy Beetle shell fixes (#718) 2025-11-22 16:36:11 +00:00
jdaster64 6364496ee5 Challenge hunt hidden block changes (#707)
* Challenge Hunt hidden block locations tweaked slightly

* Changed 4-1
2025-11-22 16:35:43 +00:00
KirbyKidJ 7457570014 Door Pose Fix for Custom Levels (#728)
Fixes an issue with the DoorPose animation and detection I added where if there was another End Castle behind you, you'd get sent back in the level. This is primarily an issue for Custom Levels, and is extremely noticeable when reloading resource packs. And in the video below, it also broke the Door Pose animation in the level.

This PR adds an extra check by using a collision shape to make sure the player is in the right area before applying the positional changes.
2025-11-22 16:34:57 +00:00
SkyanUltra 06dafbace2 Fixed odd looking mushrooms (#679)
Broken stems in SMB 4-3 and SMBLL 9-2 were fixed, and the mushroom at the beginning of SMBS 4-2 was extended because it triggered a primal rage within me that made my eyes go red with rage. (It was uneven LOL)
2025-11-22 16:32:24 +00:00
John Cooper McDonald 7a0adfa75c SMBS powerups give the proper amount of points when collecting (#671)
* SMBS powerups give the proper amount of points when collecting

* Flag die doesn't give double points
2025-11-03 14:13:26 +00:00
JHDev2006 b17acb4deb removed dev warning, we're ready 2025-10-25 21:47:51 +01:00
JHDev2006 e45681abd2 Update Credits.tscn 2025-10-25 21:03:08 +01:00
JHDev2006 0f90d1cc55 added icon to falkimore 2025-10-25 20:16:35 +01:00
John Cooper McDonald 2cb9675227 Fix not being able to collect Red Coins from bumping blocks (#672) 2025-10-25 20:15:03 +01:00
JHDev2006 bb3ece8922 fixed a typo in Tristan35's namein the credits, SORRY!!!! 2025-10-25 19:52:55 +01:00
JHDev2006 1c30067f7b fixed barrels not giving score, when destroyed 2025-10-25 18:00:21 +01:00
JHDev2006 37f7c77aa3 alr quick final change to positioning 2025-10-25 17:40:36 +01:00
JHDev2006 750b64f443 added github contributors to credits and fixed up a quick sprite offset with hammer bros 2025-10-25 17:35:41 +01:00
John Cooper McDonald 0eb791a697 Make Pokey slower + make Pokey and Dry Bones turn at ledges (#668)
* Make Pokey slower

* Pokey and Dry Bones turn at ledges
2025-10-25 17:10:19 +01:00
guzlad cd605ece65 GameOver screen no longer allows 'right' button, only 'up' and 'down', can be scrolled. (#667) 2025-10-25 16:25:48 +01:00
JoeMama 830f02e8ed adjustdd hammer bro animation to allow for height 2025-10-25 13:16:53 +01:00
JoeMama 479da718f6 fixed game over behaviour, not correctly being set 2025-10-25 12:55:27 +01:00
John Cooper McDonald fcdf729e23 Fix being able to go one setting too far in Visuals (#662) 2025-10-24 19:15:08 +01:00
JHDev2006 8db59e0b8a help 2025-10-24 14:39:17 +01:00
JHDev2006 0953086c39 removed old SMMP placeholder sfx that were still here? 2025-10-24 13:59:20 +01:00
JHDev2006 c837639a2b added missing vine to 4-1 LL 2025-10-24 12:28:40 +01:00
JHDev2006 64cce1bb68 shit, accidentily mad ethe settings menu visible on spawn, whoops 2025-10-23 20:43:11 +01:00
JHDev2006 d7f56f7678 changed the menu text to let players know when a pack is being created (so they dont think it crashes) 2025-10-23 20:41:07 +01:00
JHDev2006 22a1af89d4 couple of error fixes 2025-10-23 20:05:30 +01:00
John Cooper McDonald b5206d4e2d Fix Thwomp not awarding any points (#653) 2025-10-22 21:12:34 +01:00
John Cooper McDonald 1e2d4d9404 Fix Extra Checkpoint option not doing anything + other checkpoint fixes (#649)
* Fix Extra Checkpoint option not doing anything + other checkpoint fixes

* Remove redundancy
2025-10-22 19:51:22 +01:00
JHDev2006 b54c4b5913 fixed a bug where the invincibility palette would stop after collecting a starman at the last second 2025-10-22 17:24:41 +01:00
John Cooper McDonald fbe86af2cd Make the rest of the credits images pack replacable (#640)
* Make the rest of the credits images pack replacable

* Update Credits.tscn
2025-10-20 21:01:25 +01:00
John Cooper McDonald 6a373125b1 Fix challenge transition text shadow + show high score (#641) 2025-10-20 20:57:50 +01:00
KirbyKidJ 50da5f62f3 Some Fake Bowser Fixes (#635)
This PR fixes the issues mentioned in #557   with Fake and Real Bowsers. Also for fun, I got the Bowser fall SFX to work when you kill a REAL Bowser or Bowser Bro by moving it outside of Bowser before they were freed from the scene.
2025-10-20 09:43:34 +01:00
JHDev2006 65718342c6 Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public 2025-10-19 21:31:11 +01:00
JHDev2006 f77e1510cf fixed bumpers crashing, and FINALLY HAVE SORTED RESOURCE PACK EXTRACTION, ONLY TOOK BEING ABLE TO DOWNLOAD SOME OF THE FILES FROM THE FUCKING GITHUB TO WORK YEAAAAAAAAAAAAAA I LOVE GODOT 2025-10-19 21:31:09 +01:00
John Cooper McDonald 2d0c34ce69 Fix Lakitu and deco not spawning in Challenge 8-2 (#629) 2025-10-19 18:16:34 +01:00
JHDev2006 6011e6f63b Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public 2025-10-19 09:45:49 +01:00
JHDev2006 23345bbbf1 removed sp scrolling from settings menu
i coded it in about 10 minutes as a joke, and didnt really intend on it being something proper + it comes with a whole new slew of bugs which im not willing to commit to yet, soz. its still in the code so should be relatively easy to hack in, maybe itll come back in future, who knows
2025-10-19 09:45:48 +01:00
John Cooper McDonald 568d45ee31 Change 1-up flagpole to replace the 5000 point bonus (#550)
* Change 1-up flagpole to replace the 5000 point bonus

* Also no 1-ups in you vs boo

* Update EndFlagpole.gd

* Style

* Update EndFlagpole.tscn
2025-10-18 14:42:51 +01:00
SkyanUltra 1a0173f095 Fixed 2nd -1-1 Peach not loading correctly. (#626) 2025-10-18 14:23:40 +01:00
JHDev2006 0fd33d6893 fixed fonts not being loaded on export 2025-10-18 13:26:43 +01:00
JHDev2006 e45e7bfce3 added missing infinite spoawning cheep cheeps to LL underwater levels 2025-10-18 13:07:02 +01:00