Commit Graph

69 Commits

Author SHA1 Message Date
JHDev2006
46508e55db Merge branch 'main' into custom-level-loading-rewrite 2025-10-17 21:12:58 +01:00
JHDev2006
676efa6443 fixed fonts being loaded using shitty fuckass uids 2025-10-17 19:23:13 +01:00
John Cooper McDonald
9a17f140e0 Update hitboxes for consistency (#608)
Co-authored-by: Joe H <97353363+JHDev2006@users.noreply.github.com>
2025-10-17 17:12:57 +01:00
JoeMama
5d0a1a8101 couple fixes 2025-10-17 11:48:28 +01:00
JoeMama
80faeadafc fixed a crash when exiting pipes, and restored the LL font cause apparently i accidentily deleted it last commit, whoops, also wrote a quick optimization into the font updater to speed up load times 2025-10-17 09:48:04 +01:00
JHDev2006
77b91b3840 the main font now only uses ONE .fnt file, and the other language fonts fnt files are now embedded into the main .fnt file 2025-10-16 23:20:36 +01:00
JHDev2006
c16903e9a9 final touches 2025-10-16 22:50:31 +01:00
JHDev2006
44e7da3fea fonts can now have custom variations via jsons 2025-10-16 22:46:02 +01:00
JHDev2006
0d2f0a0187 added Special style scrolling, just for funsies, might make toggleable, not sure yet 2025-10-16 18:13:02 +01:00
John Cooper McDonald
ae4317f9e5 Fix lingering Hammer issues (#607)
* Fix lingering Hammer issues

* CannonBall gib

* Spike Block and Rocky Wrench cleanup

* Update SpikeBlock.tscn

* Update PlayerDetection.gd
2025-10-16 18:02:29 +01:00
John Cooper McDonald
8474bc3c19 Properly implement the Hammer item (#599)
* Properly implement the Hammer item

* Update Boo.gd

* Update LongFirebar.tscn
2025-10-15 18:14:19 +01:00
CST1229
651988bf5e Fix resource packs enabled in 1.0.1 being permanently enabled (#602)
* Fix resource packs enabled in 1.0.1 being permanently enabled

* Also add an explanatory comment
2025-10-15 18:13:42 +01:00
JHDev2006
6b598e717d added a quick updating thing to resource extraction + fixed a bug where the timer warnings would play, upon death 2025-10-15 14:37:05 +01:00
guzlad
832b34214c Castle bridge particles on classic now only appear if Extra Effects is enabled (#569) 2025-10-12 13:35:17 +01:00
JoeMama
7feff48380 improvements 2025-10-10 21:29:26 +01:00
JoeMama
01238a0f1c fixed the results menuu persisting to the title screen in ANN 2025-10-10 11:41:22 +01:00
kittenchilly
897625c19d New transition screen + no lives in modern hud for challenge mode 2025-10-09 16:20:34 -05:00
JHDev2006
7edfccbd76 fixed a weird bug, to do with minus world 2025-10-08 15:35:44 +01:00
guzlad
6e957e7d25 Both ui_accept and jump_0 are now able to skip death anim and intermission screen 2025-10-07 19:14:46 +02:00
Tsank35
27ae3d5612 Room variation types (#517)
* Global.gd now has an extra variable for current room type

* ResourceSetterNew.gd now has variation category for room types

The state variable also had to include the room type, since it wouldn't update properly when entering a bonus room from a level that's already underground

* LevelClass.gd sets room type on update_theme

A new function, get_room_type() allows for the level's room type to be detected, which can easily be overwritten by other level classes. Bonus Rooms are detected by comparing the level's scene path to a pre-defined list of bonus rooms.

* Added get_room_type() to CoinHeaven.gd

* Added get_room_type() to PipeCutscene.gd

Also updates the room type in _enter_tree() since update_theme() isn't called here.

* Added get_room_type() to TitleScreen.gd
2025-10-06 22:05:43 +01:00
JHDev2006
6a48a5b32f fixed up a couple things in the level editor 2025-10-06 22:02:15 +01:00
KirbyKidJ
84a34ff3b9 Miscellaneous Bugfixes From My Multiplayer Branch
This is just a bunch of bugfixes I did while I was working on the Multiplayer Support PR. I know I should've kept them separate, but then I'd also be dealing with said bugs. So this PR adds most of the bugfixes I did while working on Multiplayer.

- De-globalized Pipe SFX from Pipe Cutscene (helps with lowering audio)
- De-globalized 1-up SFX for Players
- Removed an error log spam with the `ResourceSetter`s (involving connecting already connected signals)
- Made sure to insert "BaseAssets" folder into the FIRST slot in the Resource Packs array.
- Replaced `"BaseAssets"` for the above fix with `Godot.ROM_PACK_NAME`
- Removed unused `"character"` setting from `SettingsManager`
- Reset P-Switch timer when `Global.reset_values()` is called. Fixes bug when pressing a P-Switch and immediately restarting the level.
- Added Skid SFX to `AudioManager`
- Added slightly longer delay for when pausing with a controller (it can easily unpause before you press the button again)
- Null check if LevelBG is in the level or not (for added for test levels)
2025-10-05 12:12:39 -07:00
JHDev2006
05bca140fd fixed up players getting stuck in blocks, after collecting a powerup mid air 2025-10-02 10:09:21 +01:00
JHDev2006
9e5d7bd8e6 skid particles + extra particles setting 2025-10-01 12:33:34 +01:00
JHDev2006
51d81844d0 Added Death Counter to Custom Levels + Fixed castle bridge axe bonus sprites 2025-10-01 10:58:20 +01:00
JHDev2006
8ae27f63a6 fixed up some lost levels stuff 2025-09-29 20:03:19 +01:00
JHDev2006
99b9de4dad ok, working now, wanna just get unbinding working 2025-09-29 14:57:22 +01:00
JHDev2006
4fa07b7d06 fixed a tiling error, and not being able to skip the challenge "miss.." screen 2025-09-29 11:58:21 +01:00
jdaster64
00fffc35b7 Fix 1UP check condition for LL (#446) 2025-09-29 11:43:38 +01:00
JHDev2006
ec803a64a6 you can now bind UI / Menu options to keys in the settings 2025-09-27 18:38:03 +01:00
JHDev2006
a5676640dd made a quick change to new game clearing, to only clear data, when you actually go into a game, so you can still backout in case of an accident 2025-09-26 21:14:39 +01:00
JHDev2006
786a81a7b8 couple fixes, to do with minus world 2025-09-26 20:46:39 +01:00
Jeod
659e9f3ce8 Add true portable mode (#259) 2025-09-26 20:32:42 +01:00
Jeod
1c309ce731 Modularize Discord RPC (#247)
This commit delegates all Discord-related functions to DiscordManager.gd and adds a project setting bool to toggle using Discord RPC at all. Toggling off will reduce cpu and memory overhead when Discord is not needed.
2025-09-26 14:56:44 +01:00
JHDev2006
11a4b57ac5 cleaned up some of the posing code 2025-09-26 12:58:25 +01:00
Joe H
9eb206d203 Merge pull request #395 from KirbyKid256/pulls/pose-at-door
All-Stars Pose at Level End
2025-09-26 12:48:31 +01:00
JHDev2006
0ef8a28826 updated the pipe cutscene, so that itll use the pipewalk animation, and custom characters pipe sfx 2025-09-26 12:48:14 +01:00
KirbyKidJ
db23384a0c Fixed position offsetting bug 2025-09-25 18:55:16 -07:00
KirbyKidJ
a7eeab14a3 I realized I didn't need an extra Node2D 2025-09-25 17:57:26 -07:00
KirbyKidJ
2d4b6105b6 All-Stars Pose at Level End
This adds a new and optional animation for Characters called `PoseDoor`. When a character uses this animation, they stop at the entrance of the castle door to strike a pose like in All-Stars.
2025-09-25 17:47:11 -07:00
JHDev2006
40c2c04fcd couple things, icr 2025-09-25 22:54:23 +01:00
JHDev2006
caff518d5d There! you can now reset your campaign WITHOUT worrying about deleting everything else 2025-09-25 17:08:52 +01:00
JHDev2006
402440853b no flag checkpoints no longer appear in ANN 2025-09-25 13:27:46 +01:00
JHDev2006
8126439a81 you can now have as MANY checkpoints as you want, in as many rooms as you want! 2025-09-25 09:29:00 +01:00
JHDev2006
5edc5466b8 fixed a door bug with cusotm levels 2025-09-24 17:53:33 +01:00
JHDev2006
44a65fe79d choppy firebars 2025-09-24 12:01:48 +01:00
Joe H
1b9fef5980 Merge pull request #323 from KirbyKid256/pulls/sp-castle-in-editor
Special Castle in Level Editor
2025-09-22 15:20:27 +01:00
JHDev2006
b6c97ffa1e Fixed up some custom level menu stuff 2025-09-22 12:41:32 +01:00
JHDev2006
795f9be8c2 unlocked doors now get saved between checkpoints, correctly, 2025-09-22 11:21:30 +01:00
JHDev2006
b91cfc6471 fixed some weird camera shenanigans with anti-grav 2025-09-21 19:38:16 +01:00