Currently, 2-4's Gold Boo time is incredibly tight, much more so than other Gold Boo times. This is to the point where the room for error is noticeably slim, so nerfing the Gold Boo time by just a single second aims to add some leeway, even if it's minor.
This PR changes the End Final Castle to use the Special visuals when the level is in the SMBS campaign.
This is primarily for the Level Editor / Custom Levels and isn't really necessary for the main campaigns. Hence the added check to see if the Level Editor is used.
Not sure how this bug happened since it worked before.
This adds a check for Brick Blocks. If its parent TileMap collision is disabled, the Brick Blocks' collision is also disabled.
This allows the user to enter the Minus World as it would be blocked off otherwise.
I'm gonna be honest, I forgot about this one.
This updates the ResourceSetter for this menu's BGM from the old one to the new one so it can use the JSON and BGM formats.
- 5-1: fmissing invisible blocks next to the big staircase near the wind section have been added, challenge mode egg moved one tile to the right as consequence
- 5-1: now the huge wall invisible blocks have bg cues now instead of just being visible
- 6-1: fixed tile changes between level design difficulties beng in reverse order
- 6-4 and 8-4c: some long firebars were short, no longer the case!
- 8-4c: now modern level design will give a mushroom and classic a poison one on the 4-? blocks section
- A-2: missing 1up added for the spring to make sense
- D-3: added missing brick blocks and castle walls, making level look less plain in general
- D-4: now an extra falling platform will exist in modern level design to make a jump less hard, otherwise it doesnt exist as in the original game
my first commit and change to smb1r, i hope things are working alright
- 9-1a: added missing elevator platform at the start
- 9-3: L pipe is now accessible and sends you to coin heaven like the original (however i hope walls and the hardcoded thing cooperate...)
- 9-3: fixed a missing staircase tile near the end, probably removed to be easier but its part of og level design so...