Commit Graph

163 Commits

Author SHA1 Message Date
JHDev2006
05bca140fd fixed up players getting stuck in blocks, after collecting a powerup mid air 2025-10-02 10:09:21 +01:00
JHDev2006
f088c9b606 fixed pipes, being terrible and i hate them 2025-10-01 21:48:17 +01:00
Jeod
77d0e9f6c3 Add a screenshot feature (#439) 2025-10-01 20:27:57 +01:00
guzlad
1a9d870883 Removed old Piranha Plant rotation logging 2025-10-01 17:28:42 +02:00
JHDev2006
88fc0f8075 fixed up pipe hitboxes on smaller characters + piranha plant rotation 2025-10-01 16:16:06 +01:00
JHDev2006
8fbfbd84bf added piranha plant rotation + a small optimization to playing custom levels? 2025-10-01 15:15:15 +01:00
JHDev2006
b8d85d1bb2 adjusted player climbing position 2025-10-01 14:18:34 +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
KirbyKidJ
8b5d9afba9 Animated Tilesets for All-Stars Resource Packs
This PR adds animated tilesets! I spent the day working on these, and it wasn't easy. This is primarily to help animate the All-Stars' grass tiles. You should be able to animate the other tilesets as well, but I haven't tested them.

JSONs are provided in the assets for Conveyer Belts and Liquids. There's two ways to animate the tilesets. The first is by the traditional way as used by `AnimatedSprite2D`, and the other is by how Godot animates tilesets normally as seen with the conveyer belts and liquids.

The last thing is that while doing this, I actually managed to fix the Resource Pack bug where reloading also reloads the blocks! It was surprisingly straightforward. I just edited the `BlockClass.gd` file to erase the cells when a block is hit or destroyed.

Let me know if you have any suggestions for things I should change or fix.
2025-09-30 00:04:03 -07:00
JHDev2006
9311424f55 fixed bob omb explosions AGAIN 2025-09-29 20:40:46 +01:00
JHDev2006
99b9de4dad ok, working now, wanna just get unbinding working 2025-09-29 14:57:22 +01:00
JHDev2006
00015d2650 started work on multiple input bindinghs, but is very shit, so need to rewrite how these are stored 2025-09-29 13:52:10 +01:00
JHDev2006
0a5e2ea211 added palette effect during small -> fire transformation 2025-09-29 12:19:51 +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
JHDev2006
ac1c2eaf5b adjusted boo unlocking, since you could technically beat gold boo, on white boo, which i thought was a bit dumb and unfair 2025-09-28 22:16:26 +01:00
JHDev2006
f4cdbe18cb added in coin sparkles to blue coins and red coins 2025-09-28 16:49:08 +01:00
KirbyKidJ
6d23f9dcd4 Added Coin Sparkle Effects (#350)
* Just the Coin Sparkle stuff

FYI, if a property in the json is formatted like `exa.exb` then it reads `exa` as another object and `exb` as a property in `exa` assuming the root `property_node` contains this object.
Also primarily for Resource Packs to change how the particles work and should explain how I got there with my personal SMAS skin.

* Added Coin Sparkle Texture to Scene

Of course I broke it in some form.
2025-09-28 11:30:45 +01:00
SkyanUltra
f6a31f8508 New Optional Animation States (#420)
* new animation states

additional conditional animation states, including:
- SkidAttack
- IdleAttack
- WalkAttack
- RunAttack
- CrouchJump
- CrouchMove
... along with a new set of animations, the Bump animations (play when hitting your head on a block)
- JumpBump
- CrouchBump
- SwimBump

* added fly animations & tweaked bump animation time

new anims for FlyIdle, FlyUp, FlyMove, FlyAttack, and FlyBump, which all fallback on their Swim counterparts if not found. also changed around some animation fallbacks which made more sense, like bumps using fall animations instead if applicable.

* added bump ignore checks and added a general bump animation

you can now define Bump which will define a bump animation for all bump animations. additionally, bump animations will only play if they can detect an animation. no more fallbacks needed
2025-09-28 11:25:50 +01:00
JHDev2006
872e7fe468 added in pause button rebinding 2025-09-27 21:17:50 +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
e4334dbb7a removed player preload scene from level class (unused multiplayer shennanigans i was trying ages ago) 2025-09-27 11:19:38 +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
KirbyKidJ
3a3340ed88 Prevents small crouch if it's not a used animation
Also added some functions for debugging and toggling visible collisions.
Also fixed some inconsistencies with both small and big collisions.
2025-09-26 11:46:09 -07:00
BarrierFalki
78f68b3be1 Allow Mod Loader to automatically add hooks on export (#405)
* Update Mod Loader and Tool addons

* Mod tool checks if script exists before reloading

* Change script export mode to Text for hook export

* Change return type of load_image_from_path to Texture2D
2025-09-26 19:30:40 +01:00
KirbyKidJ
4f06366c94 Merge remote-tracking branch 'upstream/main' into pulls/small-crouch-hitbox-fix 2025-09-26 10:51:17 -07:00
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
53dc4923a0 edited pokey collision a lil bit 2025-09-26 14:46:10 +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
3ecb8c34f5 fixed a bug where you couldnt have two config resource packs loaded at once 2025-09-26 12:36:34 +01:00
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
7b5399147f forgot about second quest, whoops 2025-09-25 17:11:28 +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
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
d058425c13 fixed a softlock in 6-3 SP and also a crash with challenge mode in the title screen 2025-09-24 21:39:39 +01:00
jdaster64
407d51220e Merge remote-tracking branch 'upstream/main' 2025-09-24 13:01:08 -04:00
jdaster64
368cc148b3 Rework anti-infinite shell combo 2025-09-24 11:18:10 -04:00
Joe H
5244dcce63 Merge pull request #375 from jdaster64/main
Koopa shell scoring, Challenge Mode anti-infinite score reworks
2025-09-24 16:02:45 +01:00
JHDev2006
962787c861 fixed a world 9 softlocks with the world select menu 2025-09-24 16:01:47 +01:00
jdaster64
b3694e0cf2 Revert 10k stomp change in Player 2025-09-24 10:32:16 -04:00
jdaster64
9e6b453fe0 Merge upstream before Koopa scoring PR 2025-09-24 10:25:53 -04:00
jdaster64
0270faf75f Rework anti-infinite scoring mechanisms for Challenge Mode 2025-09-24 10:21:10 -04:00
JHDev2006
44a65fe79d choppy firebars 2025-09-24 12:01:48 +01:00
JHDev2006
b93beefd4f fixed up fireball colisions 2025-09-24 11:10:12 +01:00
jdaster64
beea267f99 Suppress stomp points shortly after a kick 2025-09-24 00:54:44 -04:00
Joe H
8137e3b589 Merge pull request #356 from Falkimore/physics
Add new physics parameters to Player.gd, give descriptions to old ones
2025-09-23 22:03:09 +01:00
JHDev2006
6cbc7d8fb8 Update LevelEditor.gd 2025-09-23 21:33:49 +01:00