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
jdaster64
00fffc35b7
Fix 1UP check condition for LL ( #446 )
2025-09-29 11:43:38 +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
1711402a6a
fixed a bug where the puase menu couldnt be closed by pressing the pause button again
2025-09-28 21:52:14 +01:00
JHDev2006
c0f2044a1e
Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public
2025-09-28 16:49:13 +01:00
JHDev2006
f4cdbe18cb
added in coin sparkles to blue coins and red coins
2025-09-28 16:49:08 +01:00
Jeod
7ae8f97dde
Use ui_accept in ResourcePackContainer.gd ( #431 )
2025-09-28 16:41:09 +01:00
KirbyKidJ
6d23f9dcd4
Added Coin Sparkle Effects ( #350 )
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* 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 )
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* 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
7728ccea7b
fixed a bug where reopening the custom level menu after playing a custom level from the lss browser would cause a crash
2025-09-27 11:40:42 +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
edc0c82959
updated tilesets with hcb's edits, and fixed the custom characters not loading in non-portable mode
2025-09-27 11:15:40 +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
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 )
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* 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 )
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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
Abdulaziz
c2eafee352
Updated RomVerifier.gd to add support for the European version ( #97 )
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Co-authored-by: Joe H <97353363+JHDev2006@users.noreply.github.com >
2025-09-26 14:50:23 +01:00
Jeod
6008161c54
Try to verify rom from exe dir ( #277 )
2025-09-26 14:49:23 +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
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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
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
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
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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
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
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
JHDev2006
df13040b45
Fixed a colour palette issue with autumn yellow pipes
2025-09-24 18:22:02 +01:00
jdaster64
407d51220e
Merge remote-tracking branch 'upstream/main'
2025-09-24 13:01:08 -04:00
JHDev2006
5edc5466b8
fixed a door bug with cusotm levels
2025-09-24 17:53:33 +01:00
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
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Koopa shell scoring, Challenge Mode anti-infinite score reworks
2025-09-24 16:02:45 +01:00
JHDev2006
c9b7ebd264
Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public
2025-09-24 16:01:48 +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
Joe H
2fde8b3a20
Merge pull request #369 from a2937/feat/add-cmd-arguments
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feat: add cmd arguments
2025-09-24 14:03:16 +01:00