guzlad
e48b7c2c0f
[QoL] Noclip can be toggled, works w/o debug in leveltesting, some convenience functions. ( #621 )
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* Some state machine functions to make code tidier in the future
* Added a function to Global to check if we're playtesting, for convenience
* Only allow noclip w/o debug in leveltesting, toggling added, kept jump key to exit
2025-10-18 00:24:50 +01:00
guzlad
9a0d61d1e1
Audio Manager sound override rework and fixes ( #617 )
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* Reworked the sound override system to prevent non-playing sounds
* Weird bug where it would call to stop a non-existant hammer sound on death
2025-10-17 20:26:04 +01:00
JHDev2006
7d6652a242
Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public
2025-10-17 19:23:14 +01:00
JHDev2006
676efa6443
fixed fonts being loaded using shitty fuckass uids
2025-10-17 19:23:13 +01:00
SkyanUltra
ad92f70925
Quick remapping of SwimMove to WaterMove ( #614 )
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Fixes the fallback for WingMove to be set correctly to WaterMove.
2025-10-17 17:28:17 +01:00
John Cooper McDonald
9a17f140e0
Update hitboxes for consistency ( #608 )
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Co-authored-by: Joe H <97353363+JHDev2006@users.noreply.github.com >
2025-10-17 17:12:57 +01:00
SkyanUltra
ed297891fd
Quick fixes for optional animations ( #612 )
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* Quick fix for flipped Jump/RunJump anims
accidentally used the condition the wrong way, my bad LOL
* >= moment
so thats why it was playing the fall animation for a single frame
* Reverted attempted fixes accidentally left in for CrouchBump
2025-10-17 13:56:12 +01:00
JHDev2006
a0521becb4
fixed an animation override bug cause im dumb and havent touched the json parser in a while
2025-10-17 13:32:08 +01:00
JHDev2006
2e66c00163
animation overrides for jsons
2025-10-17 12:58:08 +01:00
JoeMama
8fbe607983
Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public
2025-10-17 11:48:30 +01:00
JoeMama
5d0a1a8101
couple fixes
2025-10-17 11:48:28 +01:00
guzlad
3866b6bc35
Added HammerHurry.mp3, moved hammer sounds over to a json and bgm ( #610 )
2025-10-17 09:58:34 +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
44e7da3fea
fonts can now have custom variations via jsons
2025-10-16 22:46:02 +01:00
JHDev2006
823b6274f8
fixed the mouse cursor icon in the level editor flicker
2025-10-16 21:13:17 +01:00
JHDev2006
610cd4594a
window size now gets saved
2025-10-16 18:18:25 +01:00
John Cooper McDonald
ae4317f9e5
Fix lingering Hammer issues ( #607 )
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* 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 )
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* 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 )
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* 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
SkyanUltra
447b6d3ea7
Optional Animations 2: Electric Boogaloo ( #596 )
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* Additional optional animations for water/wing power-up + extras
* Added animation fallbacks for new animations
* Kicking animation function
* Kick anim functionality for shells
* Player performs kick animation
* RunJump anims + quick fixes
new anims, including RunJump, RunJumpFall and RunJumpBump (incredible name) which play depending on the X velocity the player left the ground with.
also fixed the bob-omb to play the kick animation as well as it should
also
* Updated "FlyMove" to "WingMove" for consistency
* Update "FlyMove" to "WingMove" in animation fallbacks
2025-10-15 12:51:38 +01:00
John Cooper McDonald
f35740d0ca
Fix physics overwriting character ceiling bump speed for brick blocks ( #545 )
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* Fix physics overwriting character ceiling bump speed for brick blocks
* Update BrickBlock.gd
* Update BrickBlock.gd
* Update BrickBlock.gd
2025-10-14 16:22:00 +01:00
Ramona
46b4dc82b4
Flip death gravity when upside down ( #586 )
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* Flip death gravity when upside down
* Improvements to code per Joe's request
2025-10-14 16:20:09 +01:00
guzlad
a0369cd612
[QoL] FPS Counter disabled by default, show message after screenshot, show message if noclip is enabled/disabled ( #591 )
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* FPS counter is off by default, enable with F4
* A message or error is now shown on-screen if a screenshot is taken with F2
* Show message when noclip is enabled or disabled
2025-10-14 16:04:08 +01:00
SkyanUltra
a9b4cbe674
StarFall animation fallback fix ( #584 )
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if you don't have StarJump, it would ignore your JumpFall animation when you have invincibility. this fixes that.
2025-10-13 19:56:40 +01:00
JHDev2006
14c193fb27
fixed an issue where coin particles werent spawning if the coin was part of the tilemap
2025-10-13 19:53:40 +01:00
JHDev2006
455aa14b35
fixed an issue where you could re-enter pipes, while exiting them, by spamming down
2025-10-13 19:25:32 +01:00
JHDev2006
a9055451ae
fixed an issue where you could throw a fireball frame one of exiting a pipe
2025-10-13 19:23:24 +01:00
SkyanUltra
22a4afbc95
Slight tweak to animation fallbacks ( #573 )
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Changes a few animation fallbacks to something more reasonable, and fixes potential broken animation fallbacks (notably PipeMove, which didn't work if you didn't define a Move animation.)
2025-10-12 23:06:29 +01:00
JoeMama
efe3b98aa0
added a quick and dirty fps counter (press F4 or R3 on controller, for it to be toggled)
2025-10-11 22:48:52 +01:00
JoeMama
57a659ba34
re-implemented the respawning blocks + items fix, and got rid of a few annoying prints + removed the warning from the resource pack menu in the settings, as its no longer needed
2025-10-10 11:26:09 +01:00
JoeMama
437f98884d
Revert "Merge pull request #458 from KirbyKid256/pulls/more-animated-tilesets"
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This reverts commit 07cb5015cf
, reversing
changes made to ad03246040
.
2025-10-10 11:06:32 +01:00
guzlad
08adf8fd6c
Added 'Is Real' option to Bowser and his bro
2025-10-10 02:58:19 +02:00
guzlad
fbb592fbe8
Fixed GameHUD spam and an annoying warning
2025-10-10 02:53:27 +02:00
guzlad
07cb5015cf
Merge pull request #458 from KirbyKid256/pulls/more-animated-tilesets
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Animated Tilesets for Resource Packs
2025-10-10 00:46:40 +02:00
guzlad
ad03246040
Merge pull request #342 from KirbyKid256/pulls/small-crouch-hitbox-fix
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Hitbox Change for When Small and Crouching
2025-10-10 00:39:37 +02:00
KirbyKidJ
e6bc64affb
Refactored Small Crouching and Big Crouching
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- Added new variables to `CharacterInfo.json`
- Made it so `BlockCollision` area position is attached to top of `SmallCollision` and `BigCollision`
2025-10-09 15:16:14 -07:00
kittenchilly
897625c19d
New transition screen + no lives in modern hud for challenge mode
2025-10-09 16:20:34 -05:00
KirbyKidJ
0f628302cb
Merge remote-tracking branch 'upstream/main' into pulls/small-crouch-hitbox-fix
2025-10-09 08:23:38 -07:00
Tsank35
e94cb2d837
Adds alternate check for coin heaven variation
2025-10-08 12:13:17 -07:00
Tsank35
33d3b080d4
Removed get_room_type() from CoinHeaven.gd
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Godot craps it pants when running this script it export mode.
Removing the function fixes that.
2025-10-08 12:11:59 -07:00
guzlad
a63e305ea7
Merge branch 'main' of https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public
2025-10-08 17:27:49 +02:00
guzlad
d0d2b83c79
Added ogg support to ResourceSetterNew
2025-10-08 17:27:34 +02:00
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
guzlad
527eebd08b
Fixed editor level test and custom levels crash
2025-10-07 02:59:13 +02:00
Tsank35
27ae3d5612
Room variation types ( #517 )
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* 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
guzlad
3a498717e5
Fixed custom character fall anims not playing
2025-10-06 16:51:36 +02:00
guzlad
cdcc250831
Merge pull request #511 from KirbyKid256/pulls/misc-bugfixes-from-multiplayer-branch
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Miscellaneous Bugfixes From My Multiplayer Branch
2025-10-06 13:28:23 +02:00