* Expanded Level Icons
Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)
Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.
If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.
* Delete LevelIcons.png.import
* Marathon + ANN Medal Icons on World Select
Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.
Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?
* Optimized particle emitting for world/level select
* ANN now has its own menu + bugfixes
This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.
* Challenge Hunt Icons + menu bugfixes
Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.
* New icons + layout change for Challenge Hunt icons
By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.
* Update ChallengeModeResults.tscn
Forgot to update this to use challenge icons for the world select screen.
* Eggs cycle through color again
Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
* Added file prompt button for selecting rom and additional error checks
Updated the rom verification screen with clarified errors and a slight bug fix to the error text.
Along with this, there is now a button on the rom verification screen to select a file directly, defaulting to an array of NES rom extensions, and a proper theme set for buttons, which shouldn't interfere with other themes.
* Updated label and repositioned elements
Label now properly mentions either selecting the rom file using the button or dragging it onto the window. Button also clarified a little more clearly
* final touches
* bro
* i hate labels
For some reason it uses the forest theme when extra bgm is disabled? most likely due to something with 7-3 being a forest themed level. kinda weird though since all other levels in the minus world don't have broken music, so I assume this is just an oversight.
variable for easily toggling on and off snapshot mode, and also some simple prints for things like unix time and what snapshot build the game would currently be on upon launch
* Tweaked Lost Levels A-1 and Special 6-3
Self explanatory pull request. I just tweaked the design of those two levels.
* Added some corner pieces to 10-1
* Moved 10-1 changes to turn on based on setting
Broken stems in SMB 4-3 and SMBLL 9-2 were fixed, and the mushroom at the beginning of SMBS 4-2 was extended because it triggered a primal rage within me that made my eyes go red with rage. (It was uneven LOL)
i coded it in about 10 minutes as a joke, and didnt really intend on it being something proper + it comes with a whole new slew of bugs which im not willing to commit to yet, soz. its still in the code so should be relatively easy to hack in, maybe itll come back in future, who knows
This fixes Peach in the minus world to now use her properly exported sprite, and additionally allows for her to be animated and changed through PeachNPC.json.