Commit graph

11 commits

Author SHA1 Message Date
SkyanUltra
becdf9ba77
Expanded world/level icons (#763)
* 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.
2025-12-02 08:30:32 -05:00
jdaster64
5daa630a72
Alternate Challenge HUD Proposal: Previously obtained coins/eggs are transparent (#712)
* Challenge Hunt: Transparent HUD for previously obtained coins/eggs

* Add 'score potential' tracker, make egg not default to empty if egg isn't in the current room on a replay

* Make transparent HUD elements render on top, and become invisible if their fully-opaque equivalents should be enabled instead
2025-11-22 16:41:04 +00:00
SkyanUltra
c41d6fda47
Some snapshot tools (#680)
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
2025-11-22 16:38:40 +00:00
JHDev2006
7edfccbd76 fixed a weird bug, to do with minus world 2025-10-08 15:35:44 +01:00
Tsank35
27ae3d5612
Room variation types (#517)
* 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
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
JHDev2006
40c2c04fcd couple things, icr 2025-09-25 22:54:23 +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
KirbyKidJ
cc640c5ac1 Title Screen QOL Theming
This was supposed to be a quick quality of life addition for the Title Screen that applied the save and theme to the menu, but then I discovered a new bug I had to bypass with the character palette when doing it. So I ended up doing a bit more related to the Title Screen as a result.

I also *had* a function which checks for the number of valid folders within the Pck to see how many worlds there are, but I think it might've been a bit slow so I replaced it with constant values.

- Save for the currently loaded campaign gets applied on startup
- Backing out of World 9 and over keeps you on said worlds at the title screen
- Added Skyland and Volcano to SMB1 themes since it shares most of its themes with Lost Levels
- Fixed Title Screen Stars for the Volcano Theme
2025-09-20 22:21:22 -07:00
JHDev2006
3773bdaf64 added the game 2025-09-13 16:30:32 +01:00