* 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. |
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| .github | ||
| addons | ||
| Assets | ||
| godotgif | ||
| Resources | ||
| Scenes | ||
| Scripts | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| credits.txt | ||
| default_bus_layout.tres | ||
| EntityIDMap.json | ||
| export_presets.cfg | ||
| icon.png | ||
| icon.png.import | ||
| icon32.png | ||
| icon32.png.import | ||
| LICENSE | ||
| project.godot | ||
| README.md | ||
| SelectorKeyMap.json | ||
| version.txt | ||
Super Mario Bros Remastered
A Remake / Celebration of the original 'Super Mario Bros.' games. Features new levels, custom modes, new characters, alongside a full level editor / custom level system!
Art by @krystalphantasm.bsky.social
Download: https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public/releases
Requires an original SMB1 NES ROM to play! None of the original assets are contained in the source code, unless it was originally made by us!
This does NOT act as a replacement for the original Super Mario Bros. games. Super Mario Bros. & Super Mario Bros.: The Lost Levels, can be played now on Nintendo Switch, through Nintendo Switch Online
Features
- Super Mario Bros., Super Mario Bros.: The Lost Levels, Super Mario Bros. Special and All Night Nippon: Super Mario Bros. Fully recreated from the ground up!
- Improved physics / level design
- Resource Packs! Fully customize how the game looks and sounds.
- Custom Characters - Add in your own characters to use in game.
- Fully Open Source!
- Level Share Square Partnered
- Portable mode by creating
portable.txtin the executable directory
Downloading
Windows/Linux
- Go to the 'Releases' page
- Look for the latest version
- Download the .zip for your OS
- Extract and run
- Enjoy!
macOS (Unofficial)
- Go to the macOS repo
- (NOTE: THIS IS AN UNOFFICIAL FORK OF THE GAME)
- Look for the latest version
- Download the .zip file
- Extract, drag into the 'Applictions' folder and run
- Enjoy!
Importing for editing
- Download the source
- Download Godot 4.5 beta 3
- Import the project
- Enjoy!
Contributing
You are more than welcome to contribute any fixes / improvements you'd like, simply open a pull request, and I'll review it ASAP!
System Requirements
Please refer to the Godot engine requirements for minimum and recommended hardware specifications.
Issues
When opening an issue, please keep it to one report, per post, and try and be as helpful as possible, when telling me what has occured, so that its as easy to fix as possible. Please do not open issues, for feature requests, suggestions, or opinions. BUG REPORTS ONLY
Known Issues
There are a couple known issues, mainly due to being built off of Godot, and these issues existing in the engine itself.
- Physics are weird, when interacting with corners + the camera barrier
- Drop shadows jitter when playing with "Smooth Rendering"
- Several entities jitter at times.