SMC v8.beta32 - Changelog
Heya all, hope you are all having a lovely weekend! And it's about to get better, as a new SMC Snapshot has just dropped! Let's delve over the highlights...
📷 Camera updates
The player can now manually scroll the camera, and you can assign custom keybinds to these actions. Map screen sizes are a new feature that lets you alter the screen size of the current map.
❄️🏜️🌲🗻 New tilesets
The Super Mario World gamestyle gets a bunch of new tilesets! The highlight are the 4 new retro tilesets: snow, desert, forest & mountain. There's also a new vase tileset, which also has an icy palette. The SMW rope tileset has also been expanded with new tiles!
💥 POW Blocks
This Snapshot adds 3 different POW Blocks: the blue POW can be carried and has a screen-wide effect, defeating (grounded) enemies and making coins & loose sprites fall. Red POWs have a shorter range but a more powerful, and can also trigger blocks (including other POWs). Arcade POWs are similar to blue POWs, but cannot be picked up. They can be hit 3 times, and will stun specific enemies (instead of defeating them).
🐃🐌 🦄 Bullies & Snailicorns
Bullies are a very unique enemy: they can't deal damage to the player (unless electrified), however they can knock them back - including off pits and into lava, so be careful! You can however beat them at their own game, by jumping or throwing items at them - which knocks them back instead! Snailicorns are similar to Bullies, but they damage the player instead of knocking them back. And they're just awesome enemies in general! As usual there's more smaller tweaks and lots of bug fixes you can find a list of below. Happy level making!
Tweaks to enhance the gameplay experience:
• You can now assign analog stick input to gameplay actions, including for the inputs to scroll the camera.
• Broozers now come to a (quick, but not instant) stop when the player they're chasing goes into statue form, then return patrol mode.
• The string 'Press any key' is now translatable.
• The rope tileset has been expanded, now including the much-requested gentle slopes.
• Conveyor Belts now have roofskip & floorskip prevention.
• The SMW 'Icy Cave'-theme preset now comes with the ice tileset pre-configured (instead of the vanilla cave).
• Amps can now be defeated by throwing a (compatible) sprite at them.
• For Mario to pick up a sprite that has 4-sided semisolids, the player now has to face that sprite. This prevents another sprite with 4-sided semisolids being picked up behind, which is often undesired.
• Collecting a Shroom/Dragon Coin now just plays the 'collectable' SFX, instead of also the regular coin sound (since it didn't in SMW).
• The Strawberry Coin (a Shroom Coin skin part of the Celeste/Forsaken City theme) now has its own dedicated SFX.
• Dragging the moving coin sprite around in the editor now makes coin sounds.
• Flipping enemies over by e.g. tailwagging no longer awards points (balancing tweak).
• Frosted sprites (sprites that were frozen by cryo), can now be thawed using fiery sprites - big cryo'd sprites take 3 hits! Thawing causes the sprite to be defeated, even those that are normally immune to fire.
• Frosted sprites also remain bubbleable if they used to be, but spiky frosted sprites can also keep popping bubbles.
• Frosted sprites are pre-loaded (when applicable) on map load, so they appear instantly when a sprite is cryo'd.
• Snowy Item Blocks now have snow properties, letting Penguin Mario slide on them. Empty Blocks with the ice palette are now slippery as well.
Bug fixes (there's plenty!)
-Fix conveyor belts with palettes sometimes causing maps to be unable to load-Fix horizontal screenwrap extensions not always working on vertical levels
-Fix Advanced & Floating Platforms being affected by Conveyor Belts
-Fix entryway picker (inside the entryway customization menu) not always having buttons to scroll through big doors
-Fix Spike Balls ignoring net collisions with other Spike Balls & metallic players
-Fix 2 Spike Balls overlapping eachother sometimes taking out another Spike Ball elsewhere (if they are overlapping another sprite)
-Fix SMAS SMB1 Underwater Hard Block particles not able to display palettes
-Fix SMAS SMB1 Arrow Clouds not setting Mario's gravity to the proper value if no jump key is held
-Fix floored Palace Switches sometimes falling through the floor when pressed
-Fix switching keybinds tab (between keyboard/gamepad) not putting buttons out of 'waiting for input'-mode
-Fix Crowbers sinking slightly (as of last Snapshot) & not having proper screenwrap margins
-Fix able to mount Yoshi when riding Lakitu Cloud (causing the loss of cloud controls but the cloud still following the player)
-Fix Kirby Coins not playing a SFX when they are released from blocks
-Fix SMAS SMB1 Grassland tileset's wooden signpost tiles being solid
-Fix Munchers being stationary on (moving) Switch Conveyors
-Fix Penguin Mario speeding up when sliding into Brick Blocks under specific conditions
-Fix some sprites spawning a frame too late (depending on their position) if the player spawns on the edge of the map
-Fix boss gates not disappearing if there's still camouflaged bosses loaded (Bowser disguising as Peach, King Boo as a regular Boo)
-Fix the 'coins'-category in the level statistics not accounting for specific coin types
-Fix detached chains, as well as the ball in the Ball 'N' Chain, being affected by electricity
-Fix possible crash when sprites leave conveyor belts under specific conditions
-Fix brown coins (in SMW) turning into SMAS SMB1 empty blocks (as of last snapshot)
-Fix able to drag invisible sprite spawners/current generators from object pipes when the toolbar is opened
-Fix flipping enemies w/ the tailwag attack not playing the toss sound
-Fix (Baby) Bloopers rewarding points twice when stomped
-Fix Flip Panels not always initiating on the correct layer
-Fix Chain Chomps being unaffected by currents
-Fix entering climbing mode whilst swimming with Penguin/Frog Suit causing bugged movement
-Fix Flip Panel assets not pre-loading when loading map
-Fix stomping Skeleton Goonies (particularly at lower frame rates) sometimes causing the Flightless Goonie to be defeated instantly
-Fix progressive & star chainer blocks, that release their property's respective item, not detaching from Lakitu Rods/Parachutes
-Fix related issue to above bug where blocks did not deload their Spyglass-previewed item
-Fix copying a sprite using CTRL, that has a colorblindness-adjusted animation, leaving an intangible version behind
-Fix sprites with 4-sided semisolids (e.g. Light Blocks) sometimes stopping the player when running into them (at low frame rates)
-Fix releasing some sprites mid-air (with horizontal movement) sometimes halting the player
-Fix applicable sprites spat out by Yoshi not able to defeat other enemies whilst airborne
-Fix not all Gift Boxes loaded on the same frame having the appropriate semi-solid collisions
-Fix being unable to spinjump on Frosted Sprites
-Fix Mario falling down a pole/vine when grabbing the pole on the same frame the level starts
-Fix Advanced Platforms sometimes not able to be activated by swimming Penguin/Frog Mario
-Fix SMW Bowser freezing (until hit) when the hammer he held was destroyed
-Fix sprites being turned by Metal Mario when they're stationary (This also fixes Bowser's intro animation bugging out)
-Fix SMAS SMB1 Penguin Mario staying inside the sliding animation when sliding into other power-ups, until the player performs an action
-Fix falling into a power-up in SMAS SMB1 not updating the animation until having landed
-Fix scrolling SMW gamestyle preview image still having the old Boomerang Bro sprites
-Fix idle players not getting damaged by Munchers/Jelectros/Skull Blocks when moved into them by Conveyor Belts/Escalators
-Fix Penguin Mario not able to slide further on snowy Advanced Platform skins/palettes
-Fix Cannon Base not rendering correctly if toggled on in-editor
-Fix Butter Building Advanced Platform having misassigned palettes
Files
Get Super Mario Construct - Desktop Version
Super Mario Construct - Desktop Version
Fan-made 2D Mario level designer
Status | Released |
Author | Level Share Square Games |
Genre | Platformer |
Tags | 2D, construct-3, Fangame, Level Editor, Pixel Art, Retro |
Languages | German, English, Spanish; Latin America, French, Japanese, Latin, Dutch, Polish, Portuguese (Portugal), Russian |
Accessibility | Color-blind friendly, Configurable controls |
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