SMC v8.beta30 - Changelog


Hey everyone, at long last, it's finally time... the Snapshot introducing Chucks, Monty Moles AND Retro Tilesets to SMC V8 is finally a reality!

I want to thank everyone for your patience, this has been a long milestone Snapshot in the making... but it was definitely worth it! I'll briefly go over the highlights again:

New power-ups 🐧🐸🪩

Penguin, Frog & Superball Mario enter the power-up selection, both in the SMAS SMB1 & SMW gamestyles!

New enemies

Chargin' Chucks, in a whopping 9 types, are now available! Monty Moles come along too, and their Mole Holes are containers that can store a wide variety of sprites! Rocky Wrench, announced in the stream yesterday, is also here with a wide variety of customization options not seen in V7. 🔧 👀

New tilesets

In SMW, the Retro Tilesets make their return in SMC V8, and they've been highly polished since their debut in V7. Give them a look, I think they'll be popular tilesets! The Castle Exterior tileset for SMW also lets you make castles for behind the flagpole, but you can make forts with it too! SMAS SMB1 gets the beautiful new Mysterious Ruins tileset, which acts as parity with SMW's Tipsy Turtle. It's got gorgeous palettes too!

Arrow Clouds overhaul

The Arrow Clouds got a major overhaul in V8, now being able to toss sprites that are thrown into them! Linear projectiles can also be re-directed by these cloud sprites. They've become a super versatile item!

Tweaks/small additions

• Added the Italian localization, courtesy of @shyguy_97
• Hard Blocks are now persistent through maps, thanks to the introduction of the Tile Persistence system.
• The player can now initiate a slide whilst the walking keys are still held (like when ducking), which makes the transition feel smoother. Alternatively, the player has to release the duck (slide) key before starting to walk again.
• Sliding is now also counted as ducking by the game, for both Mario & Yoshi, which helps the player get through gaps on slopes where they typically couldn't duck.
• Mario/Yoshi no longer lose 1-frame of deceleration speed when jumping on the same frame as having landed.
• Slightly decreased jump buffer & coyote time to 5 frames & 2 frames (from the perspective of 60fps), due to reports of them feeling a little imbalanced.
• Ninjis now also make use of the jump-buffer mechanic.
• Metal Mario moves a bit slower when submerged than if on land now.
• Power-ups in the toolbar don't move horizontally (on their own) by default now, but of course, you can still toggle them to move upon loading in.
• Skidding SMAS SMB1 Mario can now duck.
• Added SFX for when HP is subtracted from the Cheep Chomp (when on-screen).
• The appearance of the SMW Baddie/Goodie Boxes have been re-designed to more closely resemble the SMW art style.
• Various Donut Blocks now have a different appearance, now handles indicate if a Donut Block can respawn or not.
• SMW Raccoon Mario & SMAS SMB1 Goombrats have new & improved sprites.
• NPCs, Grab Blocks, Ice Cubes, Large Vine Beans & Peppers are now map persistent.
• Hammers (thrown by the player) can pop bubbles.
• Container previews in menus can use a sprite's framed display, to prevent them going out of the menu bounds.
• Springboards prevent the player from entering climbing state if the player is still in the bouncing animation.
• Rotation dots now only show up when the cursor is hovering over them, or the parent sprite.
• When pressing the edit/exit level button during death-fadeout animation, the queued level restart after a fade-out is cancelled.
• Sprites attachable to walls (e.g. P-Switches and Munchers) can be attached to & move along with Object Pipe lids.
• Nipper Plants have the same jump height whilst submerged as if on land & hop horizontally at half speed whilst submerged.
• Updated SMAS Airship & SMB3 Airship (in the SMW gamestyle) to the newer iterations.
• The Platform Info page in the debugger now also shows device canvas size.
• Swallowing a coin-giving sprites now makes a coin SFX.
• Bullet Bills spawning & Explosions going off now use a different SFX in the SMW gamestyle.
• Player can now stun Blarggs with the Hammer Suit's hammers.
• Boss Flames & Bone Projectiles now support the same rotation intervals as bullet-based sprites.
• Wooden Arrow Signposts now share palettes with the tilesets their wood texture is from.
• SMAS SMB1 Grass & SMW Airship tileset pages now include the Arrow Signpost with the relevant skin option.
• Object Pipe & Baddie Box custom ranges now compare the player's middle-Y position, instead of the Y-coordinate of their feet, for parity with other range-based sprites.
• Picking specific sprites from the toolbar can now display Tip Notifications (currently, some Chucks do this).
• Added 'Global tiles' pages in SMAS SMB1, which contains new cloud tiles!
• Mole mound tiles & SMAS SMB1 Cobwebs are now rotatable (w/ CTRL).
• Large fish enemies eating a metallic/statue-form player will now update the fish position to the player instead of the other way around, to prevent terrain clipping.
• Droplet particles no longer interact with Note Blocks & Springboards/Spring Balls.
• Whether sprites are spat out with halved momentum now depends on if the spat out sprite is spat out inside liquid, not Yoshi's submerged status.
• Static coins inside block containers are released right as the block is hit (like the Raccoon Leaf), like in the OG games.
• Bone Projectiles don't spin whilst they are attached to a container.
• Linear projectile sprites now move left or right accordingly, like other sprites, when released by some containers.
• Sprites created by Spike (& now Rocky Wrench) can now face the same direction as the container enemy immediately upon being spawned. • Sprites breaking out of Flip Blocks are now put in their 'tossed'-state, and are released at the same height regardless if submerged or not. Initial horizontal momentum is halved if submerged.
• Flip Blocks with an even-amount of sprites that have their sprites set to break out, will now distribute their sprites evenly from the block (instead of one sprite staying in the middle).
• The animated Tipsy Turtle candle now uses RNG in its animation speed, similar to the candles in the alternate SMW castle background. • Added smaller variants of the Grinders, including the stationary ones.
• Bullet Bills, Cannonballs & Torpedo Teds are excluded from making an 'aurgh'-SFX when deleted (in-editor).
• Added lots of extra palettes to existing SMAS SMB1 BGs, and the Pillar BG now has palettes!
• The Debugger tool will now re-open on the last active debugger page (for as long as the game is open).
• Some level code data structures have been updated, old data is automatically converted.
• A bunch of existing text is now also translatable.

Bug fixes

-Fix P-Switches / !-Switches spawned by spawners not being pressable
-Fix random crashes able to be caused by Spikes (the container enemy)
-Fix player-thrown hammers able to crack open Vine Beans on the other side of the net
-Fix cliff-turners not turning when overlapping SMW Ashland, SMW Tipsy Turtle or SMW Arch tiles
-Fix icy arch tiles causing the tiles directly below them to be slippery
-Fix players not able to initiate a run whilst submerged (whilst still retaining a run when submerged)
-Fix Bubble Flower not being in SMAS SMB1 block presets
-Fix SMW wooden key gift using mushroom gift sprite
-Fix SMW forest tileset offset issue when tiles are segmented
-Fix fireballs/iceballs/superballs being throwable through a semi-wall
-Fix Pokey Segments not being moved down far enough when one of their segments were taken out, causing a 1-pixel gap between segments
-Fix Toad NPCs in SMAS SMB1 not stopping wander anim on turn phase
-Fix a sprite's customization dots still working even when the layer they're on is locked
-Fix warping with Yoshi to differently-sized maps sometimes resulting in an unintentional death in specific scenarios
-Fix coins sometimes being unintentionally collected by sprites if they and Mario were both overlapping coin sprites
-Fix Flying Koopa entering a bugged state if screenwrapping vertically
-Fix Springboards sometimes unable to be held from one side if more than one is loaded at a time
-Fix players able to frame-perfectly jump off Springboards completely unaffected
-Fix 'Creative Exercise'-editor theme not always restarting
-Fix Springboards able to be unintentionally picked up by duck-landing on them
-Fix only one Galoomba/Goombud able to unflip at a time per frame
-Fix stunned Dry Bones waking up early if falling from destroyed Flip Block
-Fix upwards-thrown Springboards clipping through semi-roofs if the gap between Mario and roof were 2 or 6 tiles big (as big Mario)
-Fix red & blue Bullet Bill Blasters not showing up with their respective color inside the favorites bar/eyedropper menu
-Fix able to double-click sprites on locked layers to cycle frame/mirror them
-Fix double-clicking affecting all sprites at once under input position
-Fix held Koopa/Spiny/Buzzy-Beetle not resetting combo if put down without kicking
-Fix sprites/tiles of other gamestyles being moved over if parsing code from another gamestyle as new level
-Fix Fishbone not making collapse SFX if out of water for too long
-Fix Hotheads & Urchin eyes not always being layered correctly (visible when they pass eachother)
-Fix Sideways Springs not working on players regularly climbing
-Fix the 'Muffled audio'-filter always muffling SFX, even when 'Only music' is selected
-Fix custom music sometimes cutting out on death if 'skip death animation' is enabled
-Fix map data loss due to spam-clicking the 'Load map'-button
-Fix favorites bar not returning to object-mode if the toolbar is closed w/ an object layer active
-Fix destination/entryway-type changer menu not showing up properly if favorites bar & mini-toolbar are both disabled
-Fix Object Pipes being incorrectly displayed in the eyedropper menu
-Fix Starman defeats adding to combo twice since recent updates
-Fix jagged pixels in SMW Autumn tileset
-Fix SMW Dry Bones moonwalking if set to spawn walking right
-Fix SMAS SMB1 vertical boss gate using wrong animation
-Fix the default Object Pipe (facing upwards) having its custom-range origin slightly offset
-Fix Object Pipes set to 'custom range' no longer working if the resizing-cycle ended if the player was in Tanooki form (and within the custom range)
-Fix missing framed-icons for SMAS SMB1 Goonies (displayed in favorites bar & eyedropper)
-Fix sprites that are attached to something able to trigger a screenwrap
-Fix Spike Balls not being released from Baddie Boxes with the launch vector X of the box
-Fix swimming SFX not playing if the player presses the swim button off-screen
-Fix Leaping Fishbone being immune to thrown shells & related sprites
-Fix keys not following the player properly in SMAS SMB1 if a key was used to unlock a door prior
-Fix P-Switch sometimes able to be held after being pressed
-Fix Note Blocks not updating Mario's gravity to the proper value in SMW
-Fix Droplet Particles not splashing out when colliding with poison & cryo tiles.
-Fix Outmaways kicking ice cubes w/ a frozen player causing the ice cube to be instantly destroyed (and player taking damage).
-Fix custom music not being pre-loaded on map load initiation
-Fix fonts & some misc. sprites not being preloaded when they should on map initialization
-Fix ON/OFF Tag Block 'Is on by default'-checkbox's clickable text going out of bounds of the customization menu
-Fix Thwomps unable to press Switches (if both are at default angle)
-Fix changing palette of Midway Tape causing draggable tape to dupe
-Fix changing palette of Ball 'N' Chain / Circling Platform / Cheep Cheep Circle / Boo Buddy Circle whilst they are being previewed causing a
bugged version of the old sprite being left behind
-Fix Mario being affected by wind during warp animations when playtesting from destinations
-Fix issues with Boom Boom's damaging SFX playback
-Fix sprites set to face the player when loaded in no longer doing so since recent updates
-Fix held Ice Cubes/Grab Blocks not shattering when colliding with (Snow) Pokeys
-Fix static coins released sideways from block containers (by e.g. Thwomps) going into the wrong direction
-Fix container previews not always appearing properly when layers are swapped
-Fix Raccoon/Tanooki Mario getting stuck in the kick animation if the kick animation was started whilst in a tailspin attack
-Fix sprites that can recover from being ice-cubed breaking out of cryo-cubes
-Fix pointy spike tiles from ice tilemaps/palettes not being slippery
-Fix Circling Cheep Cheeps going away when going far enough from the circle
-Fix Para-Beetles still moving during the player death animation
-Fix the level screenshot preview not showing up if the frame-advance tool is enabled
-Fix SMAS SMB1 Bumpy Hills background having bugged shading on the snow palette
-Fix 'Cancel synchronization'-button text being bugged (it was so tiny, that it was illegible)
-Fix Goomba shoes & Boom Boom's torso not being colored correctly in the Airship map palette in the SMAS SMB1 gamestyle
-Fix some block destruction particles not using a palette when they should (as of recent Snapshots)
-Fix Springboard bases no longer adapting to map palette (as of recent Snapshots)
-Fix Lakitu (on cloud) still moving during the player death's animation
-Fix stomping on 2 or more stunned Galoombas/Bob-ombs causing them to bounce to the same direction regardless of relative position to the player
-Fix sprites held by other sprites (e.g. the container Spike) not being dropped if the parent sprite was defeated
-Fix Hard Blocks connected to Flag Poles being destructable by stuff other than explosions
-Fix the player phasing upwards through blocks if they contained sprites with an instant-release animation (e.g. Super Leaf) and the block disappeared on the same frame
-Fix Amps being affected by cryo-liquids in-editor, and causing them to be removed from the level
-Fix 'rotation'-separator not being capatilized in Cannon menu (regardless of translation)

Files

SMC v8.beta30 (Windows).zip 66 MB
5 days ago
SMC v8.beta30 (Linux).zip 174 MB
5 days ago

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