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Version: Release-v1.0
released: 21/10/2019 |
Controls
In-game:
Customisable in the settings menu in the bottom right corner when starting SMC, there are presets by default.
You can customise your controls by clicking on the gear-icon (settings button) in the bottom right corner of the title screen of the game.
Click on the bottom button which says "configure controls" (the other buttons allow you to enable full screen and disable sound/notifications/the custom cursor). In the following menu you'll see a button to switch presets and you can click on any control to change it, press they key you want to assign the control to to customise it..
Editor:
T - Toggle toolbar
G - Toggle grid
L - Swap layer 1/2
B - Toggle background visibility
E - Eraser tool
R - Record
S - Stop recording
Left click - Select/place tile or enemy
Right click - Delete tile or enemy
Ctrl - Turn held object (90 or 180 degrees)
Shift - Flip object // Select customisable objects in editor
Space bar - Open/Close tile selection menu (the menu automatically closes when grabbing anything out of the editor)
Other:
Testrun - Shiftclick an entrance/exit in the editor to start from it. (exits will start you at their respective entrance)
Quick Restart - Shift click the back button while playing a level.
Edit current level - Ctrl click the back button while playing a level.
Singleplayer missions
Will be added in a future release!
Made by popular Level Palace users, of course!
Power-ups
Common tiles
Tile properties:
The editor consists out of solids and different types of semi solids; semi solids act for their respective terrain as one-ways, meaning you can fall through a grass roof, but not jump through it, or go left through a wall but not go back through it from the right.
Slopes are also available for usage, not as widely yet though due to most of them being taken out because of their buggy state.
Types:
Interactions:
Objects and NPC's
Maps, Warps and level settings
maps:
Maps can be added under "maps" in the "settings" section, you can swap to different maps using this menu, maps can have their own size, theme, background etc.
The sign in the top right corner of the editor displays what map you're editing.
Warps:
Click on the small pipe to access the warps section, you'll see various warp-outs and warp-ins (limited to doors for now).
Click on any warp-out (entrance) and place it anywhere in any map to make it display with a number on it, then use the selectors above the warp-ins (exits) and set them to any warp-out using the selectors, then grab a door (or pipe-in in future releases) and place it down to link it to that warp. You can set as many warp-ins to 1 specific warp-out as you want, but you can't make 1 warp-in go to multiple warp-outs though, as that'd require random number generation (luck).
Exits:
Locked doors can only be opened when holding a key against them, destroying the key in the progress.
Level Settings:
The level settings has a lot of varying settings:
Advanced settings:
These settings are under advanced settings and go in depth:
Includes:
Enemies
Interactions with monsters in the editor and customisables, list in alphabetical order!
Miscelaneous
Spawn manipulators:
Okay, that was it! hope I cleared up any questions/confusions you had twirling around in your mind (...?), be sure to ask me or LB any question if you still have some so I can keep this guide fully updated!
~TFD
In-game:
Customisable in the settings menu in the bottom right corner when starting SMC, there are presets by default.
You can customise your controls by clicking on the gear-icon (settings button) in the bottom right corner of the title screen of the game.
Click on the bottom button which says "configure controls" (the other buttons allow you to enable full screen and disable sound/notifications/the custom cursor). In the following menu you'll see a button to switch presets and you can click on any control to change it, press they key you want to assign the control to to customise it..
Editor:
T - Toggle toolbar
G - Toggle grid
L - Swap layer 1/2
B - Toggle background visibility
E - Eraser tool
R - Record
S - Stop recording
Left click - Select/place tile or enemy
Right click - Delete tile or enemy
Ctrl - Turn held object (90 or 180 degrees)
Shift - Flip object // Select customisable objects in editor
Space bar - Open/Close tile selection menu (the menu automatically closes when grabbing anything out of the editor)
Other:
Testrun - Shiftclick an entrance/exit in the editor to start from it. (exits will start you at their respective entrance)
Quick Restart - Shift click the back button while playing a level.
Edit current level - Ctrl click the back button while playing a level.
Singleplayer missions
Will be added in a future release!
Made by popular Level Palace users, of course!
Power-ups
- Super Mushroom: Classic power-up, grow in size and be able to soak up a hit.
- Fire Flower: Another classic power-up, the "use power-up" button will make you shoot long range fireballs, taking a hit will turn you back into big Mario.
- Super Leaf: Still fairly classic, hold run and wait for your P-bar to charge up fully, then press and hold jump to fly until the P-bar runs out, taking a hit will turn you back into big Mario.
- Hammer Flower: Unique power-up comparing to all the games on LP, press space to throw hard hitting low range hammers, ducking makes you immune to small enemies and makes them able to walk on you, moving while duck jumping is disabled though, taking a hit will turn you back into big Mario.
- Super Star: Another classic Mario power-up, invincibility and sparkles guaranteed (not lava/pit proof)
- 1-up Mushroom: Get a life.
- 3-up Moon: Get 3 lives.
- Cloud flower: SMG2 power-up brought to SMC! press space to spawn a cloud, up to 3 maximum. Clouds despawn after a specific timer and snap into grid upon spawn and peforms a short mid air jump while doing so.
- Poison mushroom: Damages you when picked up, will be consumed upon touch.
Common tiles
- Bricks: These tiles are affected by P-switches and will turn into coins (and vice versa), as expected.
- Noteblocks: Stationary spring.
- Rotating blocks: Spinjump will destroy them regardless of whether an item is inside them or not.
- Spikes: Only the pointy part hurts, meaning you can walk against an upward facing spike from the sides or bottom, press control to rotate while holding.
- Text boxes: Hold shift while clicking on a placed text box to edit the message inside of it.
- Death blocks: These tiles will kill you upon touch, enemies can walk on them though.
- Glass blocks: Serves as a semi solid tile for enemies and sprites only, meaning Mario cant interact with it while everything stands on top of it.
- Signs: Press shift to rotate 90 degrees, Press control to mirror them for a total of 8 different signs!
- Switches: Paired with their respective switch blocks, you can place em only turned on, the switch blocks can be placed on/off though.
- Leaf Bush: Press control to change their colour, no giant hill/carrot/whatever to put them on yet though.
- Invisible tile: Basically a minecraft barrier.
Tile properties:
The editor consists out of solids and different types of semi solids; semi solids act for their respective terrain as one-ways, meaning you can fall through a grass roof, but not jump through it, or go left through a wall but not go back through it from the right.
Slopes are also available for usage, not as widely yet though due to most of them being taken out because of their buggy state.
Types:
- -Grassland (Generic as expected, includes mole holes/grassy scenery tiles)
-Retro Grassland (even more generic! resprited to SMW style) - Cave (Scenery includes crystals and stalagmites)
- Desert (Terrain and Temple/Pyramid tiling, scenery includes cacti, bones and barrels)
- Castle (Terrain, Concrete and Bricks available for usage in different shapes and sizes)
- Pipes (Diagonal, Small and Normal)
- Lava (slopes and and normal in all directions)
Interactions:
- You can change the colour of crystals with control when holding them in the editor.
- Stalagmites can be rotated by 90 degrees every time you press control, stalagmites act as spikes (they will act like scenery in release update though).
- Rotatable building tiles will be added soon!
- Tree leaves and their wood can be changed to their sub versions using Ctrl.
Objects and NPC's
- Spring: Spring-jumps are confirmed at being possible, Press Ctrl while holding in the editor to turn the spring on its side, interacts with enemies.
- P-switch: After the effect ends, the p-switch will be pressable again, p-switch jump confirmed at being possible.
- Blue coin: Activates when a p-switch is activated
- Goal point: Currently 3 types in game! (excluding bosses dropping goal orbs)
- Power-ups: Can be placed on their own!
- Key + Keyhole: Another goal point, keys can be used to unlock locked doors, be stood upon and stack multiple objects/enemies infinitely, keydrop confirmed possible, item mainly is a holdable semi solid.
- Toad NPC: 7 different colours accesible with pressing control, hold shift while clicking on them to customise the message, AI and item given. hold up ingame to talk to the toad.
- Parachute: place in the editor 1 tile above any object to make it slowly float downwards, this also works for monsters and mario himself. empty parachutes can fetch things while they are floating downwards.
- Bouncy Platform: Press control to rotate, hit the jump on the edge of the platform to maximise the jump heigth.
- Rotating Platform: hold shift and click on it in editor to customise it, this works the same way as spinners, meaning you can also add a block at the bottom of it as a base. (max speed 720, max degree 359, max length 5)
- Clocks: Blue clocks restore 10 seconds of time whereas green clocks will restore 100 seconds!
- One way gates: If regular terrain wont cut it, use these. Rotatable with control.
- Skull platform: stationary platform which will move and push other skull platforms when placed on lava, change direction with control.
Maps, Warps and level settings
maps:
Maps can be added under "maps" in the "settings" section, you can swap to different maps using this menu, maps can have their own size, theme, background etc.
The sign in the top right corner of the editor displays what map you're editing.
Warps:
Click on the small pipe to access the warps section, you'll see various warp-outs and warp-ins (limited to doors for now).
Click on any warp-out (entrance) and place it anywhere in any map to make it display with a number on it, then use the selectors above the warp-ins (exits) and set them to any warp-out using the selectors, then grab a door (or pipe-in in future releases) and place it down to link it to that warp. You can set as many warp-ins to 1 specific warp-out as you want, but you can't make 1 warp-in go to multiple warp-outs though, as that'd require random number generation (luck).
Exits:
Locked doors can only be opened when holding a key against them, destroying the key in the progress.
- Warp pipe (put this on top of any pipe to turn it into a warp, the warp itself doesnt place any pipes)
- Normal door (Normal, locked and small)
- P-door (Normal, locked and small. Activated using a P-switch)
- Boss door (Normal / Locked)
- Instant warp tile (invisible, instantly warps you upon touch)
Level Settings:
The level settings has a lot of varying settings:
- Extend/Shrink level size (save and quit required)
- Set level timer (infinite at 0 seconds, save and quit required)
- Edit background/music
- Edit level Author/Name/Description
Advanced settings:
These settings are under advanced settings and go in depth:
- Start point(select any warp-out aka entrance, first digit is the map, the second is the entrance.)
- Lives (99 max)
- Inventory item by default(any power-up)
- Default power-up at start (any power-up)
- Audio effects (cave/none)
- Background settings
Includes:
- Foreground ID / URL (custom img's supported)
- Background ID / URL (custom img's supported)
- Background colour changer (format: <number>.<number>.<number> )
- Back-/Foreground toggle (on/off)
- Back-/Foreground scroll loop (direction which the background will loop when hitting the edge of it, make sure you select an appropriate one)
- Back-/Foreground movement (natural background movement)
Enemies
Interactions with monsters in the editor and customisables, list in alphabetical order!
- Boom Boom: Boss, hold shift and click on a placed boom boom to customise his abilities, drops and spawn effects. Jump strength can go up to 1024, Speed up to 512, lives up to 100. These digits could supposedly be code-edited though. Spin-jumping on boom boom will knock you aside.
- Bullet Bill: Press shift while holding to toggle between normal/fast/tracking and press Ctrl while holding to change the direction.
- Bullet Bill Cannon: Hold shift while clicking on a placed cannon to customise: bullet type (normal, fast, tracking), toggle tracker/normal cannon and various types of firing speeds. Additional tiles directly below the cannon to extend the heigth of the cannon.
- Buzzy Beetle: Press Ctrl while holding one to turn him around, or press shift to turn him into an upside down buzzy beetle.
- Dry Bone: Press Ctrl while holding to turn him around, or press Shift to turn him into a bone throwing dry bone.
- Falling spike: Press Ctrl while holding to change the direction it falls to, the spike can carry enemies on top, but not when it's falling upwards.
- Flying Bone: Press Ctrl while holding to change its fly direction by 90 degrees, you can spinjump on flying bones.
- Galoomba: Press Ctrl while holding to turn around.
- Galoombrat/Goombud: Press Ctrl while holding to rotate. Wont fall off edges.
- Goomba: Press Ctrl while holding to turn around, Press shift while holding to change between 3 colours of Goomba (including the brown one), red ones move 50% faster than the 2 other coloured goombas.
- Goombrat: Goombas which turn around on edges like koopas!
- Hammer Bro: Throws several hammers, then pauses. Will jump up and down platforms infinitely.
- Koopa: Press Ctrl while holding to turn around. With shell and shell-less in the editor.
- Muncher: Affected by gravity! Springs interact with them too.
- Ninji: No editor interactions.
- Pokey: Press Ctrl while holding to change direction, press shift while holding to change the length (up to 6 tall)
- Piranha plant: Classic enemy, can be rotated using Ctrl while being held.
- Rex: Press Ctrl while holding to turn around, or Shift to toggle between small/normal rex.
- Saw: Press shift while holding to toggle stationary/moving, press Ctrl to change the direction it moves to in moving mode.
- Shell: Various types, press shift while holding to toggle between the original enemy and an automatically moving shell
- Spike: Press shift while holding to toggle lock in place/move, Press Ctrl while holding to turn him around. As expect, he spits out spikeballs which can be spin-jumped on!
- Spikeball: Press control while holding to change the direction the ball rolls to, interacts with other spike-balls.
- Spinner: Hold shift and click on a placed down spinner to customise speed (max 720), chains (max 5), direction and its spawn angle!
- Spiny: Press Ctrl while holding to turn around.
- Thwomp: Press Shift while holding to turn by 90 degrees, this'll turn them into gravitational thwomps! Invincible from the top, meaning you can walk on them as star Mario or put objects on them.
Miscelaneous
Spawn manipulators:
- L-tile: The load tile loads in the selected area at once, meaning it will synce any bullet bill blasters, spinners, etc. in it at once.
This tile can be rotated using control. - P-tile: The persistent area tile will permanently load in the selected area, even if it is off-screen, good for stuff like switch contraptions.
This tile can be toggled to an inactive state by pressing Control, meaning it will only activate once it has been on screen atleast once.
Okay, that was it! hope I cleared up any questions/confusions you had twirling around in your mind (...?), be sure to ask me or LB any question if you still have some so I can keep this guide fully updated!
~TFD