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Mushroom Kingdom Fusion

A massive crossover Mario-esque fangame from way back, now back from the dead. Relive the nostalgia · By Fusion Fangaming, dooki51

v0.7 Changelog (Post-v0.6 to Current) Sticky Locked

A topic by D-TurboKiller created Dec 12, 2019 Views: 1,334 Replies: 1
This topic was locked by Fusion Fangaming Jan 11, 2020
Viewing posts 1 to 2

Changes made after v0.6's release and until the current version, from newest to oldest.

===V0.7.0.0 REV 01 CHANGELOG===
-Added a staff roll sequence which can currently be accessed from the world warp screen.
-Fixed the sliding platforms in World 6 Exit.
-Fixed the dislocated pulley platforms in World 6 Exit.
-Zebes is now the world boss level of world 9. The Library has been moved to 9-4, and the secret exit in Zebes has been removed.
-Diamondus has been moved and is now 9-8. Added a treasure ship to where Diamondus was previously located.
-Dracula and Dr. Wily now use the correct health meter.
-Fixed respawning vegetables not respawning
-Updated the mushrooms in Journey to Funkotron to restore health for health-based characters
-Added missing objects in Geminiman's room
-City Escape now properly exits the level and has it count as beaten
-Fixed Classic Mario and Classic Luigi playing their jumping sound twice when jumping off of a ladder
-Added more missing midpoint objects
-Swapped out a few more music tracks (Boo's Mansion, Toyland, World 7 Map)

===V0.7.0.0 STABLE REVISION CHANGELOG==
-When playing as Simon, powerup blocks now spawn an orb which spawns subitems. This is merely a visual fix.
-Several tilesets have been cropped to remove unused space, resulting in a slight decrease in filesize
-Added missing solid objects to the second room of Tower of Babel
-Fixed glitched enemies in Robot Museum
-Fixed a broken warp in Gelatinous Journey
-Fixed the Blob not appearing for Mega Man characters in Gelatinous Journey
-Roll now has her own starman and level complete music tracks
-Mystic Forest now uses the correct coin type
-(CB78) Recolored the sprites for Wario's dragon hat and jet hat powerups to be consistent with the rest of his sprites
-(D-TurboKiller) Revamped the sprites for vampire Wario
-(Del) Reworked the attack pattern for the wolf enemies
-(Fosterkmas) Revamped the layouts for individual rooms in Dire Dire Docks and Tree Zone Trek
===V0.7.0.0 WIP REVISION 2 CHANGELOG==
Major fixes and changes:
-New overworld enemies have been added. Three of the overworld sprites were made by Kibbleknight, while the last one was made by No Body. The rooms were made by Fosterkmas.
-Transitions between rooms, as well as the level start screen, now have a slightly shorter delay and no longer lock up the game
-The character loading screen no longer displays every step of the loading process as the original implementation of this was sloppy
-Reworked the question mark block skinning code to prevent unusual sprite flashing in-between before and after being hit
-Fixed icy slopes not working correctly
-Fixed broken text boxes in mushroom houses, removed old obsolete system that was originally used
-The frame skip object and its functions have been dummied out as they're no longer necessary, nor would they work in newer versions of game maker
-The blue shell powerup now works more similarly to how it worked in New Super Mario Bros: Speed is maintained while using it and you're invincible with it, but you are not able to turn and must be holding down the duck button for as long as you want to use it.
-Collision with bricks has been improved
-All external sprites that were in Game Maker 8's proprietary .gmspr format have been internalized
-All external tilesets that were in Game Maker 8's proprietary .gmbck format have been internalized
-Levels that will be removed from the map screen have been labelled "PENDING REMOVAL" and will play an error sound if you try to enter them
-Fixed sprites not being set correctly for City Escape's cutscene
-Fixed instantly dying to the City Escape boss
-Turning off flashing lights now makes the Zapper's bullet visible
-Fixed the miniboss in Wily Citadel 2 becoming invincible indefinitely
-Fixed collision issues with Green Greens' boss
-Fixed the bullets in Watinga's first boss fight not hurting the player
-Increased the animation speed for Vile and Zero while carrying an object
-(Missing from previous changelogs) The animation speed for Mario, Luigi, and Link now increases if you're running while holding an object
-(Fosterkmas) Updated the level designs of Desert Edifice, Wretched Tundra, and Forsaken City
-(Auralancer): Replaced the original version of Radonkel with the SMFR version
Minor fixes and changes
-Fixed tile issue in Antenora
-Fixed small Wario's enemy ramming sound playing twice
-World warp pipes are now colored differently on the map screen. Purely cosmetic.
-Castle levels now play the crumbling sound on the world map after being beaten for the first time
-Added missing tiles for Green Greens' last room
-Added missing solid objects in Green Greens
-Removed misplaced solid object in Green Greens
-Fixed the green blob enemies in Green Greens not being defeatable with the invincibility star
-Fixed a collision issue in the beginning of Lake of Amnesia
-Warp pipes between map areas now play a different sound from the normal "level start" sound
-Bomb Man now takes normal damage from all weapons
-Moved some misplaced solid objects in Frost Palace
-Added a missing solid object in Lost in Retro
-Added missing midpoint objects for a few more levels
Behind the scenes changes
-Began the process of fixing errors that came up with "Treat Uninitialized variables as value 0" turned off
-Added a new script, scr_enemyinit, for the purpose of simplifying the process of initializing variables for enemies -Moved all horizontal movement scripts and all swimming scripts to User Defined events for every player character. This will remove the need for every player character to have otherwise unused variables.
-Initialized variables for more objects
-Removed more unused code while improving existing code

===V0.7.0.0 CHANGELOG==
New Levels
-World 6 Exit (Part of 1-10)
-World 7 Exit (Part of 1-6)
-World 8 Exit (Part of 1-F5)
-Moscow Malady (2-16) [WIP]
-Bridge to Morden (2-WB)
-Robot Museum (3-F2)
-Wily Citadel 2 (3-WB)*
-Heart of Darkness (4-WB)
-Desert Edifice (5-3) [WIP]
-Wretched Tundra (5-6) [WIP]
-Foresaken City (5-7) [WIP]
-City Escape (7-5)
-Freon Ice Zone (7-7)
-Snowy Tower (8-7)
-Gelatinous Journey (8-8)
-Angel Land Castle (8-F2)
-Pixel Factory (-1-1)**
General
-The HUD has been given an update: The score no longer appears on the HUD and can now be found on the main pause menu. Additionally, the rupee counter now displays on the map screen at all times.
-The score now properly saves instead of being reset upon loading a game
-Levels that end with either a boss fight or a level-ending object now have a unique "LEVEL COMPLETE" event!
-Fixed Mario, Classic Mario, and Classic Luigi's raccoon tail flutter causing you to lose all your momentum if using it while rising
-Infinite use keys have been given a unique sound cue when collected
-The little reapers that used to take time away from the timer now take rupees away from you instead.
-Fixed a memory leak issue caused by generating fonts without unloading them
-The above fix also added two more changes: The pause menu now has the word "PAUSE" appear over it, and the font used for when Simon enters a level is no longer broken
-The enemy marker setting in the options menu has been replaced with a setting to disable flashing lights to reduce the risk of causing epileptic seizures
-Secret exit keyholes have been given a proper animation and no longer pause the whole program, ported from Hello Engine Legacy
-Several unused map sprites have been repurposed to add some more variety to the world maps
-Fixed several common sprites appearing to be distorted, most notably for the player characters as well as the Goombas.
-Replaced several low quality sound effects with better quality versions. The sounds themselves are identical.
-Fixed slope collision issues with Link when using his sword
Sonic's general gameplay has been given a big update
-Sonic and Tails' shields have been given a graphical overhaul. The kevlar shield has been replaced with the bubble shield, while still keeping the same protection level. The bubble shield gives you the ability to bounce off of the ground. The fire shield now has a unique sprite for using the dash ability. Special thanks to Lars Luron for the "Bubble Shield" text for the ToeJam and Earl levels!
-Sonic has been given the instashield ability from Sonic 3. Press the jump button while in the air to use it (only works when Sonic has no powerup other than the quick man suit)
-Sonic's rocket boots now have a flutter ability
Misc.
-Snowdriftland has been moved to World 8
-Fixed a rare bug caused by the bird enemies in Rice Beach not properly setting the player's "holding" state to 0
-Fixed some minor animation errors for Raccoon Mario, Tanooki Mario, and Rabbit Luigi when combining their special jumps with other actions (i.e fluttering)
-Fixed spin jump impact smoke staying on the screen for longer than it should have
-Fixed all reported cases of broken message boxes
-Fixed a missing midpoint object in Raccoon City
-Fixed several enemies not changing their color back after being hit
-Fixed powerups for Arthur and Simon playing the incorrect sounds
-Fixed Vile's health meter not using the correct sprite if you played as Zero prior
-Fixed missing solid collision objects in Dracula's Castle, Banshee Boardwalk, and Water Temple
-Fixed broken ceiling collision in Diamondus
-Optimized more code while removing more defunct code
*NOTE: The original Wily Citadel 2 level has been renamed to Wily Citadel 1. This new level would was originally known as Wily Citadel 4.
**NOTE: Arcade Factory has been moved to -1-6

===V0.6.8.3 CHANGELOG===
Lost In Retro (W8-S2):
-Huge optimization. Vastly reduced amount of collision objects, which should increase fps on low-end PCs.
-Added checkpoint in underwater section.
-Prevented Mario from falling off the warp when holding the fire rod.
-Lowered the floor on the goal, preventing characters from finishing on top of the screen.
Diamondus (W9-S3):
-Massive optimization, with far less collision objects. Should increase fps by a lot on low-end PCs.
-New ceiling slope collisions, aiming to vastly reduce the amount of colliders used.
-1st room, replaced sledge bros with regular hammer bros, as they were causing far too much screen shake. Moved the grenade to the floor.
-2nd room, removed the annoying butler robot that pushed you around in the flames, as it was too overkill.
Overhauled cheat system:
-Ability to execute a string of code on the fly; The potential is limitless!
-Reorganized cheat menu by type, for added convenience.
-Debug pointer (I Button) shows mouse X and Y coordinates. -Teleporting with the Left Mouse Button now correctly detaches Mario from the floor.
-Covenant Assault (W9-1): Removed troublesome Elite from the 2nd room, which was next to impossible to get through for characters without stomping.
-Zebes (W9-4): Widened the gap in the yellow key room.
-Interstellar Assault (W9-6): Fixed broken boss music.

===V0.6.8.0 CHANGELOG===
New Levels:
-Lost In Retro (W8-S2)
-Diamondus (W9-S3)
(NOTE: All backgrounds are externalized)
Externalized extra backgrounds for the following levels:
-Banshee Boardwalk (W1-GH2)
-Ruined City (W4-8)
-Dracula's Castle (W6-WB)
-Green Greens (W8-5)
-Added missing music references to the music ini file: DraculaArena, DraculaBoss, DraculaCatacombs, DraculaClock, DraculaCorridor, DraculaInners, Gradius, InfestedStation, ZebesBoss -Added 2 missing songs, from Interstellar Assault (W9-6) and Infested Station (W9-7)
-Brand new optimization pass through GMK Splitter, for maximum performance. GM8 did not touch this new source!


===V0.6.7.5 CHANGELOG===
New Levels: -Dracula's Castle (6-WB)
-Interstellar Assault (9-6)
-Infested Station (9-7)
-Slopes are now less glitchy than ever before!
-The timer has been permanently disabled. You will no longer die from running out of time in a level.
-Control changes: F3 now cycles between window sizes.
-Control changes: Pressing Spacebar again will make a reserve item fall faster
-The game now starts on the 3x windowed mode by default (960 * 720). A 4x windowed mode has been added (1280 * 960).
-The shop has been redesigned for easier access
-Score objects now give you rupees based on their number. The rate is 1 rupee for every 1000 points earned. -The rupee display is now always visible.
-A brand new item has been added to the shop: Anti-knockback. It lets you take damage without any knockback and is removed on death. Cost: 500 rupees
-Several player-related songs have been converted to .ogg format. This includes the starman music, level clear sound, and death sound effect for every character.
-playersongs.ini is no longer necessary and has been removed
-Checkpoints now make you big or add one health point, depending on the character
-Mario's Troop Suit has been given a melee attack. Press C to use Marco Mario's knife.
-Luigi's traction has been made a bit better, so now he's less annoying to play as
-Simon can now receive hearts and items II and III from enemy drops
-Mega Man and Proto Man's normal speed is now identical to Roll's normal speed
-Mega Man now uses the proper sprites for his Jet Adaptor
-Link's Cloud suit is now his troop suit, while the Bow & Arrow suit is only his blue shell suit
-Fixed Simon and Arthur getting stuck in their hurt state while underwater or while bouncing on note blocks
-Fixed the bug where Mega Man and Proto Man used incorrect walking animations when walking to the castle after the flagpole
-Fixed a few flaws with Bee Luigi's sprites
-Fixed small Luigi using incorrect sprites while using the flutter jump
-Fixed Arthur's golden axe being too slow while aiming down in the air
-Fixed a green mask appearing over Arthur while holding onto objects with the golden armor
-Fixed being able to go out of bounds in certain spots of World 1 and World 2's maps
-Fixed being instantly killed by the poison mushroom mech
-Re-added a grabbable platform to the autoscroll section of Dream Forest
-Fixed a broken checkpoint in Abstract Landscape
-Fixed the boss at the end of Muda Madness being unkillable
-Arthur's dagger now appears and sounds like the MM3 needle when in World 3. This is a purely cosmetic change.
-Switched out a few more music tracks (Aztec Citadel, Planet Bomber, Blocks of Doom, Artificial Reef, Gutsman Quarry)
-Luigi now has a unique 1-up sound
-(Kibbleknight) Arthur's sprites have been reverted to the previous arcade sprites. New sprites for the Gold and Red armors have been created as a result.
-(Kibbleknight) Brand new sprite for the anti-knockback item
-(Kibbleknight) Mega Man and Proto Man's sprites have been updated
-(Kibbleknight) Tanooki Mario's sprites have been updated
-(Del) Fixed several common sound effects playing over each other
-(Del) Fixed several enemies not being killable with the tanooki statue
-(Del) Palace Of Dark Delight was updated. Changes: Added info blocks, Relocated power ups, Fixed the fiends getting stuck, Removed most of the annoying nail cannons, separated them so you can tell in what directions all of them shoot, Added more guns, The shambler is killable and is slightly slower
-(Del) Revamped the layout of Planet Bomber to be less annoying in general
-(Del) Revamped the layout and tiles of Aztec Citadel to improve visability. Removed the secret exit.
-(Del) Fixed the skeleton enemies in Forest of Silence locking your controls as Sonic or Tails and simplified their code
-(Del) Battle for Dirt Hill: Fixed Worms not getting hurt by certain weapons, fixed missiles launched by worms not detonating if touching the player, removed a few unfair enemy placements.
-(Del) SML1 fish are now killable
-(D-Turbokiller) Sandy Oasis: Replaced keys with collectible keys to lower the amount of time needed to beat the level. Failing the puzzle will no longer kill you instantly.
-(D-Turbokiller) Desert Hill: Replaced keys with collectible keys.


===V0.6.6.6 CHANGELOG===
-Message boxes now use a similar system to the NPCs. Changes include Pressing up now advances text as well as SHIFT, the text box is now identical to the text box used for NPC dialogue (this may change), The ones with multiple messages have been fixed
-Mario's Halo Sword can now destroy enemy projectiles
-Mega Man has been given a buff He can now charge up shots just like Proto Man and Roll
-Simon can now receive hearts (as well as the II and III panels) from coin-producing candles, as well as the heart blocks in Awazon Caverns. Free-floating hearts in Awazon Caverns and normal blocks elsewhere are unaffected.
-Fixed Mario's controls being broken (Not being able to jump off of vines as raccoon Mario, etc.)
-Ostros' hitboxes have been fixed (Thanks, Del)
-Hellknights no longer become invulnerable after getting hit (Thanks, Del)
-An additional room before the boss has been added for Green Greens (8-5)
-Waddle Doos now appear in levels properly
-Added an invisible wall to prevent players from getting stuck in the 2nd phase of Whispy Woods
-Fixed Link's bombs damaging enemies more than they should
-An additional lifejacket has been added to Banshee Boardwalk (1-GH2) to make it clearable with all characters
-Updated Awazon Caverns (8-11) to add a few more enemies and items to match the latest available source
-Fixed broken checkpoints in Hell Prominence (1-WB), Wily Citadel 2 (3-WB,) Mystic Forest (6-5), and 7-9 (Thanks, Nocturnic)
-Fixed several common sounds playing over each other (Thanks, Del)
-Fixed missing tiles in Running of the Bulls
-A few more music tracks have been swapped out (Fortress of Doom, Doh's Dimension, Bridge Zone)
-Updated Wario's death sound to be more accurate


===V0.6.5.1 CHANGELOG===
-The bug where occasionally the SHIFT or CTRL keys would get stuck should now occur much less often. A complete fix for this bug will be done in the future.
-Several music tracks have been swapped out for more appropriate tracks
-Increased the speed in which the timer counts down when a level is completed
-Enemies that are too close to a warp pipe when a player is moving through them will be killed but award no points
-Roll now reverts to her blue form when getting hit from a higher powerup
-Megaman's jetpack now function's like Roll's jetpack
-Link's bombs now explode upon impact with enemies, but he can only shoot one at a time
-Fixed firing a chargeable fireball as the Mario bros. immediately after kicking a koopa shell
-A few of Luigi's sprites have been cleaned up and made consistent, courtesy of Kibbleknight
-Removed several unused lines of code relating to removed characters
-Repurposed a few unused sound effects
•Protoman now uses an updated sound effect for entering a level
•Zero now uses a different sound for his fully charged buster shots
•Wario’s “Wario Time!” quote now plays after his Guts Man intro, as it was intended to be
•Vile now uses a different sound for his shoulder cannon
-Fixed Classic Mario and Classic Luigi's flying sprites
-Fixed some backgrounds for special stages being incorrect
-Fixed Banshee Boardwalk’s W4 exit pipes
-Fixed the missing backgrounds in Shroom Lagoon, Storm Canyon, and Verdant Plain
-Fixed the missing tiles and broken warp in Tree Zone Trek
-Fixed players getting stuck in the ground immediately after the underground portion of Subcon Panic
-Fixed the missing tiles at the end of Dinosaur Land and Running of the Bulls
-Made Whispy Woods slightly easier to beat
-The secret exit in Forest of Silence can now be reached without a powerup
-Fixed the bullet bill launcher in Barren Badlands being 1 block shorter than it was supposed to be
-Arcade Factory now uses the correct coin sound effect
-Fixed the projectile for the projectile shooting enemies in Arcade Factory using incorrect sound effects
-The sound effects for the UFOs from Neon Labyrinth are no longer bugged


===V0.6.5 CHANGELOG===
-The Unexpected error problem has finally been solved! Players should no longer see this error when the game is almost done loading.
-Mario and Luigi's chargeable fireballs have been reenabled.
-Increased the speed of the player in the shop
-Classic Mario and Classic Luigi have been given a slight overhaul Their sprites have been remade to look more accurate, and they can now receive the raccoon ability. Updated sprites were made by the talented Kibbleknight.
-Ryu Hayabusa, Meta Knight, Kirby, and Samus have been removed from the game entirely due to being buggy, unbalanced, or unfinished.
-Vinny is now playable again, but he only functions properly (and is only selectable) if debug mode is enabled. A few creative liberties were taken to make him stand out and a few of his graphics were changed or updated, but otherwise he’s exactly as you remember him. In addition, his graphics were converted from bmp to png.
-sxms-3.dll, in_spc.dll, and msvcr71.dll are no longer necessary for the game to run. These dlls and their accompanying scripts have been unused since 0.53 and have been removed.
-Jaquio and Jashin's battle rooms were orphaned due to their respective levels never being finished. They've been removed along with all of the assets belonging to those two rooms.
-Fixed the bug relating to the dropped weaponized Met enemies turning into question blocks -Fixed Classic Mario and Classic Luigi appearing invisible if a stage began with them in midair
-Simon's heart counter no longer resets to 16 at the beginning of a stage
-Several unused sound effects were removed. A few were repurposed or reused. Elaborated on in the minor changes section.
-Mirror Falls (3-5) has been split up into Fort Bubble Man (3-5) and Mirror Caverns (3-10)
-Construction Site (3-3) has been split up into Castle Cut Man (3-3) and Electric Tower (3-12)
-The following levels have been readded to the game •Mystic Forest (6-5)
•Awazon Caverns (8-11)
•Green Greens (8-5)
•Snowdriftland (-1-6)
•Battle For Dirt Hill (-1-7)
•Neon Labyrinth (-1-8)
•Forest of Silence (4-1)
•World 5 Exit (Addon to 1-14)
•Abstract Landscape (-1-4)
•Banshee Boardwalk (1-GH2)
•Ruined City (4-8)
-Subcon Panic (1-S1) Bomb plants now respawn, preventing the player from getting stuck in the underground portion
-Icicle Mountain (8-9) The last room no longer auto-scrolls
-Wart's Nightmare (9-S2) Many small changes to balance out the level a bit -Mt. Everest (2-11) Removed several icicles
-Oedo Castle (6-8) now uses the correct sound effect for coins (World 6)
-Green Greens' (8-5) double poison block was removed
-Frozen Plateau (1-S9) now has a castle at the end of the level.
-Tree Zone Trek (1-S2) Replaced the yellow ! blocks with donut platforms and added a checkpoint
-Fort Bubble Man (3-5) Removed splash woman's appearance because the fish were generally too difficult to avoid in the narrow sections
-Cheat menu has been given an update. The cheats are now generally more useful.
Sound Changes
-Several sound effects' volumes have been raised or lowered. There are too many to list, but the most notable change is that now the World 6 enemy battle sound is no longer ear-splittingly loud
-Link is no longer silent when he jumps
-1-up sounds used to be dependent on the world that the player was in. Since 0.53, this was changed to be character specific, but the sound effects for world-specific 1-ups have now been removed completely.
-Some of Zebes' sound effects have been removed due to them taking up too much space and being too long. This includes the item pickup sound and its accompanying object, and the player start sound, which was never used to begin with. -Sonic and Tails now use the Master System version of their 1-up sound because the Genesis one was too long
-Wario now uses a new starman track
-Link now uses the Legend of Zelda NES sound for uncovering an item for his 1-up sound
-Classic Mario and Classic Luigi now use an 8-bit version of the level entering sound
-Various other unused sound effects have been removed from the game


===V0.6.1 CHANGELOG===
-When loading a saved game from a previous version, you will not have any music. After loading, go to the Music Volume again, change it to whatever you want, save the game, then reload it. Issue fixed!
-Fixed Starman music resetting level music volume.
-Music volume was being incorrectly applied on init and music change; this has been fixed.
-Music volume is now saved and loaded correctly!
-Changing music volume is now IMMEDIATELY applied. No more confusion.
-MASSIVE optimization to player selection! It’s now MUCH faster to load any player! (Caused by External HUD Code)
-ALL player sprites have been converted from .bmp to .png, further speeding up the loading process.
-Fixed flag music incorrect filetype for Luigi, Sonic, Tails, Arthur, Roll, Link, Vile, Clasic Mario, Classic Luigi, Simon, Zero.
-Protoman now uses the correct flag music.
-Improved Zero start image (thanks, Dooki51)
-Dying will no longer still let you exit the stage, which would save your life.
-Can no longer Exit Stage on special levels, such as encounters.
-W1-S3 (Tiny-Huge Island) Doubled the timer.
-W1-5 (Sandy Oasis) Fixed floating pipe start point in 2nd Area; Fixed missing water tiles.
-W1-8 (Shroom Lagoon) Fixed missing tiles at the end of the 2nd area.
-W1-S7 (Dinosaur Land) Fixed missing lava tiles in 3rd room.
-W1-S9 (Frozen Plateau) Fixed missing block tile in flag pole.
-W1-F6 (Fortress of Traps) Doubled the timer.
-W1-F7 (Dungeon ‘O Doom) Fixed all missing tiles.
-W2-S1 (Yellowstone Journey) Removed pointless powerups at the autoscrolling start.
-W2-5 (Aztec Citadel) Added an extra reward at start area if you manage to reach the 2nd tower.
-W2-15 (Scandinavian Campaign) Final area’s speedy run section is now easier, with a better gun and extra powerup. Planes are also one-hit stompable! (Careful of their hidden missiles in the smoke, though.)
-W6-7 (Gemini Canyon) Fixed horizontal blue line caused by a background with bottom transparent line.
-W9-WB (The Library) (Possibly) Fixed intro sequence. Fixed missing music in arena rooms.