Boll Deluxe 2.1.5 Old Engine
- Changes since v2.1.4 Old Engine-
[Additions]
- Re-added Sonic Boll v1.9.3's functionality to eyedrop the exact data of placed objects
- Instead of happening every time you eyedrop, due to the new family system, this is a new button (CTRL + Right-Click)
- The eyedropped object will be placed in a special 10th slot on the hotbar (use 0 key on keyboard)
- Added Activation Areas. these objects will activate every object within their radius as long as the area is also active
- These should ideally be used for small segments of a level, as using them in very large chunks may cause lag
- If an Activation Area starts and ends at the top and bottom of the region it will extend by a few tiles in both directions so that vertical wrapping objects don't get stuck on the edge of one
- If you have wrapping moving platforms anywhere in the level one of these is Required for them to work by the way
- Added "Testing Spawn" to the Lemon Editor. Place Small Fire Mario by Right-Clicking with the spawn tool to test your level from any location without moving the main spawn point
- Added "script_load" and "script_run" functions for modded script creation
- Added Spray Can Paletting for Skins and Charms to use
- Added New Skin Settings:
- Reroute (Sprite)
- Reroute Sizes
- Connect
- Custom Sprite List
- Sprite offset x, Sprite offset y
- Use paletting
- Defaultspray 1-4
- Single Sheet
- Sheet Splits
- Multiple Box Sizes
- and more!
- Added a new console help menu (type 'help' in console!)
- Green Mode
- Not an addition but theres no "Removals" section of the changelog so:
- "Unadded" the Bios menu, There is now a discord button in its place
- Added new Random button in roster
- Added Time Attack to the main menu
- Added align to doors and warp boxes
- Many enemies now have a lemon toggle to face to the right instead of left
- Re-added Tokens from 1.9 with a new twist:
- Tokens come in three variants: White, Blue, and Green.
- The color of the token shows how persistent the token is:
- White Tokens will last for one level but return to you upon death. Things unlocked by them will not keep their state, your White Tokens will be refunded when you spawn.
- Blue Tokens, and the state of things unlocked by them, will last until you quit or finish a level pack. Spent Blue Tokens will never return to you for the rest of the run.
- Green Tokens are permanently collected, and things unlocked by them will retain their state forever. The only way to reverse this is to change their setting back to 0 or delete your save file.
- Green Tokens are tracked by name rather than an ID. These names can be the same across different level packs, but two Green Tokens in the same level pack cannot share a name. Objects that accept tokens as payment will check for Green Tokens that share a name with the object. (i.e. A door named "World 2-3 Door" will only be unlocked by a Green Token named "World 2-3 Door")
- Green Tokens will also show their name at locked doors and upon collection so it's recommended to give them more descriptive names than most other warps in the game.
- Added reloadworld and reloadlevel console commands that reload the current world skin and level skin respectively (Contributed by KellyM)
[Bugs Fixed]
- Fixed crash on some computers when starting the game due to creating sprites from a non-existing screen
- Runes now save when reshuffling
- Fixed dying in a pit showing the death animation at the bottom of the level rather than the actual pit
- Dying in a pit now actually spawns the death animation in battle mode
- Many console commands that activate cheat features are actually recognised as cheats now
- change_charm command no longer changes your charm immediately after telling you that it cannot do that
- Monitors are no longer made of super glue so you can actually jump over them now
- Lemon Editor fill tool now colors the hotbar with the correct colors instead of the hotbar's shadow with the incorrect ones
- Fixed 1UP and 10,000 points score effects always spawning on player 1's screen instead of the player receiving the bonus
- Enemies no longer animate unreasonably fast upon the sight of more than one player
- Level exits leading to levels that don't exist now lead to the credits instead of showing an error and sending you to purgatory
- The game will show a message about this if debug mode is enabled
- Fixed many errors with converting Sonic Boll v1.9.3 levels [See Sonic Boll v1.9.3 level conversion section]
- Fixed many errors with the pause menu and special stages [See Other Changes section]
- Pipe tiler no longer doesn't spawn collision if non-ground collision (Monitors, platforms) is in the way
- "object_setevent" function no longer automatically clears code that was previously added to that event
- Trees no longer tile as horribly
- Dead characters now animate underwater
- Fixed the world skin sheet system replacing the enemy2 sheet of biomes with the enemy sheet of later biomes if the game is modified to contain 20+ biomes
- Background drawing no longer bases half of its math on player 1's screen when drawing other players' backgrounds
- 1UPs will no longer jump upwards after spawning and clip up through ceilings as the code that specifically made them jump up after spawning for whatever reason has been removed
- Pollenated players will no longer stay pollenated if they enter or exit a warp that requires them to land on the floor first
- Flying Cheep Cheeps from Cheep Cheep spawners no longer pop in and out of existence where the spawner is placed
- Fixed being able to die from falling into a pit while inside of a pipe
- Fixed Lakitu not being able to despawn
- Spawn cutoff markers now only point to spawner objects in the Lemon Editor instead of pointing to literally anything
- Fixed falling monitors clipping up walls if they were too close to one
- Falling monitors no longer sink 12 pixels into the floor after landing
- The game no longer throws an error if the P-Switch timer ends during a special stage
- Bricks now load the correct graphics if the P-Switch timer ends during a special stage
- Spring state no longer persists through warps
- Hit P-Switch object now actually draws from the biome it's in instead of always using Ground
- Fixed many instances of the game not awarding score to the player when collecting powerups
- 10 Coin and Super Ring monitors now run the coin and ring collection code from charms instead of always using default behaviour
- Fixed pipe item spawner showing some objects with the item drawing script and drawing mushrooms instead
- Fixed many errors with enemy animation, including many enemies showing as a goomba for a frame when spawning
- Fixed level skins not working, and leaking into each other, in the Lemon Editor
- Waterrunning should no longer make semisolids uncollidable
- Fixed half decade old bug where player markers in multiplayer didn’t draw outside of replays even if the correct conditions were met
- Fixed the delete key in lemon not unselecting the now deleted objects causing a blank empty selection in the top left of the level
- Fixed loaddefaultdat setting variables that were just loaded from the skin to default
- This resulted in giana never having additive blend dash effects and fang never having customhud
- Fixed the “infotxt” skin setting that isnt used anywhere pointing to “vanilla/character/player.txt” for base skins like its 1.9 instead of the actual folder for the character you’re playing as
- open_text() now checks if the file exists and creates it if it doesn’t instead of blindly continuing just to immediately freeze the game trying to read the contents
- Princess retainers now show text 16 pixels higher so the last line doesn't draw on top of peach's face in the base skin
- Fixed the player not reacting at all when rescuing the princess
- Removed obsolete code that sets the player's sprite Incorrectly when the lives counter ticks down to 0
- Lemon no longer reloads assets for thumbnail drawing if saving a .lemon file (which doesnt have thumbnails)
- Fixed players only being able to collect powerups if they Are flashing and in multiplayer instead of if they Aren't
- Singlereload command now works
- Console commands are no-longer case sensitive
- Fixed Underground's and Snow's background hills not matching the position of Ground's background hills
- Fixed half of the invincibility hud sparkles being offset from where the life counter actually is
- Fixed the evil semisolid platforms not having the correct depth
- Fixed wrong layering on secret level select screen
- Fixed pressing escape on the secret level select screen sending you to back to the disclaimer screen instead of doing nothing
- The default video filter option now keeps fullscreen pixel-perfect
-Added ""new "video filter" "" that makes fullscreen blurry again
- for anyone actually using a video filter you should re-select it because this one goes before the other two now
- Fixed skin data leaking into other skins
- As a byproduct, anything that needs to read from the player skin data must use the "playerskindat" function instead of the regular "skindat" function. This includes charms.
- This also applies to 'skinstr'. The player equivalent is now 'playerskinstr'
- Fixed quickplay using locked characters because it was checking for the wrong variable
- Fixed being able to switch to a character from character doors even if it isn't enabled, is broken, or isn't unlocked
- Fixed lemon letting you playtest as locked characters
- Allowed playtesting as locked characters when running the game from the gm81
- "Loading a Level" on Discord Rich Presence has been moved to before the game loads assets and the level instead of after
- Fixed locked levels in the vanilla level pack never becoming selectable even when you unlock the level
- Fixed draw alpha leaking out of drawregion user 8 event with background selected, causing things like the boll on the main menu to turn almost invisible
- Creating multiple globalmanagers now shows an error and deletes the other ones instead of Crashing the entire game or letting it completely break everything
- The gamemodes button doesnt cover up the deaths stat toggle anymore
- changecharm command is now actually capable of displaying the You're already that character! message instead of just changing you to the character that you're already playing as
- Changed the flagpole's hitbox to prevent jumping from the right of it making the player grab the base of the flag and then be pushed under the floor
- Fixed the bug where the screen resizes incorrectly permanently in 4 player
- Fixed credits not automatically fading out until the player waits for more than twice the amount of time that the credits are actually on the screen
-Also moved PRESS ESC TO EXIT AT ANY TIME! to just under the Sonic Boll Lifespan so you actually know to press escape before there's no credits left to escape from
- The menu cursor no longer completely stops animating when the stats window is up
- Stats page counter now visually counts up from 1 instead of from 0
- The first 13 code blocks in a level that are set to Always or Draw will no longer immediately close the game if they contain an error
- Players will no longer actually warp from warp objects if they already finished the level
- You can no longer clearly hear the player exiting the other end of a pipe that sends you to another level if they're in fast pipe mode
- Fixed Moving Platforms mysteriously disappearing forever due to divine intervention because they were too fat (moving platforms will no longer disappear if they arent semisolid)
- Fixed pulleys breaking 90% of the time that they went off screen (this also means they actually respawn and dont bug out when they fall now)
- Pulleys now respawn after 8 seconds instead of 24 seconds
- On-Off Switches and On-Off Screens now activate the blocks offscreen they toggle before toggling them
- Fixed resizing a region in lemon allowing you to place the player spawn out of bounds
- Starting a new match now sets global.cheater to 0 so you don't get flagged for using the console before actually starting the run
- Fixed the time limit in world 1-3 and also changed the signpost to take you to world 2-1 instead of world 1-fthr because 1-2 already has an entrance to 1-fthr
- Fixed being able to still undo changes if you opened or creaetd a new level in lemon
- Actually fixed Sonic having locked momentum in mid-air
- Fixed many Sonic series characters moonwalking if they're facing the wrong way when landing
- Sonic series characters no longer play their skid sound every frame while skidding
- Fixed the world ending if The Kid dies with debug mode on
- Tails now bonks downwards off of the top of his screen instead of bonking upwards off of the top of player 1's screen
- Fixed Ashura being able to air spindash while on the ground and store it until you jump
- Ashura will no longer teleport down under the floor and die if pressing Down + B while fulfilling the conditions to start a spindash
- Fixed Giana item code drawing her above pipes instead of using the script to draw effects behind the player
- Giana now plays correct item sounds
- Yoshi no longer becomes Fire Yoshi if hit as Feather Yoshi
- Fang no longer maintains his bounce state when hurt
- Smoke from Fang's cork gun now changes direction with the player, and comes out a little further ahead
- Toad now gets slowed down instead of sped up when carrying an object. Screw you
- Fixed The Kid never being able to collide with kidground while under the effects of jesus' divine power
- Fixed Ashura's bounce not working most of the time
- Fixed Tails' bombs explosions disappearing instantly if it hit a hittable block
- Fixed Luigi's walljump being able to repeatedly jump on the same wall over and over
- Fixed Fang getting stuck if he bounced onto a jet stream pipe
- Fixed Knuckles not breaking bricks in big form properly
- Fixed Red Ring IDs in World 1-3
- Fixed Red Ring IDs in World 3-3
- Fixed Red Ring "3" in World 4-2 being marked as Red Ring 1
[Level Changes]
- A platform near Red Ring 4 in World 1-3 has been slightly expanded (along with the jump next to it) to reduce the chance of blindly falling into a pit and dying
- Removed joke level description in World 1-3
- Added a new bonus room to World 4-2 to house Red Ring 1 (and a Boll Shard) Don't you wanna maze to win a prize?
- World 4-2 is also now the only vanilla level to use a level skin
- Added side exits to the No-Death route in World 4-3 instead of leaving the player to rot in a wall of spikes.
- These exits will flip the Skull Blocks over the pipe though, so you cannot try again after failing the drop
- World 4-3's No-Death route now uses Long Donut Blocks
- Added something fishy somewhere
- Tweaked 1-2's design slightly and removed the mini mushroom from it
- Tweaked 2-1 slightly with a new* mini mushroom path
- Slightly edited 1-1 to remove the goomba jamboree pit under the second item box and change the underground bonus room
[Art Changes]
- Mario's sheet has now been truncated using the new skin features (this will not affect skins)
- Bowser now has better placeholders
- Removed green outlines on Luigi's (still unfinished) sprites
- Most characters now have paletted colors & spraycan support
- Changed Beach's background tile colors to make them stand out from the regular tiles better
- Fixed alot of inconsistent sprites between forms with characters
- Tree platforms now have new sprites
- Someone is missing.
- Flagpole bases are now consistent with the castle's brick palette in biomes
- Added some new castle asset variants for biomes, made Underground's have a consistent palette
- Smoke VFX is now consistent across all characters
- Forest tileset has been slightly updated to be more finished (Contribution made by LYB4)
[Other Changes]
- Beach, Forest, Autumn, Desert, and Volcano biomes now have underwater backgrounds
- Added global.the_cooler_infinite_lives variable for charms that makes your lives fall into the negatives instead of not displaying lives
- Instances of grey text in-game are now actually gray instead of mold colored
- Pause menu changes:
- Moved Quit button below Retry Stage button
- Retry Stage button now gives you the option to restart from a checkpoint or the beginning of the stage
- Tweaked spacing between the window size buttons and the volume bars
- Restarting a stage from the beginning will reset your powerup to the one you entered the stage with if you haven't died since starting the stage
- Restarting now takes away an extra life, and cannot be done with 1 or less lives remaining. (Unless using infinite lives of any kind)
- Fixed Retry Stage button only being pressed when releasing A instead of pressing it
- Debug mode now makes objects visible every 15 frames instead of every frame
- Special Stage changes:
- Fixed the special stage background being offset 90% of the time
- "specialectrl" is no longer active while testing a Special Stage. This fixes:
- Text being stretched oddly
- Testing a Special Stage while testing a Special Stage
- Saving the level while testing a Special Stage
- Winning while testing a Special Stage no longer fades the screen to white only to instantly cut to the Special Stage editor
- The music now fades out if you fall or quit during testing instead of cutting to silence
- Returning to the Special Stage editor after testing now fades in from black
- Updated palette icons in the Special Stage editor
- Change screen now deactivates all level objects instead of keeping every object in the level active (apparent in 1-2 where this screen now runs well over 60fps instead of at 6fps)
- Change screen destroys itself a frame later to prevent visual errors if the game autopauses at the very start of gameplay
- Completely changed the way players walk to retainers after a stage (they actually walk towards them now)
- Makemod command has been readded, which directs you to the website to download GM8.2
- Converted Levels now show a label with their version (this does not happen if it is in the vanilla level pack)
- Added the Cherry Treehouse Team to Special Thanks on the credits
- The console is now slightly transparent
- The grid in lemon will now change opacity to better indicate what layer you're on
- Replaced the useless red ring icon in time attack with a medal icon that changes depending on what placement you'll score
- The game actually loads and plays the sounds for entering and exiting warp boxes now
- Boll Shards are no longer called Star Shards in lemon because that's not what they're called
- Lemon now replaces button names with icons in the level name and description tooltips
- Maximum time in lemon increased from 9 minutes 59 seconds to 200 minutes
- Tails' bomb explosions no longer give you a random boost when touched
- Tails' feather quickfly has been buffed to be an 8-directional dash
- Added a grid and a border to the match options menu
- Special stage editor button in lemon now asks if you want to save the current level before sending you to the special stage editor
- Mario's friction has been increased
- Item Launchers can now contain Shields, White Tokens, and Blue Tokens
- Checkpoints suspended in mid-air will now float with magic sparkles
- More of Yoshi's animations play now
- Bowser's shell slide has been moved to the C button
- Enemies no longer face towards the player automatically the moment they go offscreen
[Level Conversion]
- 1.9.1 and 1.9.2 levels are now properly converted
- Levels converted from 1.9.1 or 1.9.2 will now port the hill zone and fence zone objects.
- Added playing multiple special stages in a row because specifically 1.9.1 accidentally has (and lets you collect 2 of) Boll Shards
- 1.9 Shards now work like they used to in 1.9 (only in 1.9 converted levels)
- Fixed "coral" object attempting to convert to "accentblock" instead of "castleceiling"
- Level exceptions will now convert to their actual modern equivalents instead of every single non-biome theme becoming Ground
- Underwater and Underground levels now actually have water and underground in them
- "Finale" exception now properly converts into a final castle level
- Loading a level containing Fire Bars no longer shows debug messages from testing Fire Bar compatibility in v2.1.4
- "snowcastle" and "snowbigcastle" assets now convert to "castle" and "bigcastle" because the regular castle assets in snow biomes already have snow on them
- Fixed item boxes containing modded 1.9.3 powerups not properly converting
- Marks containing Mushrooms, Fire Flowers, Stars, 1UPs, Delicious Fruit, or a P-Switch now convert to their object versions
- Marks containing Mushrooms, Fire Flowers, Stars, 1UPs, Delicious Fruit, or a P-Switch now convert to their object versions
-Marks containing the clawbase object ("b") are destroyed.
- Fixed Bricks with invalid object data incorrectly showing Width and Height instead of Type in the editor
- Fixed converted Skull Blocks incorrectly turning the next object into an Inactive Skull Block instead of itself
- Item Launchers containing keys or taps will now just become keys or taps
- They also can't contain keys or taps anymore because they didn't work
- Reverted The Kid's powerup interactions back to how they were in 2.1 Old Engine
[Mod Support]
- Mo' Themes Mod's level themes are converted to the closest matching biomes
- Sonic Boll Redux's level themes are converted to the closest matching biomes, some objects are converted to close enough objects
- Rex & Drybones' rex object (rexb) is converted to Boll Deluxe's rex object (rexbig)
- The Rings Mod's ring object (goldring) converts to Boll Deluxe's ring object (itemring), The Rings Mod's Red Rings convert to Red Coins
- Ice Flower and Super Leaf from Poker's "Sonic Boll 1.9.4" Mod convert to Fire Flower and Feather
- Shield, Bubble Shield and Fire Shield from Mo' Powerups Mod convert to the Shield Mushroom
[Engine Technology]
- Raised the Channel ID limit to 999 instead of 500
- Added hud_alpha[player] array to gamemanager that controls the alpha of the hud
- Also added reset_alpha[player] array that also changes the alpha of Kid's retry text if it's not 0
- Modders can now override Rich Presence updating
- A value of 1 overrides in-game updates (and resets via game_reset()), and a value of 2 overrides everything, and persists after a match/level ends
- Charms can now load a custom icon for when the charm is locked ([name]-lock.png)
- rostercard object now has 'is_gold' and 'show_lock' variables for use with object_setevent and Charms
- The game now uses DirectX9, please make sure your drivers are up to date! (if they arent, the game might look wonky)
- Modded games now get personal lemon autosaves as well as personal save files
- Colliders no longer cement, with no apparent performance loss and greatly increasing loading times
- This has the byproduct of The Kid's big form breaking ground properly
- "draw_omitext" function changes:
- Added "taggable" argument which removes the ability to use text tags if set to 0
- Removed scale tag as it was broken and isn't apporpriate for the font anyway
- Added "$|" text tag that cancels all previous tags
- Added "uselower" argument that activates new lowercase letters if set to 1
- Added item icons to omitext ("replaceitemsomi" function)
- Omitext now uses a character map
- Added "textlength" function that gets the length of text without text tags
- Lemon Editor has been greatly optimized as it no longer draws the level like 7 times or destroys and recreates its surface every frame
- Many changes to the antivirus:
- Removed all "room" functions
- Removed ds_###_write functions
- Removed ini functions (except "ini_key_delete" and "ini_section_delete")
- Removed joystick functions, parameter, functions, script functions, display functions, and screen functions because none of them actually do anything harmful
- Removed functions containing "_write" (except file_###_write functions which use file_)
- Removed functions containing "window_" (except "window_minimize", "window_maximize", "window_set_position", "window_set_rectangle", and "window_set_size")
- Removed "game_" functions (except "game_end", "game_restart", "game_save", and "game_load")
- Game no longer calls "game_reset" on the title screen as it already calls it on the main menu
Files
Get Boll Deluxe (beta)
Boll Deluxe (beta)
A Mario & Sonic crossover fan game.
Status | In development |
Author | Boll Team |
Genre | Platformer, Action |
Tags | 2D, Fangame, GameMaker, Level Editor, Local multiplayer, Moddable, Pixel Art, Retro, Singleplayer |
More posts
- Mario & Sonic Boll 2 Devlog #5 | Where are we at?57 days ago
- Mario & Sonic Boll 2 Devlog #4 | How to make sprites smaller & Framerate Bigger!Mar 11, 2025
- Boll 2 Devlog #3 | HibernationJan 12, 2025
- Boll 2 Devlog #2 | It's finally a game!Jan 12, 2025
- Boll 2 Devlog #1 | Introduction!Nov 04, 2024
- Boll Deluxe 2.1.4 Old EngineAug 15, 2024
- Boll Deluxe 2.1.3 Old EngineJun 06, 2024
- Boll Deluxe 2.1.2 Old EngineApr 29, 2024
- Boll Deluxe 2.1.1 Old EngineApr 18, 2024
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