Releases: SuperTux/supertux
SuperTux 0.7.0
The SuperTux Team is pleased to announce the stable release of version 0.7.0! You may wonder what took us so long to develop another release. Over the past couple of years, we've made dozens of changes and improvements to the game, bringing it to a much more polished state. As such, this is likely one of the biggest releases since Milestone 2! Despite that, SuperTux remains the trusted run'n'jump game as you know well... but with this update, it should bring it into a much more finishable state moving forward.
Here are some of the most notable changes since the previous release:
- Brand new sprites and abilities for Tux: slope sliding, strong buttjumping, rock rolling, and crawling
- Revamped graphics for most backgrounds, tiles, objects, and badguys
- Complete level design + story rework of the Story Mode, Revenge in Redmond, and Bonus Island I
- Not only new NPCs (e.g: Granito) and enemies (e.g: DiveMine, Fish, and Corrupted Granito), but also revamps for numerous enemies such as: GoldBomb, Igel, Ghoul, and both bosses (Yeti and Ghost Tree)
- New music
- Level editor revamp
- Local multiplayer mode
- New gameplay mechanics such as glinted enemies, keys, the item pocket, and unlockable bonus islands via Tux Dolls
- Many internal improves and code refactoring, such as moving to SimpleSquirrel
- Improvements to compilation/porting, including CMake refactor, Android revival, and Flatpak builds
And many more changes and bugfixes not listed here! Really, check the game out to see all the changes!
Thank you so much for the patience everyone had regarding this update. Feel free to report any bugs to our GitHub. We appreciate everyone's support in keeping this game alive! Happy SuperTuxing!
-- The SuperTux Team
Android NOTE: For most modern Android phones, you'll likely want armv8a.
Save NOTE: If you played during the betas for v0.7.0, note that your saves for story mode will not work right away, as they are saved as .old files, which can be manually converted into the new save format, but we encourage you to start a fresh save as we've polished some bits. Of course, old saves for story mode will also be invalidated, but will be backed up as well as if you still want those.
SuperTux 0.7.0 beta 2
Thank you to everyone who played the first beta! We squashed a lot of the reported issues and touched up many existing features, and we hope you enjoy and test this release just like the last.
Some notable changes (but not all) from the last beta include:
- Multiplayer improvements
- Editor testing cursor position
- Fixes issues with relative paths
- Fix occasional use after free with editor
- Fix numerous crashes
- oldbomb fuse ~5s -> ~2s
- canvas performance improvements
- Goldbomb no longer drops coins when not glinted
- Fix worldmap secrets not working
- granito: ignore itself in airborne check
- granito: add moving statics to airborne check
- Fix pushing unisolids w/ rocks
- Dewrangle c++ symbols on backtrace
- editor: Fix state save for unset tilemap
- editor: Always start in tile mode
- Updated manual pages
- Menu level improvements
- Fix left and right directions for rocket launcher
- fix granito village bonus blocks
- unglint snowball falling in spikes
- Add option to allow ignoring the hardcoded player limit
- Enable use of peeking keys for navigation in the menus
- Implement new node circle graphics for the editor
- Ctrl+Alt+g to toggle ghost mode
- Bullets bounce on slopes
- editor: Update toolbar when switching to tile/object from menu
- Make hairlines look less ugly (in menus)
- Prevent world selection into same world
- editor: Highlight current tool in toolbox
- Various improvements to many levels in world1 and world2
- Fix incorrect download progress
- Fix impossible secret in CoM
- Fix sticky objects not working
- Move keys to right side of screen
- Rooted Forest Cutscenes
- crusher: fix sideways crusher bugs
- root_sapling: prevent spawning roots in root sapling
- shard: fix not despawning on crushers
- Allow for building without networking (curl) support
- editor: Stop 'refreshing' layers after any change
- Add Floating Tux Dolls
- libepoxy support
- Re-add world select backgrounds in worldmaps
- flatpak: Enable OpenGL support
- badguy: Make totems work again
- CMake 4 fixes
- player: Unduck when killed completely
- Add deeply rooted song from Servalot
- Bullets can now bounce on slopes
- Bullet moves faster than Tux in water
- Reset viewport in title_screen after leaving editor, not in editor.
- Fix rock crushing tux from below in antigrav mode
- editor: Make EditorComment a DraggableRegion
- cheat_menu: Refactor, don't (sometimes) prompt select player
- Use marker object graphics instead of (previous) triangle.
- controller_hud: Move HUD out of the way for some elements
- Play sound when developer mode enabled
- Fix walljump apex bug
- player: Duck on slope to immediately start sliding; buttjump works as well
- Bumper: Don't trigger for grabbed objects
- Glinting: Decrease coin spread speed
- editor: Fix m_tiles segfault (empty array) && extra sanity checks
- player: only slide on ramps
- crusher: prevent crushing into wall right next to it
- editor: Ctrl+H to hide/show triggers
- trigger: try to abstract drawing
- Fix VM uninitialized warning & possible bad memory reference
- viewport: Fix magnification and aspect ratio in editor
- editor: Allow scrolling with WASD keys additional to arrow keys
- Fix Tarantula Bugs
- Add open editor workaround for MacOSX
- Add MacOSX default text editor
- open_editor: Exit early when no editor could be found
Thank you all deeply for your patience! We are hopeful that you will also give this beta a shot and ensure that nothing slipped through the cracks! :)
Full commit history from the last beta: v0.7.0-beta.1...v0.7.0-beta.2
Flatpak note: Flatpak builds are based off of de5cb14, as they were broken before.
SuperTux 0.7.0 beta 1
The SuperTux Team is ecstatic to announce the beta release of v0.7.0. This is perhaps one of the largest facelifts to the base game since the introduction of Milestone 2! It features completely redone worlds, new artwork, new music; all from the ground up. As such, it may feel entirely different from the previous game, but the overall premise remains true to its roots.
It is a bit difficult to cram it all in one snippet over the years of this release's development; so we'll try to keep it brief.
Changes:
- A complete overhaul of World 1 (Thanks to @Rusty-Box)
- A complete overhaul of World 2, Rooted Forest (Thanks to @Rusty-Box, @Alasdairbugs, @bruhmoent and @Frostwithasideofsalt)
- New assets for Tux, Badguys, Backgrounds, Tilesets, and other Miscellaneous (Thanks to @Rusty-Box, @Frostwithasideofsalt, @bruhmoent and @FILIPOKonGithup)
- Complete revamps for Gold Bomb, Igel, Spidermite (Tarantula), etc. (Thanks to @Rusty-Box for graphics, @MatusGuy for code)
- Complete revamp for Ghoul. (Thanks to @Rusty-Box for graphics, @weluvgoatz for code)
- Add new badguys (and an NPC!): Granito (& Big Granito), Root Sapling, Corrupted Big Granito, etc. (Thanks to @Rusty-Box for graphics, @MatusGuy for code) and multiple variants of fish enemies to fight underwater (Thanks to @Rusty-Box for graphics, @weluvgoatz for code)
- New music (Thanks to SnugglyBun, @Alasdairbugs, @mansiw21, @bruhmoent, and Chitan)
- Overhauled Bonus Island 1 (Thanks to @Frostwithasideofsalt, @Alasdairbugs, @weluvgoatz, @Rusty-Box, @bruhmoent, @Sevenberry, and @tylerandari13)
- Revamped Level Editor and QoL changes (Thanks to @swagtoy, @tobbi)
- New Cutscenes (Thanks to @Narre, @Rusty-Box and @Frostwithasideofsalt)
- Local multiplayer mode (Thanks to @Semphriss)
- Android Revival & Improvements (Thanks to @MatusGuy, @swagtoy)
- Tux sliding, rock powerup, crawling, buttjump improvements (Thanks to @weluvgoatz)
- Tux dolls to unlock worlds (Thanks to @provigz)
- New Yeti Boss Fight (Thanks to @weluvgoatz, @MatusGuy for polishing)
- Keys and locked doors (Thanks to @weluvgoatz, @Rusty-Box for graphics)
- New Ghost Tree (Thanks to @Hypernoot, @Rusty-Box for graphics, @MatusGuy for polishing, @FILIPOKonGithup for hit sound)
- Item Pocket (Thanks to @MatusGuy)
- Improved Autotile (Thanks to @mrkubax10, @tylerandari13, @Eauix)
- CMake Refactor + making the game actually build (Thanks to @swagtoy, @MatusGuy, @tobbi)
- Glinting badguys (Thanks to @bruhmoent)
- Flatpak builds (Thanks to @swagtoy)
- Squirrel default arguments (Thanks to @provigz)
- Switch to Simplesquirrel (Thanks to @MatusGuy and @provigz)
- Display music metadata in the level editor (Thanks to @jamescdericco)
Bug fixes/minor improvements:
- Many dynamic cast performance improvements (Thanks to @provigz)
- Fancy graphics option (Thanks to @swagtoy)
- Color clipboard (Thanks to @bruhmoent)
- More shaders (box blur) (Thanks to @swagtoy)
- Addon dependencies (Thanks to @provigz)
- Resource packs (Thanks to @provigz)
- Way too many CI Fixes (Thanks to @tobbi)
- Many undo stack improvements (Thanks to @provigz)
- System-native custom mouse cursor (Thanks to @swagtoy)
- Show dialog on error (Thanks to @MatusGuy)
- Fix clipping through corner of NE/NW slope tiles (Thanks to @swagtoy)
- Fix --edit-level (Thanks to @swagtoy)
- Fix major lag spike when loading levels list (Thanks to @provigz)
- Use negative indices to compress tilemap tiles in level files (Thanks to @provigz)
- Fix clipping/visual bugs when unpausing (Thanks to @swagtoy)
- Visual tweaks on level loading (Thanks to @swagtoy)
- Camera improvements (Thanks to @provigz)
- Fix GameController input (Thanks to @MatusGuy)
- Fixed backtick/grave developer mode key and switch to keycode (Thanks to @swagtoy)
- Dev option to view full viewport (Thanks to @swagtoy)
- Fixed clobbers with Worldmap Currentons (Thanks to @swagtoy)
- Fix camera entirely in editor (Thanks to @swagtoy)
- Wayland is preferred for SDL2 (Thanks to @swagtoy)
- Scrolling & various fixes in dev console (Thanks to @swagtoy)
- Edit level from pause menu with debug (Thanks to @swagtoy, @Frostwithasideofsalt for suggestion)
- Move Tux to MovingSprite (Thanks to @swagtoy)
- Fixes to worldmap boat (Thanks to @Narre)
- Many badguy behavior fixes (Thanks to @bruhmoent)
- Dispenser fixes (@MatusGuy)
- Many many code refactors and various little bug fixes (From everyone)
And so so so many more from a ton of contributors, that probably all got missed! (we'll keep updating this list as we see fit!)
Thank you all for the incredible patience, considering it took us a long time to get here. Please report any and all bugs you come across, especially those you consider game breaking, and also help with translation on the Transifex. We'll quickly iron them out and will be available for a little while to crush any nasty issues. We have entered a feature freeze so no new feature requests can slip in for 0.7, especially those which change strings. You can also hop in our IRC and Discord (on the README), which are both bridged to each other as well to talk with us!
And of course... Thank YOU, from the bottom of our hearts, for keeping this game alive! -- SuperTux Team
Flatpak NOTE: Flatpak builds work fine, but please be aware that they are experimental, and as such do not have OpenGL support at the moment and external editing support. They were intended for Nightlies, but installing manually works too.
Android NOTE: For most modern Android phones, you'll likely want armv8a.
SuperTux 0.6.3
The SuperTux team is excited to announce the release of SuperTux 0.6.3 after approximately 1.5 years of development. This release introduces many new features; perhaps the most new features in a long time!
Some of the most significant changes include:
- WASM compilation! SuperTux nightlies can now be played directly in the browser (thanks to Semphris)
- Added swimming (thanks to Daniel and Zwatotem)
- Added walljumping (thanks to Daniel)
- Autotiles (thanks to Semphris)
- Updated animations (thanks to Alzter, Daniel and RustyBox)
- Refreshed many contrib worldmaps (thanks to Servalot)
- Many updates to paths, with easing, bezier curves, path sharing between objects, and more (thanks to Semphris)
- Remade the crystal tileset (thanks to Alzter and RustyBox)
- Many new snow tiles (thanks to Daniel)
- Many new objects, like the sideways bumper and falling blocks (thanks to Daniel)
- Custom particles (thanks to Semphris)
- A new rublight object (thanks to HybridDog)
- Official binaries for FreeBSD, Linux 32-bit and Ubuntu Touch (thanks to Semphris)
- Added in-game progress statistics (thanks to Semphris)
- New color picker based on OKLab (thanks to HybridDog)
- Add-on creator, to easily create add-on packages with your world (thanks to Semphris)
- Rework of the Revenge in Redmond worldmap (thanks to RustyBox)
- Added timeshift ambience in the worldmap (thanks to Semphris)
- Skippable cutscenes (thanks to Semphris)
- Editor auto-saves at regular intervals (thanks to Semphris)
- Optional integration with Discord (thanks to Semphris)
- Updated translations, of course (thanks to translators)
And these are just the most significant changes; there are plenty of other small features and bugfixes for you all to explore :)
Thank you, Merry Christmas, and happy SuperTuxing!!
SuperTux v0.6.3-beta.2
The SuperTuxTeam is happy to announce the second beta release for SuperTux 0.6.3.
What's Changed
- Allow scrolling in credits screen with up/down keys by @martinvanzijl in #1402
- Fix issue with live fire not fading after colliding with bomb by @martinvanzijl in #1405
- Add missing releases to appdata file by @xduugu in #1409
- Remove link between coins and checkpoints by @weluvgoatz in #1410
- Add swimming by @weluvgoatz in #1407
- Reorganize grey brick tiles by @Rusty-Box in #1411
- Override only configurable keys (partially fixes #1400) by @szborows in #1406
- Expand snow tileset by @weluvgoatz in #1415
- Apply ice friction only when Tux toches the ground by @HybridDog in #1414
- remove extra space from function and parameter by @jgarte in #1427
- Add the RubLight object by @HybridDog in #1416
- Remember --spawnpoint and --sector across deaths. by @divVerent in #1419
- INSTALL.md: Add information about reducing compilation time by @HybridDog in #1425
- Editor: add a "test from here" option by @divVerent in #1423
- Add new haywire animation by @weluvgoatz in #1429
- Crash fix: do not allow deleting the last node of a path. by @divVerent in #1432
- Crash fix: handle dragging a selection rectangle up/left correctly. by @divVerent in #1433
- When dragging tile selections upwards or to the left, fix offset math. by @divVerent in #1434
- Make the other Rectf ctor also assert that size can't be negative. by @divVerent in #1435
- First update editor widgets, then flush deleted objects away. by @divVerent in #1436
- Fix UBSan error at early startup about converting infinity to int. by @divVerent in #1438
- Add a "speed" property to path nodes. by @divVerent in #1424
- Fix assertion failure in triangle drawing on the SDL backend. by @divVerent in #1437
- Spelling: Fractions for tiles by @comradekingu in #765
- Add sideways icecrushers by @weluvgoatz in #1431
- Improve flying snowball's hat design by @Rusty-Box in #1443
- Minor snow jumpy adjustments by @Rusty-Box in #1444
- Pull Request to change the Boat by swimming Tux by @AndrePinheiroPT in #1447
- Issue 1398 fix throwable bug with coins by @martinvanzijl in #1449
- Fix bug with cloud particles disappearing too soon by @martinvanzijl in #1457
- Level Improvements by @Alasdairbugs in #1461
- Level Improvements by @Alasdairbugs in #1463
- Level Improvements by @Alasdairbugs in #1464
- Level Improvements Again by @Alasdairbugs in #1466
- Fixed a bug where you could travel through magic blocks while holding… by @Semphriss in #1465
- Fix manual value changing in the colour menu by @HybridDog in #1456
- Snail stomping by @Zwatotem in #1337
- Adjust iceslick textures by @HybridDog in #1105
- Level Aesthetic Improvements by @Alasdairbugs in #1474
- Add Circular Pathed Platforms by @weluvgoatz in #1467
- Add Falling Platform by @weluvgoatz in #1469
- Fix animation issue with slow framerates by @martinvanzijl in #1481
- Add sideways bumpers by @weluvgoatz in #1478
- Merged the particles directories by @erratic-c-programmer in #1484
- Rocks can activate buttons by @weluvgoatz in #1489
- Dispensers can obey gravity by @weluvgoatz in #1490
- Fixed transition between worlds 1 and 2 by @mbernard2 in #1496
- Wind: Affect Tux on ground + Fancy Particles Option by @weluvgoatz in #1493
- Fixed undo manager to properly handle the undo stack by @Semphriss in #1504
- Added option for wind to not affect player (decorative wind) by @Semphriss in #1503
- Added Squirrel function to edit the action (animation) of a platform's sprite by @Semphriss in #1506
- Added fading gradients through Squirrel by @Semphriss in #1508
- Support for easing on any path object by @Semphriss in #1507
- Fix issue #1492 with the alternative steps + Fix issue #1383 by @omeritzics in #1520
- Autotiles by @Semphriss in #1519
- Add Hebrew translation of SuperTux description by @omeritzics in #1521
- Expose decals to scripting by @Zwatotem in #1512
- Layout widget in editor is now scrollable by @Semphriss in #1528
- Support for skippable cutscenes by @Semphriss in #1513
- Discord RPC Integration by @Semphriss in #1530
- Updated Badguys (WIP) by @Alzter in #1327
- Make badguys' pattern not random-based (WIP) by @Semphriss in #1541
- Cheats in editor by @Semphriss in #1540
- Corner-based autotile system by @Semphriss in #1543
- Allow sprite animations to continue each other by @Semphriss in #1558
- CMakeLists.txt: compile squirrel with -fPIC by @ffontaine in #1561
- Coyote time by @Semphriss in #1563
- Fixed Squirrel inheritance/multiple exposure (Will O'Wisps are back in scripting) by @Semphriss in #1566
- Reset all profiles by @Semphriss in #1565
- Support for zooming from scripting by @Semphriss in #1560
- Fixed several problems with the sound system by @Semphriss in #1569
- Editor autosave by @Semphriss in #1554
- Optimize tile selection rendering by @Semphriss in #1571
- Align selection by @Semphriss in #1572
- Add new bouncing snowball sprite by @weluvgoatz in #1573
- Fix broken paths by @plonibarploni in #1576
- Remove extraneous font image causing path conflict by @eric135 in #1585
- don't spawn Tux in the ground by @plonibarploni in #1575
- Custom particles by @Semphriss in #1544
- Added ladders for worldmaps by @Semphriss in #1589
- Prevent player from falling off the screen while swimming by @Semphriss in #1598
- Demo custom particles by @Semphriss in #1594
- Fixed snow particles scripting + menu Christmas level by @Semphriss in #1600
- Added worldmap road forking by @Semphriss in #1599
- Refactor of the presence integration & Discord RPC by @Semphriss in #1588
- [WIP] Move to C++17 by @strikersh in #1602
- Update icons by @Semphriss in #1604
- Code cleanup by @Semphriss in #1606
- Particle editor improvements by @Semphriss in #1605
- supertux/main: add try-catch for locale initialization. by @ericonr in #1601
- More and better worldmap roads! by @Rusty-Box in #1610
- Create github actions matrix build by @maths22 in #1613
- New crystalcave tileset by RustyBox and Alzter by @Rusty-Box in #1615
- Actions Cleanup by @maths22 in https://github.com/SuperTux/supertux/pull/...
SuperTux 0.6.3 beta 1
The SuperTux Team is happy to announce the first beta version of the upcoming 0.6.3.
It includes the following changes:
- WASM compilation! SuperTux nightlies can now be played directly in the browser, thanks to Semphris!
- Added swimming, thanks to Daniel and Zwatotem!
- Added walljumping, thanks to Daniel!
- Autotiles, thanks to Semphris!
- Updated animations, thanks to Alzter, Daniel and RustyBox!
- Refreshed many contrib worldmaps, thanks to Servalot!
- Many updates to paths, with easing, bezier curves, path sharing between objects, and more, thanks to Semphris!
- Remade the crystal tileset, thanks to Alzter and RustyBox!
- Many new snow tiles, thanks to Daniel!
- Many new objects, like the sideways bumper and falling blocks, thanks to Daniel!
- Custom particles, thanks to Semphris!
- A new rublight object, thanks to HybridDog!
- Official binaries for FreeBSD, Linux 32-bit and Ubuntu Touch, thanks to Semphris!
- Added in-game progress statistics, thanks to Semphris!
- New color picker based on OKLab, thanks to HybridDog!
- Add-on creator, to easily create add-on packages with your world, thanks to Semphris!
- Rework of the Revenge in Redmond worldmap, thanks to RustyBox!
- Added timeshift ambience in the worldmap, thanks to Semphris!
- Skippable cutscenes, thanks to Semphris!
- Editor auto-saves at regular intervals, thanks to Semphris!
- Optional integration with Discord, thanks to Semphris!
And as usual, plenty of small features and bugfixes everywhere :)
SuperTux 0.6.2
The SuperTux Team is excited to announce the availability of SuperTux 0.6.2. This release fixes a number of bugs that were reported after 0.6.1. It also features reworked graphics and levels.
Other changes include a power-up counter in the hud, new sprites for the door, a new tileset and several new badguys. But overall, this release is supposed to celebrate our anniversary (May 2000) with a little surprise Add-On, which can be found in the contrib levels!
Changes:
- A new worldmap, "Revenge In Redmond" celebrating SuperTux's 20th anniversary, which includes new enemies and sprites !!!
- New and improved backgrounds and sprites
- Improvements to many levels in the Icy Island and forest world
- Speed improvements for levels using a huge amount of lava tiles
- An issue causing the bridge in the forest world to not be shown in certain cases was fixed
v0.6.2-rc.1
Release SuperTux 0.6.2-rc1 (release candidate; unstable)
SuperTux 0.6.2 beta 1
The SuperTux Team is excited to announce the availability of the first beta release of SuperTux 0.6.2. This is an unstable pre-release that fixes a number of bugs that were reported after 0.6.1. It also features reworked graphics and levels.
Other changes include a power-up counter in the hud, new sprites for the door, a new tileset and several new badguys. But overall, this release is supossed to celebrate our anniversary (May 2000) with a little surprise Add-On, which can be found in the contrib levels!
SuperTux 0.6.1.1
This small bugfix release fixes an issue that caused right-to-left fonts, such as Arabic, to not be displayed properly in the AppImage builds on Linux. Apart from that, it's identical to 0.6.1.