NEWS.md 4.6 KB

SuperTux Release and Development Notes

SuperTux 0.4.0 (TBD)

Tracking changes of next release (0.4.0):

  • support for horizontal and vertical gradients that span the length / height of a sector. Add (direction "horizontal_sector / vertical_sector") to your gradient

SuperTux 0.3.5a (2015-05-01)

A bugfix release is sneaking in. 3 weeks after 0.3.5 was released it's time to fix some bugs. This affects mostly the windows installer where some libraries were missing and add-ons couldn't be downloaded. Luckily we managed to get all of these nasty bugs away. One more patch affects linux packagers: The AppData file from our repository is now contained in the source package. Thanks to the activity of some translators there are also new translations in this release.

If you want to help us and improve SuperTux, join our IRC channel #supertux on chat.freenode.net or write to the mailing list!

SuperTux 0.3.5 (2015-04-11)

In celebration of SuperTux's 15 year anniversary, we are releasing SuperTux 0.3.5.

This release includes the switch to SDL2 for graphics rendering, a few performance improvements, tons of bugfixes, new tiles and badguys amongst other things.

NOTE: Due to the planned shutdown of Google Code, the SuperTux source code has moved to GitHub. You can find all the repositories here: https://github.com/SuperTux/supertux

A more detailed changelog for this release is available at http://supertux.lethargik.org/wiki/Changelog_0.3.5

Major changes in this release:

  • move to SDL2 for graphics rendering
  • glow effects
  • new badguys: iceflame, ghostflame, livefire, goldbomb, smartblock
  • new bonuses: coinrain, coinexplode
  • statistics improved
  • icy island levels tweaked
  • new sounds
  • massive improvements to localization
  • efficiency tweaks
  • menus reworked
  • addon manager improved
  • new tilemap: halloween
  • new powerups: air- and earth-flower
  • support for horizontal gradients in levels (add (direction "vertical|horizontal") to your level)

SuperTux 0.3.4 (2013-07)

It's been more than three years since the last development snapshot for Milestone 2 of SuperTux, making this a bit overdue. Once again it is hard to say what the most notable changes are, but one thing players should notice is a greater wealth of levels to play through an expanded avalibility of add-ons.

Additionally, SuperTux development has moved to GitHub. Check it out at: https://github.com/SuperTux/supertux/

If you are intersted in contribuiting to SuperTux, please do so. The more people working on the project, the faster development can continue. The hope is that this release will generate more interest which will lead to more frequent releases. You can refer to the GitHub wiki page on "Contributing" to get started.

And of course, enjoy the game and have fun!

SuperTux 0.3.3 (2010-02-26)

After more than three years of development the SuperTux development team has agreed to package a development snapshot of Milestone 2 of our jump and run game.

Unfortunatly, after such a long time it's hard to say what the most notable changes are. We hope that the game engine is more stable (or at least more advanced ;) and that the game is more fun to play overall.

We hope you enjoy SuperTux. Now off you go, rescue Penny! ;)

SuperTux 0.3.2-SVN (2007-12-20)

Just in time for Christmas, we bring you SuperTux 0.3.2-SVN, a preview of SuperTux Milestone 2.

This build doesn't contain all levels planned for Milestone 2 and its story is by no means complete, but the game is already fun to play.

SuperTux 0.3.2-SVN features:

  • new, OpenGL- and OpenAL-based engine
  • final boss for Icy Island
  • brand new Forest World with new badguys and new game objects
  • new and improved soundtrack, immersive sound effects
  • much more...

The changes in more detail: The SuperTux 0.1 engine was nearly completely rewritten. The game is translatable now, a new camera algorithm allows scrolling in all four directions. Collision detection supports slopes and moving objects now. We have scripting support for dynamic level events and animations. New game objects include trampolines, switches, portable stones, upside-down levels, wind, moving platforms and particle effects. The sound system is now OpenAL-based with an improved soundtrack now played from Ogg/Vorbis-files, which were pre-rendered on a high-class synthesizer.

This is also a call for artists and coders: If you like the game in its current state, join us and help us finish Milestone 2!