[Thread] SuperTux Q&A

[Thread] SuperTux Q&A

Postby WeLuvGoatz » 15 Oct 2019, 16:07

Use this thread to ask questions about SuperTux (like the story, setting, game logic, etc.) and maybe someone will reply.

Example Question: Where are the humans in SuperTux?

Possible Answer: Humans don't exist in the game.

Etc., ask questions! Happy asking!
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Re: [Thread] SuperTux Q&A

Postby Serano » 15 Oct 2019, 21:20

Is this for funny or serious questions?
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Re: [Thread] SuperTux Q&A

Postby WeLuvGoatz » 16 Oct 2019, 03:24

Preferably serious, I don't understand what you mean by "funny" questions.
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Re: [Thread] SuperTux Q&A

Postby Serano » 16 Oct 2019, 09:20

WeLuvGoatz {l Wrote}:I don't understand what you mean by "funny" questions.


The opposite of serious. ;)
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Re: [Thread] SuperTux Q&A

Postby Tobbi » 22 Nov 2019, 22:58

What is the air speed velocity of an unladen penguin?
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Re: [Thread] SuperTux Q&A

Postby E200 » 26 Nov 2019, 20:00

What is the Tropical Island going to be like?
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Re: [Thread] SuperTux Q&A

Postby Wuzzy » 27 Nov 2019, 04:34

How do I load the Story Mode worlds into the level editor?
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Re: [Thread] SuperTux Q&A

Postby DevonST » 27 Nov 2019, 18:49

How do I load the Story Mode worlds into the level editor?

Set hide-from-contribs in the world’s info file to #f

This works on my Linux system with SuperTux 0.6.0:
{l Code}: {l Select All Code}
cd ~/.local/share/supertux2/levels
mkdir world1 world2
cp /usr/share/games/supertux2/levels/world1/info world1/
cp /usr/share/games/supertux2/levels/world2/info world2/
sed -i 's|\(hide-from-contribs\) #t|\1 #f|' world1/info world2/info
I made a worldmap, see “Puzzles or Platforms?
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Re: [Thread] SuperTux Q&A

Postby Wuzzy » 28 Nov 2019, 04:29

Ah, thanks.
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Re: [Thread] SuperTux Q&A

Postby Alzter » 01 Feb 2020, 12:40

E200 {l Wrote}:What is the Tropical Island going to be like?

As far as I know there's no definite plan in place but the consensus seems to be:
  • Beach levels.
  • Underwater portions of levels with new swimming mechanics.
  • New enemies, tilesets, music, backgrounds, like every other world.

So basically it's "let's add new things" but nobody seems to have made/concepted said new things. I might as well give it a shot, so here's some of my own W3 ideas.

  • Crab enemy - scuttles back and forth and pinches Tux if he's near him, can't defend itself from the top though.
    (Can we please break out of the habit of just making the new enemy "walking sand")

    SuperTuxCrab.png

  • Unisolid Palm Trees that Tux can walk on, possibly have an animation for the leaves bouncing under his weight as he walks over them.
    (I'd like the same thing to be done for new forest trees but we'll see)

    TuxPalmTree.png

What do you think?
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Re: [Thread] SuperTux Q&A

Postby DevonST » 02 Feb 2020, 09:52

Great concepts! It feels weird though that you can squash the crab from above when it’s holding its pincers as in your drawing. The crab should need some time to pull back its pincer after a pinch. This would be your chance to jump on top of it without taking damage.
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Re: [Thread] SuperTux Q&A

Postby manuel » 06 Feb 2020, 07:25

Shouldn't the crabs shell be robust enough, so Tux cannot squish the crab by jumping on it?
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Re: [Thread] SuperTux Q&A

Postby E200 » 06 Feb 2020, 16:36

I have my own ideas for the world. The first few levels would be on the beach, it would transition to a tropical forest in which Tux finds industrial buildings later on, then for the last levels on/in a volcano (with more industrialization).
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Re: [Thread] SuperTux Q&A

Postby SuperTux20 » 06 Feb 2020, 18:53

How about being able to stand on top of the crab without taking damage? It'll move faster, turning around at random trying to shake you off, and it would move out of its normal back-and-forth pattern potentially taking you closer to the end of the level. Tux wouldn't take damage because the crab's claws can't bend to reach the top of its own head. The crab would still be killable with fireballs, etc.
They don't call me Chickenmeister for nothing, bub.
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Re: [Thread] SuperTux Q&A

Postby Busybody43 » 07 Feb 2020, 00:08

a buttjump should either flip it over, so you can kill it with a normal stomp, it should die from a buttjump instantly, or it's immune and just slows down from a buttjump...
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Re: [Thread] SuperTux Q&A

Postby Busybody43 » 07 Feb 2020, 00:09

a buttjump should either flip it over, so you can kill it with a normal stomp, it should die from a buttjump instantly, or it's immune and just slows down from a buttjump...
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Re: [Thread] SuperTux Q&A

Postby Alzter » 14 Feb 2020, 10:11

More importantly we (and by we I pretty much mean RustyBox at this point) haven't even finished the Forest world yet... and it still doesn't have any forest related gimmicks like swinging on vines or holdable torches for underground spelunking or whatnot...
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Re: [Thread] SuperTux Q&A

Postby Busybody43 » 14 Feb 2020, 20:44

... lanterns exist, altzer... just set the lantern texture to a burning candle!
A swinging vine (and/or a rope ladder, like NSMBWii's 2-4 level) may be a good idea...
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Re: [Thread] SuperTux Q&A

Postby KiyanTheBluePenguin » 15 Feb 2020, 18:16

Is There Going To Be A City Level?
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Re: [Thread] SuperTux Q&A

Postby Busybody43 » 15 Feb 2020, 22:18

... One of the addons starts out with a level, and it's called "Life in an Arctic City"
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Re: [Thread] SuperTux Q&A

Postby KiyanTheBluePenguin » 17 Feb 2020, 18:50

Busybody43 {l Wrote}:... One of the addons starts out with a level, and it's called "Life in an Arctic City"


I Know.
Just One in The Story Mode.
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Re: [Thread] SuperTux Q&A

Postby Busybody43 » 17 Feb 2020, 19:27

Why not in bonus island? Or Revenge In Redmond?
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