Thank you Super Tux devs!
SuperTuxKart 1.0 Release
51–60 of 83 posts
Re: SuperTuxKart 1.0 Release
#52I tried unsuccessfully to get a usb Xbox controller to work with this game recently on ubuntu. Never found a workaround to get it to be recognized as a controller or keyboard. I do love this game though!
Re: SuperTuxKart 1.0 Release
#53Re: SuperTuxKart 1.0 Release
#54SuperTuxKart is one of the best examples of how open source software can be on par and even superior to commercial software. As a Linux user I can confidently say that a lot of software for the platform is rough around the edges, but SuperTuxKart is absolutely awesome.
I can't tell if you're being serious or not. Just seeing the word "tux" reminds me of a lot of really sub-par quality games and applications of ~2003 that people would talk about as if they were just as good as the commercial offerings. People would seriously talk of it being "the year of the linux desktop" and "the year of linux gaming" while trying to claim that tux racer felt like a AAA game. If the best thing the…
Why would you think it's sarcasm? I don't think the game is bad at all. Modern games like action games (war, etc) cost millions to build, this is obviously a simple game, but it's on par with simple, commercial games to me.
Re: SuperTuxKart 1.0 Release
#55Remembered this game back in the early days of Linux GUI.
Re: SuperTuxKart 1.0 Release
#56I tried unsuccessfully to get a usb Xbox controller to work with this game recently on ubuntu. Never found a workaround to get it to be recognized as a controller or keyboard. I do love this game though!
I highly recommend a Wiimote if you have one lying around. Super easy setup on Linux (couldn’t figure it out for the life of me on Windows, but that probably has more to do with me than the OS), the gyroscope works, vibration works, and overall it’s quite a lot of fun. I think I got a maximum of four simultaneously connected.
Not sure if you can do it with the current set of utilities for Linux, but the WiiMotes themselves support going up to at least eight.
Re: SuperTuxKart 1.0 Release
#57For people who are more into Wipeout I recommend Sanic Ballz
Because, even to my ultra-cheapskate taste, the Sanic game still looks too lo-fi.
Edit: well apparently it's quite possible to do something to that effect: https://www.youtube.com/watch?v=XSsPDEnpFGo
Though of course the handling, tracks, etc likely still need careful tinkering.
Re: SuperTuxKart 1.0 Release
#58Earlier quoted context omitted.
can't you just sideload the APK?
I’ll look it up.
1. Enable developer mode
2. Enable sideloading apps
3. Download an APK of the app.
4. Your device should take it over from there.
I ~have~ had a Fire Phone, and it was fairly easy to install the Google Play Store (only because that's where all the apps are, unfortunately,) and installing Aptoide is also pretty easy, too.Re: SuperTuxKart 1.0 Release
#59Earlier quoted context omitted.
I’ll look it up.
Basic steps, you'll need a bit Google for things specific to your device. 1. Enable developer mode 2. Enable sideloading apps 3. Download an APK of the app. 4. Your device should take it over from there. I ~have~ had a Fire Phone, and it was fairly easy to install the Google Play Store (only because that's where all the apps are, unfortunately,) and installing Aptoide is also pretty easy, too.
Re: SuperTuxKart 1.0 Release
#60Looks amazing, gonna get some friends to install and test a network (internet) game. We’ll probably jump a few continents to get us all connected so it will be interesting to see how the netcode handles players with varying latency. I wonder how’s difficult is it to create tracks for STK...
Seems like the typical way is modeling them using blender, with special objects and properties to mark game details: https://supertuxkart.net/Making_Tracks
And weirdly enough there's already a mod and a process to convert OpenStreetMap data into a track: https://wiki.openstreetmap.org/wiki/SuperTuxKart