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SuperTux

github.com

31–40 of 55 posts

Re: SuperTux

#31
post #21

I haven't played for more than a minute, but reading the README here, it's interesting how there's a different experience with a FOSS game released but still in development, especially over so many years. Instead of "SuperTux 2" you have incremental changes. "The next level is finished, all the boss battles are improved". There's no canonical versions like there are with at least classic console games. I know modern…

They definitely do rework modern games. I don't know if it's still technically EA but No Man's Sky gets massive patches regularly. MMOs also get game changing updates.

> No Man's Sky gets massive patches regularly

To be fair MMORPGs need to do taht to stay relevant.

Re: SuperTux

#32

Earlier quoted context omitted.

> I know modern games have patches and stuff but I don't think they rework the game this way but I could be wrong. Sometimes game patches for modern games do rework game balance or playability, rather than just fixing bugs.

Yeah, Cyberpunk 2077 2.0 patch changes the game massively, for instance

Considering how broken and beta quality the first release of Cyberpunk was, maybe the 2.0 version is the actual 1.0 version they intended to launch in the first place.

Re: SuperTux

#33
post #14

This game got weirdly very popular among kids of a very specific generation, here in Portugal. The "Magalhães", an Intel Classmate variant that was available to school kids between 2008 and 2010 for a price between 50€ and 0€ (depending in social security status), came bundled with both Windows and a Portuguese Linux distro, which shipped with SuperTux by default.

[dead]

Re: SuperTux

#34
post #21

Earlier quoted context omitted.

They definitely do rework modern games. I don't know if it's still technically EA but No Man's Sky gets massive patches regularly. MMOs also get game changing updates.

> No Man's Sky gets massive patches regularly To be fair MMORPGs need to do taht to stay relevant.

Does NMS count as an MMORPG?

But to your point yes of course, MMOs that are subscription based need these updates. Regardless, parent was wrong.

Re: SuperTux

#36
post #14

This game got weirdly very popular among kids of a very specific generation, here in Portugal. The "Magalhães", an Intel Classmate variant that was available to school kids between 2008 and 2010 for a price between 50€ and 0€ (depending in social security status), came bundled with both Windows and a Portuguese Linux distro, which shipped with SuperTux by default.

>Portuguese Linux distro Be curious to know what makes a Portuguese linux distro. Isn't changing the language on any other mainstream distro enough? What does the Portuguese market desire extra on top to warant the extra effort?

While you're not wrong, I believe that the effort was made with the intent of supporting everything in-house instead of relying on the community. The UI(KDE) of the Linux Caixa Mágica (Magic Box) was worked on to be user friendly and translated in portuguese as back then everything was still a bit rough around the edges, it was also pretty well documented for parents. I think my first linux was that one, and I learned a lot with it. Unfortunately I can't say the experience was universal, as the lack of teacher training(the education system evolves very slowly) and lack of resources that involved it lead to a complete flop in the classroom environments.

Re: SuperTux

#38
post #17
post #16

Earlier quoted context omitted.

Also: https://github.com/supertuxkart/stk-code

SuperTuxKart runs well on Android, and it will let you use the accelerometers to steer (so you just tilt the whole device like a steering wheel) which gives it a feeling a little like the Wii version of Mario Kart.

Yep, even works with controllers!

My kids will play this together using controllers on the Nvidia Shield, and it runs great. They have an absolute blast!

Re: SuperTux

#39

Earlier quoted context omitted.

Yeah, Cyberpunk 2077 2.0 patch changes the game massively, for instance

Considering how broken and beta quality the first release of Cyberpunk was, maybe the 2.0 version is the actual 1.0 version they intended to launch in the first place.

Honestly, yes. I played through the campaign on launch day and noticed a few bugs. The game felt pretty shallow. 2.0 brought to what I though it would be on launch day. Kinda wish I just waited a year or so for the 2.0 update before I played it.

Re: SuperTux

#40
post #25

I haven't played for more than a minute, but reading the README here, it's interesting how there's a different experience with a FOSS game released but still in development, especially over so many years. Instead of "SuperTux 2" you have incremental changes. "The next level is finished, all the boss battles are improved". There's no canonical versions like there are with at least classic console games. I know modern…

Well, there actually is/was a Supertux 2. I don't remember the specifics, I think they rewrote it from blit 2D into OpenGL? You can see here : https://github.com/SuperTux/supertux/blob/master/supertux2.d... that it's called supertux2 But yeah this has nothing to do with the actual content of the levels, it only refers to the engine.

To clarify, supertux2 is mostly a distro thing. For a while both 0.1 and 0.3 were shipped, and the user-made levels were not quite compatible between them.

Specifically, 0.1:

* had a fixed screen size

* only let you go forward

* used different mechanics for the fire-throwing upgrade

Nowadays it's been long enough that most levels are written for the later versions. And IIRC recent versions re-added some support for forward-only levels (race against the clock).

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