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SuperTux 0.7.0 beta 1
Pre-releaseThe 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.