SuperTux
github.com
github.com
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.
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?
My kids will play this together using controllers on the Nvidia Shield, and it runs great. They have an absolute blast!
The new team lead was somebody who seemed to have a habit of stonewalling [2] ideas and code contributions from both community members and the dev team, talking down about "newbie-tier players" with "zero skill", and [3] hyperfixating on "balance" (in what is fundamentally a kids' game) without room for fun or discussion. The lead artist, who made basically all the tracks that are worth looking at, and whom I'd worked with now and then to get a couple contributions included, eventually disappeared too.
Naturally, commits, contributors, and blog posts/updates are now at an all-time low. [4]
So, don't let your group dynamic be taken over by domineering personalities, I guess, is the lesson.
1: https://blog.supertuxkart.net/2019/05/my-departure-from-supe...
2: https://forum.freegamedev.net/viewtopic.php?f=17&t=8086&p=77...
3: https://github.com/supertuxkart/stk-code/issues/3888#issueco...
I'm confused because reputable dev leads getting "bullied out of a project" seems like a 2000s thing which shouldn't exist after the proliferation of git where the repo is in theory decentralized, so nobody could without "commit access" like the CVS days of old.
When the original contributor left because they thought the game did what they wanted it to do, I'm not sure it's really a major sticking point if the new leader decided to be conservative about things... not that I have a stake in it or whatever.
Hiker explicitly says that his reason for leaving isn't because his goal was accomplished:
> > To be completely honest, the main reason for my departure was not that my goal of online races was reached. It is a matter or principle and professionalism. From my point of view a big change has gone through the development team, when new members were added and older members left. Let’s just say that the newer team members preferred to pursue a faster-paced development style with fewer reviews, less documentation, less oversight and a reduced need for consensus, and that our differences in approach could not be reconciled.
This was further discussed on Reddit:
https://old.reddit.com/r/linux_gaming/comments/bpb44y/supert...
The link submitter above themselves had done a GSoC with the original team, and on the situation and the bit quoted above, all he had to say was ":/".
> When the original contributor left because they thought the game did what they wanted it to do,
Again, explicitly not what happened.
> I'm confused because reputable dev leads getting "bullied out of a project" seems like a 2000s thing which shouldn't exist after the proliferation of git where the repo is in theory decentralized, so nobody could without "commit access" like the CVS days of old. > > […] I'm not sure it's really a major sticking point if the new leader decided to be conservative about things...
It sounds to me like you are confused because you expect a technical solution to prevent social problems. Obviously, that doesn't really work, bullies still exist, and even if you fork it's still seen as a big, stressful, hostile action that most conflict-averse people would prefer to avoid doing.
From what I've seen, the new devs didn't decide to be uniformly conservative about things— They still posted on the forums with big plans now and then— But it's more that they compulsively let only their own contributions and drastic changes through.
There was one in I think the left back corner of an arcade we went to in middle school. I pointed it out to my friend, I think.
https://rasterweb.net/raster/2004/08/13/20040813073000/
https://www.highwaygames.com/arcade-machines/tux-racer-9072/
Fun to see that the source is out there on github
Sometimes game patches for modern games do rework game balance or playability, rather than just fixing bugs.
Imagine playing chess but the rules change every couple of months.
To be fair MMORPGs need to do taht to stay relevant.
But to your point yes of course, MMOs that are subscription based need these updates. Regardless, parent was wrong.
nah, I've personally only played it offline
But yeah this has nothing to do with the actual content of the levels, it only refers to the engine.
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).
Was a fun third-person 3d racing game of some sort. Tux raced down a hill covered in snow on his front and you could steer around trees and rocks and such. My memory is probably getting the details wrong.
Edit: haunter had the answer. It was a port of TuxRacer.