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| Controllers? |
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Posted by: freddiestarr - 03-01-2026, 08:44 PM - Forum: General
- Replies (3)
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Hi, thanks for making this great little game!
I have never played games but my kids are having a hard time at the moment so I thought I'd find them one game I can install on Linux to help pass the time.
I can't work out how to do 2 player. they would LOVE this. I am on Fedora. I can't understand the settings, I tried setting up 2 players, tried plugging in a second USB keyboard, got nowhere. Is it doable?
Also, is it possible to use game controllers, for example if I bought a couple of used Playstation 1 controllers off ebay or whatever, would they work?
thanks again
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| SuperTuxKart 1.5.1 |
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Posted by: Aleksej33 - 02-01-2026, 03:45 PM - Forum: Game development
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In a comment of a youtube video i have seen someone who has said there is a new 1.5.1 STK version which I haven't heard about before.
Where can I get this version?
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| Making a Track in Blender 5.0 |
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Posted by: meatball_stk - 02-01-2026, 01:34 PM - Forum: Tracks
- Replies (1)
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I am trying to make a track in Blender 5.0 and I cannot get the materials to work. Does anyone have any guidance on how I could texture the objects on the track?
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| Ranking On Servers |
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Posted by: meatball_stk - 01-01-2026, 10:14 PM - Forum: Game development
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Would it be possible to make it so that on local servers ranking can be used without a central server, so that the ranking will only exist on the local server and not be used anywhere outside of the server?
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| The FEEL Branch (of Speed) |
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Posted by: kadajett - 01-01-2026, 12:31 AM - Forum: Game development
- Replies (5)
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*Editing post after chatting and re-reviewing my code. Paired down to only speed lines!*
First off, happy new year all! I am writing this forum post at least partially on the 31st at 4PM!
I am pretty new to this project. The last game project I was working on announced they wouldn't be supporting Linux going forward, and that was a deal breaker. In finding a new project to contribute to, I found an amazing fun game to play! I really appreciate what everyone here is building.
I am also kadajett on Discord, so come and say hello! I have introduced myself there as much as possible in such a short time!
So, WHAT IS THE FEEL?
I started out playing the version of the game that is on the master branch. It was fun, but there were some quirks. I set out to find bugs that other people had posted first, with a goal of learning the codebase enough to form an opinion, and maybe fix some stuff.
A few days in after discovering the beautiful BalanceSTK2 branch, I learned how most of the kart, physics, map normal stuff, etc worked. With that, I started to play around with some minimal UI additions, not meant to modify gameplay at all, but meant to improve the feeling of the game. Make things feel more impactful. When you are hit, it should feel like you are hit! When you hit a zipper, you should feel like you are moving FAST. in addition to a few more things, I worked on a few new shaders to help see items on the track with my 5k widescreen, as the outlines were almost invisible. Turns out, someone had already posted an issue about this in github, so maybe I did the right thing!
Before I continue, I wanted to say that the goal of this post is to see what you all think! We can talk game design, or we can talk tech. I am happy to talk through either, since I am so new to this project, I have no right to a strongly held opinion!
what did I do?
Camera pulls back slightly during boosts
During boosts, the camera briefly pulls back to enhance the "speed" sensation, then smoothly returns.
Parameters:
- Max FOV increase: 8 degrees
- Speed threshold: 70% of max speed
- Lerp speed: 4.0 (smooth interpolation)
How it works:
1. Calculate speed_factor = (speed_ratio - 0.7) / 0.3
2. During boost, add extra factor (0.3 for nitro, 0.5 for zipper)
3. Lerp toward target FOV each frame
4. Result: subtle widening at high speed, more pronounced during boosts
Speed lines appear during nitro/zipper/skid boosts
Seen above!
You can see in the boost. This one is all technical, so I apologize.
For the non-technical, this is a boolean value based on whether the character is boosting, and what caused it. You could think of it like this equation, but you would be wrong. lol
`an=vn−vn−1`
It is far simpler. I did go the calculation route early on, but is wasn't as satisfying, as you could hit multiple zippers and sit at your max speed and never see the lines. This way, you feel FAST when you do something that should make you go FAST.
How it actually works:
Speed Lines Shader (speed_lines.frag)
Trigger: onBoostActivated() callback sets intensity
Uniforms:
- speed_intensity [0.0-1.0]: Line density and length
- boost_intensity [0.0-1.0]: Purple tint amount
- time: Animation driver
- center: Screen center (where kart is)
- inner_radius: Where lines start fading in
1. Calculate angle from screen center for each pixel
2. Divide into 60-100 radial sections (more sections at higher intensity)
3. Per-section random offset for non-uniform appearance
4. Smoothstep for anti-aliased line edges
5. Radial falloff: lines stronger at screen edges, invisible near center
6. Animation: lines move outward, fade in/out over time
7. Three layers blended for depth (60%, 30%, 20% weights)
8. At high boost intensity (>0.3): adds subtle chromatic aberration
Happy new year, everyone!
Small tidbit, moving from JS and C#, C++ here was weird. The observer pattern was new to me, but not completely foreign. Fun to learn, at least!
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