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Question [QUESTION] About assets sizes
Posted by: Stellar Horse - 01-08-2026, 06:58 PM - Forum: Game development - Replies (3)

Can you explain me one thing - Why are all assets - houses, people, animals, plants, etc. so big on tracks? Huh They are not fit to the sizes of the characters on the karts. When I drive along the tracks i always think - Why everything is so big here? All tracks are so beautifully made, but there is no feeling of awareness that these tracks are created for the characters. Right now it feels as if they are just some strangers who accidentally drove into a places that not belongs to them.  Undecided

And because everything is so big, I can't enjoy the beauty of the tracks on the fullest because everything is too high, so i have to drive back to get better look at some objects.

I just thought maybe you would consider this question and maybe adjust the sizes? Blush

In any case, i just sharing with you my thoughts Big Grin I love this game, it's very enjoyable to play Shy

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  Maximum file size for uploading add-on tracks
Posted by: TuxRacer_0827 - 29-07-2026, 08:21 PM - Forum: Tracks - Replies (4)

Welche maximale Dateigröße ist für den Upload eines SuperTuxKart-Add-ons zulässig? Die Strecke, die ich gerade erstelle, könnte nach Fertigstellung über 40 Megabyte groß sein, da sie viele externe Texturen und neue Modelle enthält. Ich zeige euch später ein paar Screenshots der neuen Strecke.

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Brick (Design) New Visual Identity for Candela City
Posted by: Fine-Feline-3d - 25-07-2026, 07:25 PM - Forum: Tracks - No Replies

Hi everybody today I'm showcasing ideals and concepts for a new visual identity for Candela City.

I'm a bit of a designer and Candela to me always felt visually a bit vague. the presence of Various European landmarks ported into it and a massive volcano that isn't really visible always felt like lost potential to me. the map is generally visually confusing but I see lots of hidden potential in it.

First step is giving it an identity.

Since it's called Candela, which means Candle in several languages, I thought that would be a nice starting point. The massive metallic gear at the base of their Eifel tower made me think of the people that live here as some sort of highly skilled metal workers.
The Paris style apartments also hint to a pretty industrialized society and that volcano in the background might even be exploited for it.

Since the city is hanging on top of the coast I was thinking this should be made more evident, because while playing you really can't tell. controlled lava streams might be integrated into the design but I'm not sure about this yet.

St.Mark's Basilica with Tower and the Trevi Fountain don't make much sense being there. having Real life landmarks without context just weakens the map identity.
I would honestly replace them with something else in the future.

Taking all of this into account I'm imagining this City as inheriting its name from being historically an important hub for candles, the flame from them being an important symbol for the city, becoming core part of it's identity. Visual references to it being casted into monuments and architectural elements.

so to begin with. I made some rough sketches of how I imagined replacing elements you commonly see across the entire track.
Firstly the fences that on the current map look really outdated and are everywhere. Logically next step would be the street lamps. these old design allow for a lot of stylistic liberties which can help with giving the city it's own identity.
and next I realized we had this very simple arch in the map, in a part that is not really visible much but it was used in promotional material in the past and might become a more important element in the future.
[Image: attachment.php?aid=216]Following are the 3d models I'm working on. they are currently all work-in-progress:

This is the new fence wip
[Image: attachment.php?aid=218]

and this is the new Arch wip
[Image: attachment.php?aid=217]
both models are work in progress and will be subjected to changes. A Streetlamp model is also being worked on.


more should come in the future.

feel free to leave feedback



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  New Soccer-Arena (Beta): Gridiron-Soccer
Posted by: Schniggy - 24-07-2026, 09:23 PM - Forum: Tracks - Replies (2)

Hi, Fieldgoal-Challenge anyone?

       
Download via Dropbox (8,1MB) 


I'm new here and would like to show you my playable Beta of "Gridiron-Soccer". Way harder to kick goals now, use Nitro or Bowling-Balls. 


Known issues:
- Probably not fixable - because of the attraction of the goalline it happens that theres a lot of action behind the ramp.
- Itembox-Attraction. Seems that the AI-Players are all running for Itembox Number 1 on the field. Haven't seen this in other arenas now. Do I have some bad settings?
- Texture Issue of my "Kartcatchers" behind the goals. They are "Reset"-Objects, even with the same material as the plexiglass wall: solid grey. Any ideas?
- Missing Arena -> will be next, I'm new to Blender, just a couple of days, give me some time to handle out modelling and Blender at all.

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Lightbulb Speed Vector Affected Bones
Posted by: Fine-Feline-3d - 23-07-2026, 03:41 PM - Forum: Game development - Replies (2)

Good day everyone, today I'm suggesting a feature that will help the game feel visually more alive.
It's a small detail but can easily introduce enhanced visual on most characters very easily once implemented.

What I'm talking about is giving the possibility to the artists to assign certain bones the ability to be affected by the speed vector.
what do I mean by this? for example.

For a practical example, consider any Kart which character has big ears. if the artist decided to animate the ears, currently the only way to go about it is to choose what direction they should flop towards in a turn. if you expect the character to have the ears flop towards the left when turning right, as an artist what you will do is baking in the turning right animation the ears to flop or lean towards the left. However this approach breaks the moment the player drifts. if the player counter steers, the kart started the drift on the left but counter steer to the right, the turning right animation will playing, which is correct, but will set the ears to flop in the opposite direction of where they would naturally flop. this breaks the visuals a bit. the other solution is just not animating them at all which really makes the game feel visually a bit stale.

so what I'm asking for is to be able to use the velocity vector of the kart and use that to affect how selected bones behave. In the far future if this is expanded, it could also lay the base to make entire animations more dynamic, so like depending on the velocity vector the character might lean to one side, not binded to the turning left turning right. if the kart jumps onto bumps you will see the character jumping in the seat a little bit or if he hits another cart you'll see the sudden deceleration causing the character to bounce to one side. all of which wouldn't require separate animations to be baked but just selected bones to react to the kart speed vector.

minor details that have big visual impacts and make everything more fun to look at.

anyway back to what I was saying, all the rest can be kept for the far future. I'm just asking for selected bones to be affected by the speed vector to make simple things like ears or tails that flop following the "wind" or like even certain kart components, clothes pieces like capes or scarfs.
   

Sadly I don't know exactly how this should be implemented the best. in theory it should be relatively simple but I have no familiarity with the game engine. I might make a more detailed post in the future since this is a sketch outlining an idea.
Thank you for taking a look at this let me know if it is in any plans.

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Lightbulb [Suggestion] New Power-Up "Ghost Kart"
Posted by: Mish7913 - 22-07-2026, 01:19 PM - Forum: Game development - Replies (3)

I have a brilliant idea for a NEW Power-Up.

What if create "Ghost Kart" power-up. It's like a Suzanne in Cocoa-Temple track (she racing like a ghost kart, you can't interact with her). So ... what if make this power-up, when you enable it you will be a ghost kart for a few seconds, and you can ride through all karts and bananas, and no-one can interact with you (slap you with swatter or bowling ball, or cake, etc...).

And this will have a small weakness as well (for the balance) - when you are ghost kart, you can't grab gift boxes, and nitro.

So what do you think?



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Lightbulb [Suggestion] Screenshots in Addons
Posted by: Mish7913 - 22-07-2026, 12:10 PM - Forum: Game development - Replies (4)

I have a brilliant idea: what if add screenshots in addons?

Right now items in addons looks like that:
[Image: attachment.php?aid=208]

But what if make looks like that?  Big Grin
(I just edited screenshot in GIMP for example)
[Image: attachment.php?aid=209]



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Lightbulb [Suggestion] Sounds in Kart Animations
Posted by: Mish7913 - 21-07-2026, 09:58 PM - Forum: Game development - Replies (1)

Hi, I have a crazy idea, what if play audio when some animation is playing?

For example: 

  • When you hit another kart, play sound like "YES!!!" or "YEAHH!!!".
  • When someone hits you: "Aaaaah!" or "Oh NO!!!".

Custom audios for each kart, audio can be for winning and losing as well.

What do you think about this idea?

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  Redesign for Multitouch settings dialog for STK 1.5.1 idea
Posted by: GustaLOLE - 16-07-2026, 04:12 PM - Forum: Other creations - Replies (2)

Revamp the multitouch settings dialog by GustaLOLE · Pull Request #5789 · supertuxkart/stk-code · GitHub

Before:
   

After:
   

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Wink [Suggestion] My Idea for Story Mode
Posted by: Mish7913 - 13-07-2026, 02:56 PM - Forum: Game development - Replies (12)

Few days ago I was having fun with my siblings about idea for STK story, and after that I took my stylus, and start to draw this ideas, and I made small animatics, so ... enjoy watching.  Big Grin Well ... if it's not what STK need, at least I have fun drawing this, and also it maybe gives to someone ideas for real STK story.

P/S: Watch with SOUND ON (I voiced).



IDEA 1: 

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