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  Small development news
Posted by: Alayan - 05-05-2026, 01:32 PM - Forum: Blog posts - Replies (2)

We have recently started to publish small development entries at members.supertuxkart.net.

On our normal blog posts and videos, we usually look in detail at some aspect of the game, like a major feature, a new track, or a series of related improvement.

These small development entries are much narrower in scope, usually looking at a picture showing some of Evolution's improved visuals or looking at code changes and other aspects of game development that wouldn't get a full normal blog post.

The published entries so far are:


We aim to publish new entries once or twice a week. The latest entry on a better website has a small poll on which page of the website should be improved next.

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  game Item
Posted by: LLS - 04-05-2026, 08:05 PM - Forum: Other creations - Replies (2)

[Image: attachment.php?aid=129]

[Image: attachment.php?aid=130]



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Lightbulb Suggestion on Time Trial multiplayer mode
Posted by: NGTT2 - 01-05-2026, 09:28 AM - Forum: Game development - Replies (2)

- Instead of all players racing simultaneously, each player gets an individual time trial (TT) lap of their own & after everyone completes their run, players are ranked based on their fastest lap times.

Example:
Setup: A lobby of up to 5 players joins the mode.
Turn Orders: Players take turns one by one (ex: Player 1 → Player 2 → ..... → Player 5).
Spectator Mode: While one player is on their TT lap, others can spectate in real time and prepare for their own turn.
Ranking: Once all players finish, they’re ranked from fastest to slowest based on their personal best lap time.

At the end there can be a reward or feedback system which will allow players to share their results or compare them with others?

Basically what i mean is instead of racing simultaneously, we could race one after another or each individual will be ghost & won't see each other throughout the race.
I haven't tried tt on multiplayer as very few ppl actually use it on servers but would be a great idea if we had something like this which could improve fairness,  give strategic prep time & increase excitement to play against.

Player can forbid also if they messed up which will result in they being disqualified/eliminated.

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Lightbulb Scripting API
Posted by: LLS - 01-05-2026, 12:34 AM - Forum: Game development - No Replies

How do I retrieve and restore the rotation of a kart/object?

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  Server outage [28/04/26]
Posted by: Alayan - 28-04-2026, 10:12 PM - Forum: General - Replies (1)

The hosting provider on which STK's main services are hosted (main website, forum, addons server which is also what handles online play) suffered an outage tonight. So this wasn't something specific to just our own server.

The problem was first noticed at 18:40 UTC but it may have started a bit earlier. When we discovered that the issue was at the level of the hosting-provider, there wasn't much that we could do except wait.

The websites were back up on bcf's end by 20:25 UTC and on my end by 21:00 UTC. The in-game API allowing to connect to the online user account and to access online servers initially didn't respond but it worked on my end shortly after.

As far as I can tell, all services are now restored.

We apologize for the inconvenience!

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  MinkowskiKart
Posted by: RobsonChristie1995 - 27-04-2026, 05:21 PM - Forum: Other creations - No Replies

Hi Everyone

I have been vibe coding relativistic physics into SuperTuxKart. I think there may currently be issues with the apple build but if your on windows give it a go Smile

https://github.com/rchristie95/MinkowskiKart

Cheers

Robson

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  My topics for "Fast Music" tracks stk.
Posted by: NickerAban - 25-04-2026, 02:42 AM - Forum: Other creations - No Replies

Howdy, I came to comment about Fast music and what they still haven't implemented, like tracks and so on.

I have been creating fast music for each missing track, and I started using "Audacity" to edit audio and music, which I have found very good. I am designer and I also draw, but this is the first time I have modified audio and music according to my tastes. I was thinking of taking a course in digital music.

I already have the fast music tracks ready, I sent a zip file there so that you can download it if you are interested in trying it.

https://mega.nz/file/LIkTySRA#QD79COhHIK...exybvxf1uo

Actually, I am not sure if the tracks for "fast music" require modifications to generate a fast file that allows implementing stk. I also don't know if the code can use stk without needing to create the "fast music" directly through Audacity.

Sorry if my reading is like this to understand, it is because I find it hard to focus on writing in english.

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  Proposed changes for the bomb
Posted by: Alayan - 21-04-2026, 04:11 PM - Forum: Game development - Replies (2)

I opened two tickets for concepts I'm currently looking to implement in SuperTuxKart Evolution after some recent testing:

Quote:The current bomb duration at 30s feels too long.

The bomb is already more generous than a parachute or an anchor, as instead of an immediate time loss there is a chance to pass the bomb or remove it and to avoid losing any meaningful time.

But with 30s, there is no sense of urgency. There is a long time left for the player to try to pass it on or to get multiple gift boxes until something can be used to remove it. Also, towards the end of the race, the player can be confident he will arrive at the finish line before the explosion.

20s instead of 30s should help significantly but testing is needed to validate how it feels and if an ever lower value should be tried.

The positioning of the bomb timer's arrow should also be rescaled, otherwise only a tiny part of it would be used.
Quote:This is subject to confirmation in testing that it improves the gameplay, but the idea is as follow:
  • Remove the "can't pass back a bomb to the player who gave it" rule
  • Add a "can't pass a bomb you received in the last X seconds" rule, with a time value of probably 1 to 2 seconds
  • Add a visual indicator of some sorts when the bomb cannot be passed
The rationale is that:
  1. There is no visual indicator that some kart is immune to receiving your bomb, you just have to know you got it from that kart and the rule.
  2. The justification for the existing rule is to avoid issues with multiple collisions in quick successions (which happens in many actual collisions) as we don't want the bomb passing back and forth with the final "owner" more or less random. The new delay rule also addresses that
  3. Often, you don't have another kart to try to pass it on than the one who just gave it to you and having no counterplay isn't very fun.

Let me know if you have comments or suggestions on the matter!

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  The History of SuperTuxKart
Posted by: Alayan - 20-04-2026, 10:10 PM - Forum: Blog posts - No Replies

To celebrate the 7th anniversary of SuperTuxKart 1.0's release, the SuperTuxKart team is happy to present an entirely new history page that explores over two decades of development!

From the times of TuxKart to SuperTuxKart Evolution, this history page, illustrated with many pictures, will let you discover your favorite game's journey.

The full blog post announcing this new page also gives an update on some recent changes to our website and upcoming plans so be sure to check it out!

[Image: attachment.php?aid=123]



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Exclamation Final Gloom Update
Posted by: skindoormimiz - 18-04-2026, 06:48 PM - Forum: Addon Talk - Replies (2)

Hey, I'll update Final Gloom in about a week.
The changes are quite simple:
- I'll add floating item boxes in the middle of the jump of the early ramp (the one usable on lap 2 and on);
- I'll add a driveline to the left of the crater at the bottom of the map, since it's the most taken path online and basketballs don't properly work that way.

I'm posting this thread because I could consider additional suggestions on what other changes the track needs

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