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SuperTux source code

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Presently, the identity of the composer behind the game's soundtrack might pose as an enigma. Simplifying matters, it would be highly convenient to incorporate an author designation. This could take...

type:idea
category:code
category:meta
status:assigned
good first issue

There could be a new block that you stand on, and jumping can transport you to the background, and playing levels in a background will be gamechanging. ![Screenshot 2023-10-20 7...

type:idea
involves:functionality
status:needs-discussion

**SuperTux version:** latest master **System information:** N/A Currently SuperTux features 2 incompatible, used in different places GUI systems: `src/gui` and `src/interface`. This leads to unnecessary code duplication which results in...

priority:low
status:needs-discussion
category:code
category:design

`WorldSetMenu` and `SortedContribMenu` now inherit the new `WorldPreviewMenu` class, which allows displaying profile-specific world previews and progress. A preview for a world is generated each time the user leaves its...

type:feature
category:code
status:needs-review

While functional, wind could be giving a couple tweaks to make it more robust. If you make wind too strong you get push with no way of fighting against it....

type:idea
involves:functionality
type:feature
category:code
category:design

By adding a secret exit, that is not close to the actual goal but rather hidden earlier in a level it can make it a bit too easy to beat...

type:idea
category:code
involves:scripting

SuperTux v0.6.3-963-g9053b16cf This sounds counter intuitive, but this tree should be not solid regardless of if the tilemap is set to solid or not. ![image](https://github.com/SuperTux/supertux/assets/41154567/4bfa2993-be73-4d06-ad5f-67d352e2d447) its a decoration item, same...

Fixes #1112 by including the GL_NEAREST parameter for rendering, however this can appear poor on different magnifications because it renders to the nearest pixel, so I included the option to...

type:feature
category:code

Something I keep noticing is that depending on how dark a sector/ambient light is the smaller the range of affect light has over magic tiles becomes. In my opinion this...

type:idea
involves:functionality
category:code

Something that would be really benefitial is having rotateable hitboxes (for mechanics like swimming, swinging on ropes, rotating platforms etc.). If you know how to do it in C++ we...

priority:high
involves:functionality
category:code
status:needs-work
status:assigned
help wanted