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Build 0.6.1.2 pre-release 1
This build lets you try the upcoming features before they are shipped in the stable version. Most notably, this version can run on older video cards which were unsupported in 0.6.1. It also includes nifty things such as Team Play and new audio features. I call this 0.6.1 Plus!
Download
Use the Import Utility to upgrade your MOD!
Highlights
Relaxed OpenGL requirements for compatibility with older hardware
Introduced an underwater audio effect and an audio mixer
Added the Team Play mechanic
Updated joystick-related code
Introduced font aliases
Made additions and fixes to SurgeScript
Other minor fixes and changes
Build 0.6.1 pre-release 3
This version brings extra polish to the upcoming 0.6.1 release.
Download
Windows: https://download.tuxfamily.org/opensurg … e3-dev.zip
Android: https://download.tuxfamily.org/opensurg … e3-dev.apk
Use the Import Utility to upgrade your MOD!
Highlights
Fixed a subtle bug in the rendering of texts that made some lines not show up occasionally
Fixed a collision bug that took place when multiple players touched a jumping Skaterbug
Tweaked the collision of the item boxes
Tweaked the physics when it comes to collisions with springs hidden on the ground
Changes to Android-specific files
Other tweaks to the code
Build 0.6.1 pre-release 2
This is a pre-release of version 0.6.1, for early adopters. We're getting the engine ready for the stable release.
Download
Windows: https://download.tuxfamily.org/opensurg … e2-dev.zip
Android: https://download.tuxfamily.org/opensurg … e2-dev.apk
Use the Import Utility to upgrade your MOD!
Highlights
Added Android-related files and scripts
Made small changes to the code
Build 0.6.1 pre-release 1
This is a pre-release of version 0.6.1, for early adopters. We're getting the engine ready for the stable release.
Download
Windows: https://download.tuxfamily.org/opensurg … e1-dev.zip
Android: https://download.tuxfamily.org/opensurg … e1-dev.apk
Use the Import Utility to upgrade your MOD!
Highlights
Added the Croatian and updated the Bosnian, Serbian and Dutch translations (SecularSteve)
Updated the Russian translation (Halatnikov)
Updated the Polish translation (suve)
Updated the Esperanto translation (jorgesumle)
Updated the Italian translation (Nick)
Bitmap fonts: added new characters to the GoodNeighbors font
Build 20240313-dev
This version brings translation-related updates. If you find bugs in it, please notify me. I'm making an extra effort for the upcoming stable release.
Download
Use the Import Utility to upgrade your MOD!
Highlights
Bitmap fonts: added support for special characters that belong to Unicode blocks from Latin1 to Cyrillic
Bitmap fonts: added support for custom offsets per glyph
Added new characters to the GoodNeighbors bitmap font
Updated the Spanish translation (reaperplayer91)
Updated the French translation (Stilic)
Updated the German translation (Wuzzy)
Build 20240312-dev
This version brings various tweaks. If you find bugs in it, please notify me. I'm making an extra effort for the upcoming stable release.
Download
Use the Import Utility to upgrade your MOD!
Highlights
Physics: smoothly rotate the player back to 0 degrees after running on a wall
Spikes: increased the size of the collision box
Title screen: changed the position of the items so that they are uniformly spaced
Options screen: added items submit feedback & report issue
Simple Menu script: added function setBackOption()
Fixed a regression when restarting the level from the editor
Made adjustments for Android TV
Various tweaks. Assorted changes to the code.
Build 20240222-dev
This is a bugfix release (mostly physics-related) with a few additions. If you find bugs in this version, please notify me. I'm making an extra effort for the upcoming stable release.
Download
Use the Import Utility to upgrade your MOD!
Highlights
Physics: created a new logic to detect if the player is smashed
Physics: made various changes to improve robustness on collisions
Physics: changed the way clouds are handled
Windows: added metadata to the executable file
Scripting: added Player.forciblyOutOfWater and changed Player.restore()
Scripting: added Web.encodeURIComponent()
Changed the collision method of Powerups
Changed the 1up Powerup to make it easy to include custom icons
Updated the Peel Out script
Follow the Leader AI & Player 2 scripts: made the invulnerable player lose any shield when hit
Added events to the Default Title Card
Fixed a regression in Level.setup()
Reset the number of lives in the game over screen
Display additional messages to help with debugging
Made various assorted improvements
Build 20240202-dev
This is a juicy update with highly anticipated features! We're getting close to the stable 0.6.1 release. Let me know if you find any bugs.
Download
Use the Import Utility to upgrade your MOD!
Highlights
Introduced the compatibility mode for playing MODs easily and in various platforms (feature still in development)
Introduced CPU & human-controlled Player 2 (Follow the Leader AI & Player 2 scripts)
Introduced wavy water effects. Expanded the shader system. Updated the built-in shaders to GLSL 3.30 / GLSL ES 3
Introduced a new options screen with new sections: engine-related, audio controls, mobile controls and MODs
Surge the Rabbit: added scenes Play Classic Levels and Thanks for Playing. Introduced a new companion: Neon's Winning Animation
Surge the Rabbit: edited and expanded Neon's spritesheet. Changed Surge's walking animation. Changed other graphics. Added Noto fonts. More assorted changes
Surge the Rabbit: added Neon as Player 2 to the game. Added characters Surge & Tux as Player 2 (currently unused)
Input maps: added the Player 2 input mapping. Changed the default input mapping. Joystick numbers now start from 1 instead of 0
Gamepads: changed the way analog sticks are processed. Added D-Pad support on Linux. Improved support for multiple gamepads
Android: added support for gamepads. Pause the game when the app goes out of focus. Use the Native Dialog Addon with Modified Allegro 5.2.9
Scripting: added Player.restore(), Player.focusable, Player.hflip, Player.vflip, Player.forciblyUnderwater, Player.inoffensive
Scripting: added Game.title, Game.version, Input.remap()
Scripting: added Level.undoClear(). Made Level.act writable. We now freeze Level.time if player.dying is true
Scripting: changed the Enemy behavior, so that enemies cannot hit a frozen player that is not aggressive nor inoffensive
Scripting: introduced the Simple Menu Builder for easily creating in-game menus
Scripting: introduced the effectively detached policy for entities
Scripting: added Event Triggers 9-16. Expanded the Profiler. Tweaked the Bridges, the Conveyor Belts, the Animals, the Springs, the Pipe Sensor and Water-related objects
Scripting: the Switch Controller now takes player.focusable into account. Added function object Change Background. More assorted changes
SurgeScript Runtime: Math.mod(a,b) now returns the modulo a mod b instead of the remainder a % b
SurgeScript Runtime: changed the time interval of the SurgeScript Garbage Collector
SurgeScript Runtime: assorted changes to the code
Physics system: various tweaks
Animations: fix a bug in repeat_from. Require a percentage when declaring keyframes. Output integer coordinates when interpolating
Backgrounds: render foreground layers in the level editor. Render moving layers with a smooth delta time
Credits screen: display the contents of the /credits.txt file in the Desktop edition, in addition to displaying it in the mobile edition
Improved the height sampler of the level. Acknowledge brick-like objects
Introduced hotkeys: F7 (reconfigure joysticks), F8 (mute/unmute), F9 (toggle FPS counter)
Introduced a new method of computing the framerate (experimental)
Added batch files to launch the game at the demo level or at the options screen (see src/misc/goodies/)
Assorted fixes and improvements to the code
Build 20230915-dev
Download: https://download.tuxfamily.org/opensurg … 15-dev.zip
Highlights:
Android: play in immersive mode
Implemented a managed shader system
Fixed the calculation of line widths leading to the rendering of misaligned texts
Fix: respawn existing companions when transforming the player
Powerup Transformation: added the ability to handle multiple transformations simultaneously
Optimized the level parser
Made improvements to the code
Important: use the Import Utility to upgrade your game. More info here.
Build 20230906-dev
Download: https://download.tuxfamily.org/opensurg … 06-dev.zip
Highlights:
Fix player repositioning bug of the previous dev build
Important: use the Import Utility to upgrade your game. More info here.
Build 20230903-dev
Download: https://download.tuxfamily.org/opensurg … 03-dev.zip
Highlights:
Revised the physics: faster speeds & more robustness. Computations are now performed in double precision.
Introduced the new keyframe-based animation system & custom sprite properties.
Introduced the ability to transform the player into a different character.
Introduced Player modes: cooperative, classic.
Introduced new powerups: Powerup Transformation, Powerup Event Trigger.
Updated the Default Title Card. It now uses the new keyframe-based animation system.
Updated the Pause Screen Animation. It now uses the new keyframe-based animation system and adjusts itself according to the size of the screen.
Scripting: add Animation.prop(), Animation.findTransform(), Animation.duration
Scripting: add Player.id, Player.mode
Scripting: add Player.immortal, Player.invulnerable, Player.secondary
Scripting: add Player.hlockTime, Player.capspeed
Scripting: add Player.transformInto() and function object Transform Player.
Options screen: bring back the resolution setting, disable the ignore gamepad setting, adjust the position of the texts according to the size of the screen.
Zipline: use action spots to better position the player.
Default Camera: make it lag behind the player with a dynamic speed cap when moving at very high speeds
Improvements to the code, bugfixes and other small changes.
Important: use the Import Utility to upgrade your game. More info here.
Do you give credit to the authors of the artwork you are using?
Build 20230724-dev
This is a very significant performance update. I've been working on it over the past few months. Some of the core parts of the engine were rewritten - partially or completely - with performance in mind. I've changed significantly many things behind the scenes and I was able to make the engine a lot faster. There has never been a performance update as radical as this one!
Download: https://download.tuxfamily.org/opensurg … 24-dev.zip
Highlights:
Breaking change: the definition of what an entity is has been changed! Previously, objects tagged "entity" were considered to be entities. Now there is an added requirement. Please read it on the docs.
Most existing entities already abide by the new definition. A few former entities do not. The engine will attempt to find such cases and warn you about them. If you get a warning, fix it as instructed.
Rewritten the entity management system. Made it faster with space partitioning based on my quadtree variant designed for the SurgeScript object tree.
Rewritten the brick management system. Made it faster with space partitioning based on a spatial hash with faster iterators.
Re-implemented the level height sampler
Optimized the rendering system / batching system
Press F10 during gameplay to see the batching stats (less batches means less draw calls and increased performance)
Introduced an experimental "low quality graphics mode", available at the options screen, based on a Z-buffer and with more aggressive batching
Experiment with a pair of FBOs used in a round-robin fashion in an attempt to prevent possible pipeline stalling in some drivers
Optimized collision detection. Made it a lot faster with mathemagics and with a quick partitioning scheme!
Optimized loading times
Optimized the scripting engine:
Optimized program lookups / function calls with self-modifying SurgeScript bytecode that recognizes opportunities for optimization
Optimized tag tests with faster hashes and bitsets
Introduced managed strings: optimized the allocation and the deallocation of strings with a pool
Made other changes related to temporary objects and to garbage collection
Optimized the rendering of fonts
Re-implemented the rendering of backgrounds with faster batching
The Waterworks 2 background is now based on a single image file for optimal batching
The baddies of Waterworks Zone are also on a single image file
Rewritten the animation system. Optimized the lookup of transitions.
Lots of refactoring and improvements to the internal parts of the engine
Scripting: updated the Profiler object
Scripting: added Level.findEntity(), Level.findEntities(), Player.moveBy(), Player.move(). Changed EntityEvent.
Introduced warnings about the future removal of the legacy scripting system / legacy items (0.2.0)
Removed the legacy particle system. Re-implemented particles as SurgeScript entities
Tweaks to the physics system, to some levels and to some scripts
Made changes to the Debug Mode
Bugfixes and other changes
Important: use the Import Utility to upgrade your game. More info here.
Build 20230423-dev
Download: https://download.tuxfamily.org/opensurg … 23-dev.zip
Highlights:
Made a lot of progress on the Android port
Mobile menu: added a new credits screen for mobile (experimental)
Add file credits.txt to the root folder to display your own text
Mobile menu: added developer mode warp trick
Hold the credits icon for a few seconds, then tap it
Mobile menu: updated the info screen
Created new scene: Rate the Game
New pause sound effects by M374LX
Added the Classic Quest
Refactored the quest system
Added support for implicit single-level quests
Added support for loading quests within quests (via .qst files)
Discarded obsolete fields
Refactor: moved the layers into the obstacle/obstaclemap (physics engine)
Scripting: added SurgeEngine.Platform and SurgeEngine.Platform.Android
Scripting: added Sensor.layer
Scripting: added Video.fullscreen
Scripting: added Level.loadAndReturn()
Scripting: added the SurgeTheRabbit package
Implemented own mouse emulation via touch input
Optimized the Lucky Bonus
Options screen: added menu item that opens the website of the engine
Title screen: added share & donate menu items, as in Open Surge 0.5.x
Title screen fix: reset the score when loading the default quest
Adjusted the sensitivity of the Mobile Gamepad
Added logic to stop all Audio Sources when unloading a level
Added experimental compatibility mode for loading MODs created with different versions of the engine
Fixed disappearing entities & collision bugs introduced in the previous dev build
Various fixes and improvements to the code
IMPORTANT: use the Open Surge Import Utility to upgrade your game. Do not just replace the .exe and do not move the old files into the new engine. More info at https://youtu.be/GpxynnR1yOw
Build 230224-dev
Download: https://download.tuxfamily.org/opensurg … 24-dev.zip
Highlights:
Introduce the Debug Mode, an experimental customizable mini-editor for Desktop & mobile devices written in SurgeScript
To access on mobile, pause the game, grab the handle at the bottom of the screen and tap on DEBUG
To access on Desktop, press Shift+F12 during gameplay
Explore scripts/debug_mode/ if you want to customize it and/or learn how it's done
Add the ability to change the title of the window and the size of the screen / backbuffer
Edit file surge.cfg at the root folder
Introduce video modes: fill and best-fit (these allow higher resolution graphics compared to normal gameplay)
Scripting changes
Fix player.input.simulateButton()
Introduce entity.lateUpdate()
Introduce Video.mode
Add Transform.scaleBy(), Transform.scale(), Vector2.one
General improvements
Note: if you're using the dev builds to develop your game, use the Open Surge Import Utility (see src/misc/goodies/). Do not just replace the .exe and do not move the old files into the new engine. More info at https://youtu.be/GpxynnR1yOw
Build 230130-dev
Download: https://download.tuxfamily.org/opensurg … 30-dev.zip
Highlights:
Introduce the Open Surge Import Utility to get MODs in sync with the latest releases of the engine
Add .cmd scripts for Windows users at src/misc/goodies
Fix: stop previous music when loading a level
Build 230119-dev
Download: https://download.tuxfamily.org/opensurg … 19-dev.zip
Lots of things changed behind the scenes since the last dev build.
Highlights:
Rewrite the video subsystem
The F11 hotkey is now used to toggle fullscreen mode
Dropped the Resolution setting in the options screen (the window is now resizable)
Performance optimizations with deferred drawing
Ported the 2022 Waterworks brickset to a single image using the Quick Brickset Editor in order to take advantage of deferred drawing
Reduced the number of images in the 2022 Waterworks background in order to take advantage of deferred drawing
Partial support for Android (work-in-progress)
Introduced a touch screen-based virtual gamepad for mobile devices
Introduced the mobile mode (via command-line option --mobile)
Introduced the new Mobile Menu (work-in-progress) with the options to take a snapshot of the game and to view technical information on mobile
Introduce the new Pause Menu
New collectible sound effect by M374LX
Update the tubes. Prevent possible softlock when rolling slowly at the entrance of the tubes with irregular ground
Reduce the speed of the little animals when underwater
Change the way bricks on colored layers are displayed in the editor
Add the command-line option --verbose to print logs to the standard output
Improvements to the asset system
Build 221015-dev
Download: https://download.tuxfamily.org/opensurg … 15-dev.zip
Highlights:
Reimplemented nanoparser with Allegro's File I/O interface and Unicode support
Reimplemented the asset system with physfs
Upgraded the Allegro library and its dependencies
Hi,
Take a look at https://wiki.opensurge2d.org/User_Input
Please ask new questions on Discord https://discord.gg/w8JqM7m . We're currently using this forum just to share some games and assets for Open Surge.
Hi,
What is your engine version? Is it Open Sonic 0.1.4? Open Sonic is no longer maintained.
Please ask new questions on Discord https://discord.gg/w8JqM7m . We're currently using this forum just to share some games and assets for Open Surge.
Hi,
What is your engine version? Is it Open Sonic 0.1.4? Open Sonic is no longer maintained.
Please ask new questions on Discord https://discord.gg/w8JqM7m . We're currently using this forum just to share some games and assets for Open Surge.
Build 0.6.0-RC1 (Release Candidate 1)
Download: https://download.tuxfamily.org/opensurg … .0-RC1.zip
Highlights:
Add new Waterworks Zone Boss (Cody Licorish)
Update Polish translation (suve)
Create new pixel art for the title screen
Optimize the rendering of backgrounds
Update .desktop, flatpak & snap files
Update icons
Adjustments and tweaks
Build 22.830-dev
Download: https://download.tuxfamily.org/opensurg … 30-dev.zip
Highlights:
Add new Waterworks Zone 2, fully playable
New gimmick: Power Pluggy
New title screen music by M374LX
New sound effects: charge, damaged, shot by M374LX
Update translations: Bosnian, Dutch, Serbian (SecularSteve)
Improved the Waterworks brickset
Keep the HUD on the screen while displaying the level cleared animation
Build 22.820-dev
Download: https://download.tuxfamily.org/opensurg … 20-dev.zip
Highlights:
Add new Waterworks Zone 1, fully playable
New gimmicks: Conveyor Belts, Walk on Water
Fix d-pad input on Xbox controllers
Fix crash upon invoking object destructors when unloading/reloading a level
Repair support for Visual Studio via clang (svgmovement)
Add animated Allegro Splash Screen & SAGE 22 Splash Screen
New boss music by Johan Brodd
Update translations: German (Wuzzy), French (Stilic), Russian (Halatnikov), Italian (Nick), Esperanto (Jorge Maldonado Ventura), Spanish (reaperplayer91)
General improvements
Build 22.802-dev
Download: https://download.tuxfamily.org/opensurg … 02-dev.zip
Highlights:
New Waterworks Zone brickset
New Waterworks Zone backgrounds: indoors & outdoors
New Title Card (easier to mod)
New sprites: item boxes, springs, spring boosters, goal sign, goal capsule, checkpoint
Update poses of the Surge sprite to match the new style
Update the explosion sprite
New font: BoxyBold
New title screen (WIP) and new End of Demo scene
Scripting: introduce the concept of action spot & action offset (sprites)
Scripting: add Player.anchor, Player.hotSpot, Player.actionSpot, Player.actionOffset, Actor.anchor, Actor.hotSpot, Actor.actionSpot, Actor.actionOffset, Animation.actionSpot, Animation.actionOffset
Scripting: make Level.time read-write
Scripting: add property Platformer.gravityMultiplier
Scripting: Event Triggers can now be reactivated
Scripting: introduce setup object "Surge Gameplay". Make "Default Setup" and "Debug Setup" obsolete.
Scripting: new function objects: Translate Player, Translate Default Camera
Fix watercolor algorithm (use pre-multiplied alpha). Multiply RGB values by 2 to get old values.
Level watercolor now accepts an optional 4th parameter: alpha
Change the physics slightly
Improve macOS compatibility
Remove legacy Allegro 4 code
Bugfixes and general improvements