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- pingus (6) User Commands pingus (6)
- NAME
- pingus - A puzzle game where you have to save penguins
- SYNOPSIS
- pingus [OPTION]... [FILE]
- DESCRIPTION
- Pingus is a side-scrolling puzzle game where the player has to guide a
- group of penguins from the entrance of a level to the exit, in between
- the path is blocked by numerous obstacles and dangers that the player has
- to overcome by assigning actions to the penguins.
- OPTIONS
- GENERAL OPTIONS
- -h, --help
- Displays this help
- -V, --version
- Print version number and exit
- -v, --verbose
- Enable info level log output
- -D, --debug
- Enable debug level log output
- -Q, --quiet
- Disable all log output
- DISPLAY OPTIONS
- -w, --window
- Start in Window Mode
- -f, --fullscreen
- Start in Fullscreen
- -r, --renderer=RENDERER
- Use the given renderer, defaults to sdl. Available renderers are:
- sdl A simple software renderer based on SDL, this is the de‐
- fault and the safest options.
- opengl The OpenGL renderer will use hardware acceleration to ren‐
- der the graphics, it is much faster then the SDL renderer
- and recommended when the hardware supports OpenGL.
- delta The delta renderer uses SDL for rendering and doesn't use
- hardware acceleration, it will however try to increase ren‐
- dering performance by only re rendering screen elements
- that have changed. Using the delta renderer will disable
- some effects such as scrolling background to allow maximum
- benefits.
- -g, --geometry=WIDTHxHEIGHT
- Set the window resolution for pingus (default: 800x600). Note that
- --geometry only applies to the window resolution, for the
- fullscreen resolution use --fullscreen-resolution
- -R, --fullscreen-resolution=WIDTHxHEIGHT
- Set the resolution used in fullscreen mode (default: 800x600)
- --software-cursor
- Enable software cursor
-  GAME OPTIONS
- --no-auto-scrolling
- Disable automatic scrolling. Automatic scrolling will cause the
- screen to scroll whenever the mouse reaches the border of the
- screen. Automatic scrolling will only be active in fullscreen mode
- or when mouse-grab is enabled.
- --drag-drop-scrolling
- Enable drag'n drop scrolling. By default Pingus will use a rubber-
- band scrolling where the scroll speed depends on how far away the
- cursor is from the position when the mouse button has been
- clicked. In drag&drop mode scrolling will behave more like in tra‐
- ditional GUI applications such as Gimp, where clicking the scroll
- button will 'pick up' the playfield and allow to move it around
- till it is released again.
- SOUND OPTIONS
- -s, --disable-sound
- Disable sound
- -m, --disable-music
- Disable music
- LANGUAGE OPTIONS
- -l, --language=LANG
- Select language to use with Pingus
- --list-languages
- List all available languages
- EDITOR OPTIONS
- -e, --editor
- Loads the level editor
- DIRECTORY OPTIONS
- -d, --datadir=DIR
- Load game datafiles from DIR
- -u, --userdir=DIR
- Load config files and store savegames in DIR
- -a, --addon=DIR
- Load game modifications from DIR. Files in DIR will be used in‐
- stead of the files in found in the main datadir of Pingus, thus
- allowing to modifications, such as sprites replacements, addition‐
- al levels, etc. to the game, without changing the main data files.
- --no-cfg-file
- Don't read ~/.pingus/config
- -c, --config=FILE
- Read config from FILE
- --controller=FILE
- Uses the controller given in FILE
- DEBUG OPTIONS
- --developer-mode
- Enables some special features for developers
- -t, --speed=SPEED
- Set the game speed (0=fastest, >0=slower)
- -k, --fps=FPS
- Set the desired game framerate (frames per second)
- --tile-size=INT
- Set the size of the map tiles (default: 32)
- KEYBOARD SHORTCUTS
- GAMEPLAY
- All gameplay related keyboard shortcuts are configurable via a controller
- config file, see --controller and controller/default.scm.
- W, A, S, D
- Scroll in the level
- Space Hold to ast-forward
- P, R Pause the game.
- S, F Advance the game by a single frame.
- Backspace
- Activate armageddon.
- Escape Leave the current screen/level.
- ENGINE
- F10 Show/hide the FPS counter.
- AltReturn, F11
- Switch to fullscreen/window mode.
- Ctrlg Toggle mouse grab, when active, the mouse can not leave the win‐
- dow.
- Ctrlo, F5
- Show the option menu.
- F12 Make a screenshot. Screenshots are stored in ~/.pingus/screen‐
- shots/.
- Ctrlm Toggle the developer mode, see --developer-mode
- c (only in developer-mode)
- Show the collision map overlayed over the regular groundmap.
- k (only in developer-mode)
- Clear the screen for delta mode debugging.
- ACTIONS
- Basher The Basher will to a horizontal dig, leaving behind it a tunnel.
- It is not able to dig through metal.
- Blocker
- The Blocker will stop and stay in position, directing other pen‐
- guins to turn around when they reach him.
- Bomber The Bomber will blow up on the spot and take a bit of surrounding
- ground with it.
- Bridger
- The Bridger will build a small bridge, useful for crossing small
- chasm.
- Climber
- The Climber actions allows a Pingu to travel upwards a vertical
- wall. Unlike other actions the climber action is a permanent addi‐
- tion to the Pingus ability.
- Digger The Digger will dig a hole into the ground. It can't dig through
- metal.
- Floater
- The Floater action will give a penguin a small propeller that lets
- him gently glide down from great heights that would otherwise be
- deadly.
- Jumper The Jumper will let the Pingu do a big leap forward, allowing him
- to cross chasm and small vertical obstacles.
- Miner The Miner will dig a diagonal hole into the ground.
- Slider The Slider will make a tiny leap forward, gliding on its belly for
- a short while, allowing the Pingu to make it through narrow tun‐
- nels.
- LEVEL EDITOR
- Pingus comes with a build in level editor. The level editor can currently
- be used to edit level files (*.pingus) as well as prefabricated objects
- (*.prefabs). Worldmaps (*.worldmap) can currently not be edited with the
- editor.
- All Pingus data files, except the sound and images, are raw text files
- and can be edited in a text editor if the editor isn't sufficient.
- If you want to submit a level to be included in the next release follow
- the following naming convention:
- {theme}{number}-{nickname}.pingus
- Do not use space or uppercase in the levelname and keep the levelname
- simple (i.e. snow1-grumbel.pingus not pingus-go-on-a-long-jour‐
- ney-in-snowland-grumbel.pingus). The filename should not reflect the ac‐
- tual level title, it simply should be unique and not conflict with other
- peoples levels. If you plan on building a whole levelset, name the levels
- after the levelset.
- To submit a level send it to <pingus-devel@nongnu.org>.
- PREFABS
- A prefab, short for prefabricated object, is a group of objects that have
- been combined into a new single object. A classic case of a prefab would
- for example be a snowman, it is build out of multiple smaller snowball
- objects and then saved as prefab to allow easy reuse in multiple levels.
- Unlike simple object groups, prefab are saved as reference in the level,
- thus if the prefab is updated, all levels will see the change. Like ob‐
- ject groups prefabs can be ungrouped to break them back down to individu‐
- al objects if individual editing is needed, they are seizing to be pre‐
- fabs at that point and changes to the .prefab file will no longer be re‐
- flected in the level.
- Prefabs behave pretty much like regular levels, to create a prefab simply
- start a new level and insert the objects as usual, unlike regular levels
- the level size is ignored and thus you have to place your object around
- the center of the levels, marked by a cross, to have the prefab function
- properly. To save a prefab as prefab instead of level you have to append
- .prefab suffix to the filename.
- Thumbnail generation for prefabs is currently done offline with the
- script ./tools/generate-prefab-images.sh available from the Pingus source
- tree.
- UI QUIRCKS
- The Pingus level editor is best used with a combination of mouse and key‐
- board, all essential functions have keyboard shortcuts.
- Unlike more traditional GUIs, the Pingus editor lacks scrollbars, so to
- move around the level or the object list on the right simply use the mid‐
- dle or right mouse button and drag&drop the list around.
- Objects from the object list can be inserted into the level by drag&drop‐
- ping them over to the level.
- KEYBOARD SHORTCUTS
- Delete, Backspace
- Delete all currently selected objects
-  A Select or unselect all objects
- D Duplicate the currently selected objects
- I, K, J, L
- Move the current selection by one pixel, if Shift is held, move it
- by 32 pixel.
- PageUp, PageDown
- Raise or lower an object
- ShiftPageUp, ShiftPageDown
- Raise or lower an object to the top or bottom
- R, ShiftR
- Rotate an objects 90 degrees, if Shift is held rotate it the other
- way around
- F, ShiftV
- Flip an object horizontally
- V, ShiftF
- Flip an object vertically
- B, ShiftB
- Toggle the background color to make it easier to see small pixel
- errors. If shift is hold the color will be toggled in the opposite
- direction.
- +, =, -
- Increase/decrease the repeat value of selected objects, this will
- only have an effect on objects having an repeat value (switch‐
- doors, liquids, ...).
- COPYRIGHT
- Copyright (C) 1998-2011 Ingo Ruhnke <grumbel@gmail.com> See the file AU‐
- THORS for a complete list of contributors. Pingus comes with ABSOLUTELY
- NO WARRANTY. This is free software, and you are welcome to redistribute
- it under certain conditions; see the file COPYING for details.
- SEE ALSO
- http://pingus.seul.org
- 0.7.5 21 October 2011 pingus (6)
- </pre></body></html>