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pingus - Free Lemmings(TM) clone…  more info»

pingus.6.gz

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 obsta‐
       cles 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 default and the safest options.

              opengl The OpenGL renderer will use hardware accelera‐
                     tion to render 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 how‐
                     ever try to increase rendering  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 on‐
              ly  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 de‐
              pends 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  traditional
              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 instead of the files in found in the main datadir
              of  Pingus,  thus  allowing  to modifications, such as
              sprites replacements, additional 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/de‐
       fault.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 window.

       Ctrlo, F5
              Show the option menu.

       F12    Make a screenshot. Screenshots are stored  in  ~/.pin‐
              gus/screenshots/.

       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 penguins 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 addition 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 propel‐
              ler 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  obsta‐
              cles.

       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 tunnels.

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  re‐
       lease 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   pin‐
       gus-go-on-a-long-journey-in-snowland-grumbel.pingus).     The
       filename should not reflect the actual 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 af‐
       ter the levelset.

       To submit a level send it to <pingus-devel@nongnu.org>.

   PREFABS
       A  prefab,  short for prefabricated object, is a group of ob‐
       jects 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. Un‐
       like simple object groups, prefab are saved as  reference  in
       the level, thus if the prefab is updated, all levels will see
       the change. Like object groups prefabs can  be  ungrouped  to
       break  them  back  down  to  individual objects if individual
       editing is needed, they are seizing to  be  prefabs  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  prop‐
       erly. 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  keyboard,  all  essential functions have keyboard
       shortcuts.

       Unlike more traditional GUIs, the Pingus editor lacks scroll‐
       bars,  so  to move around the level or the object list on the
       right simply  use  the  middle  or  right  mouse  button  and
       drag&drop the list around.

       Objects  from  the object list can be inserted into the level
       by drag&dropping 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  ob‐
              jects, this will only have an effect on objects having
              an repeat value (switchdoors, liquids, ...).

COPYRIGHT
       Copyright (C) 1998-2011 Ingo Ruhnke  <grumbel@gmail.com>  See
       the file AUTHORS 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)
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