1pingus (6)                       User Commands                      pingus (6)
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NAME

6       pingus - A puzzle game where you have to save penguins
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SYNOPSIS

9       pingus [OPTION]... [FILE]
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DESCRIPTION

12       Pingus  is a side-scrolling puzzle game where the player has to guide a
13       group of penguins from the entrance of a level to the exit, in  between
14       the  path  is blocked by numerous obstacles and dangers that the player
15       has to overcome by assigning actions to the penguins.
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OPTIONS

18   GENERAL OPTIONS
19       -h, --help
20              Displays this help
21
22       -V, --version
23              Print version number and exit
24
25       -v, --verbose
26              Enable info level log output
27
28       -D, --debug
29              Enable debug level log output
30
31       -Q, --quiet
32              Disable all log output
33
34   DISPLAY OPTIONS
35       -w, --window
36              Start in Window Mode
37
38       -f, --fullscreen
39              Start in Fullscreen
40
41       -r, --renderer=RENDERER
42              Use the given renderer, defaults  to  sdl.  Available  renderers
43              are:
44
45              sdl    A  simple software renderer based on SDL, this is the de‐
46                     fault and the safest options.
47
48              opengl The OpenGL renderer will  use  hardware  acceleration  to
49                     render  the graphics, it is much faster then the SDL ren‐
50                     derer and recommended when the hardware supports OpenGL.
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52              delta  The delta renderer uses SDL for rendering and doesn't use
53                     hardware  acceleration,  it  will however try to increase
54                     rendering performance by only re  rendering  screen  ele‐
55                     ments  that  have  changed. Using the delta renderer will
56                     disable some effects such as scrolling background to  al‐
57                     low maximum benefits.
58
59       -g, --geometry=WIDTHxHEIGHT
60              Set  the  window  resolution for pingus (default: 800x600). Note
61              that --geometry only applies to the window resolution,  for  the
62              fullscreen resolution use --fullscreen-resolution
63
64       -R, --fullscreen-resolution=WIDTHxHEIGHT
65              Set the resolution used in fullscreen mode (default: 800x600)
66
67       --software-cursor
68              Enable software cursor
69
70   GAME OPTIONS
71       --no-auto-scrolling
72              Disable  automatic scrolling. Automatic scrolling will cause the
73              screen to scroll whenever the mouse reaches the  border  of  the
74              screen.  Automatic  scrolling  will only be active in fullscreen
75              mode or when mouse-grab is enabled.
76
77       --drag-drop-scrolling
78              Enable drag'n drop scrolling. By default Pingus will use a  rub‐
79              ber-band  scrolling  where  the  scroll speed depends on how far
80              away the cursor is from the position when the mouse  button  has
81              been  clicked. In drag&drop mode scrolling will behave more like
82              in traditional GUI applications such as Gimp, where clicking the
83              scroll  button will 'pick up' the playfield and allow to move it
84              around till it is released again.
85
86   SOUND OPTIONS
87       -s, --disable-sound
88              Disable sound
89
90       -m, --disable-music
91              Disable music
92
93   LANGUAGE OPTIONS
94       -l, --language=LANG
95              Select language to use with Pingus
96
97       --list-languages
98              List all available languages
99
100   EDITOR OPTIONS
101       -e, --editor
102              Loads the level editor
103
104   DIRECTORY OPTIONS
105       -d, --datadir=DIR
106              Load game datafiles from DIR
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108       -u, --userdir=DIR
109              Load config files and store savegames in DIR
110
111       -a, --addon=DIR
112              Load game modifications from DIR. Files in DIR will be used  in‐
113              stead  of the files in found in the main datadir of Pingus, thus
114              allowing to modifications, such as sprites  replacements,  addi‐
115              tional  levels, etc. to the game, without changing the main data
116              files.
117
118       --no-cfg-file
119              Don't read ~/.pingus/config
120
121       -c, --config=FILE
122              Read config from FILE
123
124       --controller=FILE
125              Uses the controller given in FILE
126
127   DEBUG OPTIONS
128       --developer-mode
129              Enables some special features for developers
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131       -t, --speed=SPEED
132              Set the game speed (0=fastest, >0=slower)
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134       -k, --fps=FPS
135              Set the desired game framerate (frames per second)
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137       --tile-size=INT
138              Set the size of the map tiles (default: 32)
139

KEYBOARD SHORTCUTS

141   GAMEPLAY
142       All gameplay related keyboard shortcuts are  configurable  via  a  con‐
143       troller config file, see --controller and controller/default.scm.
144
145       W, A, S, D
146              Scroll in the level
147
148       Space  Hold to ast-forward
149
150       P, R   Pause the game.
151
152       S, F   Advance the game by a single frame.
153
154       Backspace
155              Activate armageddon.
156
157       Escape Leave the current screen/level.
158
159   ENGINE
160       F10    Show/hide the FPS counter.
161
162       AltReturn, F11
163              Switch to fullscreen/window mode.
164
165       Ctrlg  Toggle mouse grab, when active, the mouse can not leave the win‐
166              dow.
167
168       Ctrlo, F5
169              Show the option menu.
170
171       F12    Make a screenshot. Screenshots are stored  in  ~/.pingus/screen‐
172              shots/.
173
174       Ctrlm  Toggle the developer mode, see --developer-mode
175
176       c (only in developer-mode)
177              Show the collision map overlayed over the regular groundmap.
178
179       k (only in developer-mode)
180              Clear the screen for delta mode debugging.
181

ACTIONS

183       Basher The Basher will to a horizontal dig, leaving behind it a tunnel.
184              It is not able to dig through metal.
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186       Blocker
187              The Blocker will stop and stay in position, directing other pen‐
188              guins to turn around when they reach him.
189
190       Bomber The  Bomber will blow up on the spot and take a bit of surround‐
191              ing ground with it.
192
193       Bridger
194              The Bridger will build a small bridge, useful for crossing small
195              chasm.
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197       Climber
198              The  Climber actions allows a Pingu to travel upwards a vertical
199              wall. Unlike other actions the climber action is a permanent ad‐
200              dition to the Pingus ability.
201
202       Digger The Digger will dig a hole into the ground. It can't dig through
203              metal.
204
205       Floater
206              The Floater action will give a penguin a  small  propeller  that
207              lets  him gently glide down from great heights that would other‐
208              wise be deadly.
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210       Jumper The Jumper will let the Pingu do a big  leap  forward,  allowing
211              him to cross chasm and small vertical obstacles.
212
213       Miner  The Miner will dig a diagonal hole into the ground.
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215       Slider The  Slider  will make a tiny leap forward, gliding on its belly
216              for a short while, allowing the Pingu to make it through  narrow
217              tunnels.
218

LEVEL EDITOR

220       Pingus  comes  with  a build in level editor. The level editor can cur‐
221       rently be used to edit level files (*.pingus) as well as  prefabricated
222       objects (*.prefabs). Worldmaps (*.worldmap) can currently not be edited
223       with the editor.
224
225       All Pingus data files, except the sound and images, are raw text  files
226       and can be edited in a text editor if the editor isn't sufficient.
227
228       If you want to submit a level to be included in the next release follow
229       the following naming convention:
230
231       {theme}{number}-{nickname}.pingus
232
233       Do not use space or uppercase in the levelname and keep  the  levelname
234       simple   (i.e.   snow1-grumbel.pingus   not   pingus-go-on-a-long-jour‐
235       ney-in-snowland-grumbel.pingus).  The filename should not  reflect  the
236       actual  level  title,  it simply should be unique and not conflict with
237       other peoples levels. If you plan on building a  whole  levelset,  name
238       the levels after the levelset.
239
240       To submit a level send it to <pingus-devel@nongnu.org>.
241
242   PREFABS
243       A  prefab,  short  for prefabricated object, is a group of objects that
244       have been combined into a new single object. A classic case of a prefab
245       would  for  example  be  a snowman, it is build out of multiple smaller
246       snowball objects and then saved as prefab to allow easy reuse in multi‐
247       ple  levels. Unlike simple object groups, prefab are saved as reference
248       in the level, thus if the prefab is updated, all levels  will  see  the
249       change.  Like object groups prefabs can be ungrouped to break them back
250       down to individual objects if individual editing is  needed,  they  are
251       seizing  to  be  prefabs  at that point and changes to the .prefab file
252       will no longer be reflected in the level.
253
254       Prefabs behave pretty much like regular levels, to create a prefab sim‐
255       ply  start  a new level and insert the objects as usual, unlike regular
256       levels the level size is ignored and thus you have to place your object
257       around  the center of the levels, marked by a cross, to have the prefab
258       function properly. To save a prefab as prefab instead of level you have
259       to append .prefab suffix to the filename.
260
261       Thumbnail  generation  for  prefabs  is currently done offline with the
262       script  ./tools/generate-prefab-images.sh  available  from  the  Pingus
263       source tree.
264
265   UI QUIRCKS
266       The  Pingus  level  editor is best used with a combination of mouse and
267       keyboard, all essential functions have keyboard shortcuts.
268
269       Unlike more traditional GUIs, the Pingus editor lacks scrollbars, so to
270       move  around  the  level or the object list on the right simply use the
271       middle or right mouse button and drag&drop the list around.
272
273       Objects from the  object  list  can  be  inserted  into  the  level  by
274       drag&dropping them over to the level.
275
276   KEYBOARD SHORTCUTS
277       Delete, Backspace
278              Delete all currently selected objects
279
280       A      Select or unselect all objects
281
282       D      Duplicate the currently selected objects
283
284       I, K, J, L
285              Move  the current selection by one pixel, if Shift is held, move
286              it by 32 pixel.
287
288       PageUp, PageDown
289              Raise or lower an object
290
291       ShiftPageUp, ShiftPageDown
292              Raise or lower an object to the top or bottom
293
294       R, ShiftR
295              Rotate an objects 90 degrees, if Shift is  held  rotate  it  the
296              other way around
297
298       F, ShiftV
299              Flip an object horizontally
300
301       V, ShiftF
302              Flip an object vertically
303
304       B, ShiftB
305              Toggle the background color to make it easier to see small pixel
306              errors. If shift is hold the color will be toggled in the  oppo‐
307              site direction.
308
309       +, =, -
310              Increase/decrease  the  repeat  value  of selected objects, this
311              will only have an effect  on  objects  having  an  repeat  value
312              (switchdoors, liquids, ...).
313
315       Copyright  (C)  1998-2011  Ingo Ruhnke <grumbel@gmail.com> See the file
316       AUTHORS for a complete list of contributors.  Pingus comes  with  ABSO‐
317       LUTELY  NO  WARRANTY. This is free software, and you are welcome to re‐
318       distribute it under certain conditions; see the file  COPYING  for  de‐
319       tails.
320

SEE ALSO

322       http://pingus.seul.org
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3260.7.5                           21 October 2011                     pingus (6)
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