Provided by: pingus_0.7.6-1_i386
pingus - A puzzle game where you have to save penguins
pingus [OPTION]... [FILE]
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.
Displays this help
Print version number and exit
Enable info level log output
Enable debug level log output
Disable all log output
Start in Window Mode
Start in Fullscreen
Use the given renderer, defaults to sdl. Available renderers
sdl A simple software renderer based on SDL, this is the
default and the safest options.
opengl The OpenGL renderer will use hardware acceleration to
render the graphics, it is much faster then the SDL
renderer and recommended when the hardware supports
delta The delta renderer uses SDL for rendering and doesn't use
hardware acceleration, it will however 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.
Set the window resolution for pingus (default: 800x600). Note
that --geometry only applies to the window resolution, for the
fullscreen resolution use --fullscreen-resolution
Set the resolution used in fullscreen mode (default: 800x600)
Enable software cursor
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.
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 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.
Select language to use with Pingus
List all available languages
Loads the level editor
Load game datafiles from DIR
Load config files and store savegames in 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
Don't read ~/.pingus/config
Read config from FILE
Uses the controller given in FILE
Enables some special features for developers
Set the game speed (0=fastest, >0=slower)
Set the desired game framerate (frames per second)
Set the size of the map tiles (default: 32)
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.
Escape Leave the current screen/level.
F10 Show/hide the FPS counter.
Switch to fullscreen/window mode.
Ctrlg Toggle mouse grab, when active, the mouse can not leave the
Show the option menu.
F12 Make a screenshot. Screenshots are stored in
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.
Basher The Basher will to a horizontal dig, leaving behind it a tunnel.
It is not able to dig through metal.
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.
The Bridger will build a small bridge, useful for crossing small
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
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
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:
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-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 after the levelset.
To submit a level send it to <email@example.com>.
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 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 reflected 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
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 scrollbars, 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.
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.
Raise or lower an object
Raise or lower an object to the top or bottom
Rotate an objects 90 degrees, if Shift is held rotate it the
other way around
Flip an object horizontally
Flip an object vertically
Toggle the background color to make it easier to see small pixel
errors. If shift is hold the color will be toggled in the
+, =, -
Increase/decrease the repeat value of selected objects, this
will only have an effect on objects having an repeat value
(switchdoors, liquids, ...).
Copyright (C) 1998-2011 Ingo Ruhnke <firstname.lastname@example.org> 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