bionic (6) pingus.6.gz

Provided by: pingus_0.7.6-4build1_amd64 bug

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 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 OpenGL.

              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.

       -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 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/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 window.

       Ctrlo, F5
              Show the option menu.

       F12    Make a screenshot. Screenshots are stored in ~/.pingus/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 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 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 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-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 <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 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 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 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.

   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 (switchdoors, liquids, ...).

       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