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Fixed image paths
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Grumbel committed Aug 27, 2018
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8 changes: 4 additions & 4 deletions Cameras_in_Super_Mario.md
Expand Up @@ -5,17 +5,17 @@ Super Mario World

The camera seems to know 2 modes when scrolling horizontal: Left and Right scrolling mode. In both modes Mario is kept a little bit away from the middle of the screen:

![](marioscroll1.jpg "marioscroll1.jpg")
![](images/marioscroll1.jpg "marioscroll1.jpg")

When Mario walks into the direction opposite from the scrolling direction the camera stands still until he reaches ~65% of the screen. Then the camera makes a fast linear movement into the other camera mode.

![](marioscrollchange.jpg "marioscrollchange.jpg")
![](images/marioscrollchange.jpg "marioscrollchange.jpg")

### Vertical Movement

The basic rule here is that the camera tries to keep Mario in the middle vertically:

![](marioscrollvert1.jpg "marioscrollvert1.jpg")
![](images/marioscrollvert1.jpg "marioscrollvert1.jpg")

However when Mario jumps, the camera is NOT following him vertically as long as he doesn't fall deeper as the high where he started the jump. However this exception does not apply for trampoline jumps.

Expand All @@ -24,7 +24,7 @@ So normally if you jump up on some tiles, the camera moves from step to step eac
Yoshis Island
-------------

![](yoshiscroll.jpg "yoshiscroll.jpg")
![](images/yoshiscroll.jpg "yoshiscroll.jpg")

### Horizontal Movement

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2 changes: 1 addition & 1 deletion Collision.md
Expand Up @@ -116,7 +116,7 @@ I just found an excelent tutorial about this collision stuff. So better go readi
Rectangle-Rectangle-Sweeptest
-----------------------------

![](Rect_rect_sweep.png "Rect_rect_sweep.png")
![](images/Rect_rect_sweep.png "Rect_rect_sweep.png")

We have 2 rectangle r1 and r2, and a movement vector v that represents the relative movement of r1 to r2. The vector v has x and y component written as v.x and v.y, the rectangles have x1, y1 as their upper left point and x2, y2 as the lower right point, written as r.x1, r.y1, r.x2, r.y2.

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2 changes: 1 addition & 1 deletion Community_Discussion.md
Expand Up @@ -2,7 +2,7 @@

> *Welcome to the **SuperTux Community Discussion!** Here you may talk about anything related to SuperTux or this wiki. To make a comment, click on the **edit** button on the top of the page. Also consider the foum <http://forum.freegamedev.net/viewforum.php?f=66>*
![](RATEDFUN.png "RATEDFUN.png")
![](images/RATEDFUN.png "RATEDFUN.png")

Why no Linux versions?
======================
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6 changes: 3 additions & 3 deletions Cutscene_Storyboard.md
Expand Up @@ -9,7 +9,7 @@ Antarctica

Tux and Penny are shown having a picnic at the antarctic shore. In the background, there's a pile of snow, which eventually starts shaking a bit, attracting the focus of the camera. Suddenly Nolok jumps out, and the screen goes black with a flash. After fading in, Tux lies on his back, Penny is gone. Tux finds the letter Nolok left and reads it. Tux looks up, and/or walks a bit to reveal Nolok's fortress in the distance. Fade out.

![](Introcutscene.png "Introcutscene.png")
![](images/Introcutscene.png "Introcutscene.png")

### Interlude: Antarctica Miniboss

Expand All @@ -21,7 +21,7 @@ Tux and Penny are shown having a picnic at the antarctic shore. In the backgroun

Tux reaches a door at the end of the castle. He opens it and finds himself at a balcony outside the castle walls. An angry roar can be heard in the distance. He jumps down into the yeti battle area. After a short conversation between Tux and the Yeti, the battle starts.

![](Interlude01.jpg "Interlude01.jpg")
![](images/Interlude01.jpg "Interlude01.jpg")

### Antarctica Outro/Forest Intro

Expand All @@ -34,7 +34,7 @@ Forest

### Interlude: Ghost Forest

(Played before ghost forest section) Tux walks up to the edge of the Ghost forest, when suddenly a ghost scares him, then the ghost vanishes. The scene then cuts to Nolok to says that Tux has done well to get so far through the forest, but will not get past the dangers in the Ghost forest(probably should have a name). The scene then continues to cut to Penny who shouts “Tux where are you?” it is possible this is where she then suddenly thinks up or starts to think up her escape plan. ![](Ghostforest.png "fig:Ghostforest.png")
(Played before ghost forest section) Tux walks up to the edge of the Ghost forest, when suddenly a ghost scares him, then the ghost vanishes. The scene then cuts to Nolok to says that Tux has done well to get so far through the forest, but will not get past the dangers in the Ghost forest(probably should have a name). The scene then continues to cut to Penny who shouts “Tux where are you?” it is possible this is where she then suddenly thinks up or starts to think up her escape plan. ![](images/Ghostforest.png "fig:Ghostforest.png")

Explains why there is a ghost forest.

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4 changes: 2 additions & 2 deletions Forest-Badguys.md
Expand Up @@ -381,7 +381,7 @@ Boss: Ghost Tree

The ghost tree is planned as the end boss for the forest world. It is not added yet but a incomplete version could be found in the test collection in contributed levels.

![](forestboss.jpg "forestboss.jpg")
![](images/forestboss.jpg "forestboss.jpg")

- The tree is walking left/right, there will be platforms around the tree so tux can jump these to avoid getting hit
- The tree is growing roots from the ground to attack you
Expand All @@ -395,6 +395,6 @@ Sketch 2

Less blue, more brown

![](Forestboss2.png "Forestboss2.png")
![](images/Forestboss2.png "Forestboss2.png")

<Category:Boss>
2 changes: 1 addition & 1 deletion Grumbel_grumbles.md
@@ -1,4 +1,4 @@
![](Grumbel.png)
![](images/Grumbel.png)

This is a list of issues, problems, ideas and stuff that Grumbel has about SuperTux.

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14 changes: 7 additions & 7 deletions Icy-Badguys.md
Expand Up @@ -155,7 +155,7 @@ Island](Icy_Island "wikilink") levels or other snow-themed levels.
Planned for 0.4. In [SVN](SVN "wikilink") since
[5323](Template:Revision "wikilink").

![](Boarding-nq8.png "Boarding-nq8.png")
![](images/Boarding-nq8.png "Boarding-nq8.png")



Expand Down Expand Up @@ -347,7 +347,7 @@ for the player. When the player can be seen by the eye, i.e. no other
badguys or walls are in the way, an action is triggered, for example
doors close or bridges are removed.

![](ChristophEstart.png "ChristophEstart.png")
![](images/ChristophEstart.png "ChristophEstart.png")

Jumpy
===================
Expand Down Expand Up @@ -464,13 +464,13 @@ enemy in a range of 3 tiles give that it would not need to change it's
direction more than 45 degree or so. This would allow the following 2
situations:

![](Kugelblitz2.jpg "Kugelblitz2.jpg")
![](images/Kugelblitz2.jpg "Kugelblitz2.jpg")

The kugelblitz would go down and then go upwards along the 2 coins and
finally killing the 2 spikies and disappearing as there is no object
anymore it could move to.

![](Kugelblitz1.jpg "Kugelblitz1.jpg")
![](images/Kugelblitz1.jpg "Kugelblitz1.jpg")

The kugelblitz would come down and start moving in circles from coin to
coin. You could stop this behaviour by collecting 1 of the coins at the
Expand Down Expand Up @@ -838,8 +838,8 @@ the [Forest](Forest "wikilink") world but is not (widely) used yet.
Spike
===================

![](Rightspike.png "fig:Rightspike.png")![](Down.png "fig:Down.png")\
![](Up.png "fig:Up.png")![](Left.png "fig:Left.png")\
![](images/Rightspike.png "fig:Rightspike.png")![](images/Down.png "fig:Down.png")\
![](images/Up.png "fig:Up.png")![](images/Left.png "fig:Left.png")\
IDs: 296, 297, 295, 298\
All spikes are hurting.

Expand Down Expand Up @@ -976,7 +976,7 @@ Real Badguy Names
Yeti
====

![](Yeti2.png "Yeti2.png")
![](images/Yeti2.png "Yeti2.png")

The **Yeti** is the boss for [Icyisland](Icyisland "wikilink")

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