From 9bf1a0ce894cdef785cdd707b13a00ac2b3e017f Mon Sep 17 00:00:00 2001 From: Ingo Ruhnke Date: Tue, 28 Aug 2018 01:18:34 +0200 Subject: [PATCH] Fixed image paths --- Cameras_in_Super_Mario.md | 8 +- Collision.md | 2 +- Community_Discussion.md | 2 +- Cutscene_Storyboard.md | 6 +- Forest-Badguys.md | 4 +- Grumbel_grumbles.md | 2 +- Icy-Badguys.md | 14 ++-- Ideas.md | 128 ++++++++++++++--------------- Meeting_2007-05.md | 2 +- Meeting_2007_Photos.md | 10 +-- Milestone_2_Design_Document.md | 36 ++++---- News.md | 2 +- Old_Milestone_2_Design_Document.md | 2 +- Story.md | 2 +- SuperTux-C#-Editor-FAQ.md | 12 +-- SuperTux-C#-Editor-Guide.md | 6 +- Tile.md | 2 +- User-Manual.md | 2 +- Yeti's_Revenge.md | 6 +- 19 files changed, 124 insertions(+), 124 deletions(-) diff --git a/Cameras_in_Super_Mario.md b/Cameras_in_Super_Mario.md index f78fda8c8..e7a72f1b6 100644 --- a/Cameras_in_Super_Mario.md +++ b/Cameras_in_Super_Mario.md @@ -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. @@ -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 diff --git a/Collision.md b/Collision.md index cebfea691..958f9cbf8 100644 --- a/Collision.md +++ b/Collision.md @@ -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. diff --git a/Community_Discussion.md b/Community_Discussion.md index d049a8dbb..45757dc9c 100644 --- a/Community_Discussion.md +++ b/Community_Discussion.md @@ -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 * -![](RATEDFUN.png "RATEDFUN.png") +![](images/RATEDFUN.png "RATEDFUN.png") Why no Linux versions? ====================== diff --git a/Cutscene_Storyboard.md b/Cutscene_Storyboard.md index 6281255ab..2eba53486 100644 --- a/Cutscene_Storyboard.md +++ b/Cutscene_Storyboard.md @@ -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 @@ -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 @@ -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. diff --git a/Forest-Badguys.md b/Forest-Badguys.md index f3a7b1b01..2dd337491 100644 --- a/Forest-Badguys.md +++ b/Forest-Badguys.md @@ -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 @@ -395,6 +395,6 @@ Sketch 2 Less blue, more brown -![](Forestboss2.png "Forestboss2.png") +![](images/Forestboss2.png "Forestboss2.png") diff --git a/Grumbel_grumbles.md b/Grumbel_grumbles.md index 07656bc1b..8290db20f 100644 --- a/Grumbel_grumbles.md +++ b/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. diff --git a/Icy-Badguys.md b/Icy-Badguys.md index 84121aa1e..ecf3d9eb2 100644 --- a/Icy-Badguys.md +++ b/Icy-Badguys.md @@ -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") @@ -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 =================== @@ -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 @@ -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. @@ -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") diff --git a/Ideas.md b/Ideas.md index d0de04244..7220d44b2 100644 --- a/Ideas.md +++ b/Ideas.md @@ -513,7 +513,7 @@ Flamin': - This enemy is also invincible - This also follows you -(Opposite of Drippin') Drippin' Preview:![](Drippin'pre.jpg "fig:Drippin'pre.jpg") +(Opposite of Drippin') Drippin' Preview:![](images/Drippin'pre.jpg "fig:Drippin'pre.jpg") ### Other Playable Characters (Konqui) @@ -681,7 +681,7 @@ should be vary long one. Good idea! ### Boxing gloves -![](Boxeur_tux.gif "Boxeur_tux.gif") +![](images/Boxeur_tux.gif "Boxeur_tux.gif") Boxing gloves might be found as temporary powerups, permanent powerups like the flowers or might be bought at the shops. Boxeur Tux can smash crates, open bonus blocks and defeat most enemies by punching. @@ -748,7 +748,7 @@ I used heavily scripted pipes in my level. It's okay. Just you can see his legs Here're three new suggestions for badguys in the forest world: -![](Biella_mrlog_limpy.jpg "Biella_mrlog_limpy.jpg") +![](images/Biella_mrlog_limpy.jpg "Biella_mrlog_limpy.jpg") #### Biella @@ -775,7 +775,7 @@ These badguys could fit in somewhere else. #### Mr Missile -![](MrMissile.png "fig:MrMissile.png") Once he “sees” Tux, Mr Missile starts shadowing him. So if Tux stops he doesn’t stop until he reaches the place Tux stopped at. It is the same with other actions. Mr Missile is as fast as Tux. He is killed by invincibility and Supertux’s fire +![](images/MrMissile.png "fig:MrMissile.png") Once he “sees” Tux, Mr Missile starts shadowing him. So if Tux stops he doesn’t stop until he reaches the place Tux stopped at. It is the same with other actions. Mr Missile is as fast as Tux. He is killed by invincibility and Supertux’s fire - Sounds a little too much like Mr. Rocket... --[Julius\_Freezer](User:Julius_Freezer "wikilink") 23:58, 2 July 2009 (UTC) @@ -811,21 +811,21 @@ This badguy could go anywhere. #### Mr Jump -![](Mr_jump.png "Mr_jump.png") +![](images/Mr_jump.png "Mr_jump.png") - behaviour like the normal snowball - But: You can jump on it like on a trampoline. #### Wing Snowball -![](Flying_Snowball.png "Flying_Snowball.png") +![](images/Flying_Snowball.png "Flying_Snowball.png") - flies straight and not very fast - If Tux jumps on it, the wings of the snowball will fall down. Then he becomes a Bouncing Snowball. #### Angry Snowball -![](Angry_Snowball.png "Angry_Snowball.png") +![](images/Angry_Snowball.png "Angry_Snowball.png") - runs very fast (because he's so angry) - If Tux jumps on it, Angry Snowball will be eliminated. @@ -833,11 +833,11 @@ This badguy could go anywhere. #### Mr Push-away -![](Mr_Pushaway.png "Mr_Pushaway.png") +![](images/Mr_Pushaway.png "Mr_Pushaway.png") #### Electric Eel -![](Electric_eel.png "Electric_eel.png") +![](images/Electric_eel.png "Electric_eel.png") So kind of like the level “Shocking,” except the electrification of the water is triggered by a specific enemy rather than occurring for the whole level? [Cooljeanius](User:Cooljeanius "wikilink") 22:10, 2 April 2011 (UTC) @@ -846,7 +846,7 @@ Here is a badguy which could fit into the dark-forest scheme: #### The Evil Tree -![](Evil_tree.png "Evil_tree.png") +![](images/Evil_tree.png "Evil_tree.png") At first, this looks and behaves like a normal background tree, so tux can walk “through” it. (Especially mean when having the same tree often as normal background) When tux passes a special point near the tree (surprise will be much more intense if this point is behind that tree), it becomes alive and hunts tux. @@ -884,7 +884,7 @@ It looks like an ordinary rock, but when Tux gets within range (5 spaces away), This badguy is 4 spaces long. It lies motionless, and when Tux is in its sightline (10 spaces long, 1 space high), it opens its eyes, waits one second, and shoots out its tongue. If it misses, it waits another second and shoots out its tongue again. When Tux is hit by the tongue, he gets pulled into the chameleon's now open mouth and gets crushed. If Tux jumps on it, it turns into a smaller, harmless chameleon which crawls around a bit and then disappears. If Tux shoots it, it shrinks; with the second shot, it dies. -*Sasquatch* ![](Bigfoot.png "fig:Bigfoot.png") The [Sasquatch](Sasquatch "wikilink") would be like the Yeti, except in the forest. Perhaps he could be the forest boss, not the ghost tree (or the ghost tree could be the ghost forest boss, and the Sasquatch be the normal forest boss). --[Julius\_Freezer](User:Julius_Freezer "wikilink") 23:58, 2 July 2009 (UTC) +*Sasquatch* ![](images/Bigfoot.png "fig:Bigfoot.png") The [Sasquatch](Sasquatch "wikilink") would be like the Yeti, except in the forest. Perhaps he could be the forest boss, not the ghost tree (or the ghost tree could be the ghost forest boss, and the Sasquatch be the normal forest boss). --[Julius\_Freezer](User:Julius_Freezer "wikilink") 23:58, 2 July 2009 (UTC) *Tick* The tick would hide behind plants and stuff, or in the grass. He attaches himself to Tux, hangs on for a while, and becomes full and drops off, hurting Tux. Tux can then kill it. The tick may be killed by Tux becoming invincible, or when Tux gets hurt by spiky plants, electricity, or lava. --[Julius\_Freezer](User:Julius_Freezer "wikilink") 23:58, 2 July 2009 (UTC) @@ -940,11 +940,11 @@ As high as BigTux, it runs with its sword held in front of it. It can kill Tux, #### Mr windows -![](Win-0.png "fig:Win-0.png") +![](images/Win-0.png "fig:Win-0.png") *Mr windows - normal* -![](Win-block.png "fig:Win-block.png") +![](images/Win-block.png "fig:Win-block.png") *Mr windows - shield* -![](Win-dead.png "fig:Win-dead.png") +![](images/Win-dead.png "fig:Win-dead.png") *Mr windows - squished* \*Mr windows sometimes stays and sometimes walks around one place. @@ -959,12 +959,12 @@ Yet another Logo. See [Rejected\_ideas\#No\_Beastie](Rejected_ideas#No_Beastie " | | | | |------------------------------|--------------------------------------|------------------------------| -| ![](Eye-ul.png "Eye-ul.png") | ![](Eye-u.png "Eye-u.png") | ![](Eye-ur.png "Eye-ur.png") | -| ![](Eye-l.png "Eye-l.png") | ![](Eye-center.png "Eye-center.png") | ![](Eye-r.png "Eye-r.png") | -| ![](Eye-dl.png "Eye-dl.png") | ![](Eye-d.png "Eye-d.png") | ![](Eye-dr.png "Eye-dr.png") | +| ![](images/Eye-ul.png "Eye-ul.png") | ![](images/Eye-u.png "Eye-u.png") | ![](images/Eye-ur.png "Eye-ur.png") | +| ![](images/Eye-l.png "Eye-l.png") | ![](images/Eye-center.png "Eye-center.png") | ![](images/Eye-r.png "Eye-r.png") | +| ![](images/Eye-dl.png "Eye-dl.png") | ![](images/Eye-d.png "Eye-d.png") | ![](images/Eye-dr.png "Eye-dr.png") | || -![](Eye-freezed.png "fig:Eye-freezed.png") +![](images/Eye-freezed.png "fig:Eye-freezed.png") *freezed Smart eye* \*If Tux gets to near a Smart eye, it will haunt him until it hurt. Then Smart eye goes to wanish. @@ -987,9 +987,9 @@ Willowisp is not freezable. --[Hume](User:Hume "wikilink") 19:00, 1 February 201 | | | | | | |----------------------------|----------------------------|----------------------------|----------------------------|----------------------------| |
- ![](Krish.png "Krish.png") + ![](images/Krish.png "Krish.png") -
| ![](Krush.png "Krush.png") | ![](Kresh.png "Kresh.png") | ![](Krosh.png "Krosh.png") | ![](Krash.png "Krash.png") | + | ![](images/Krush.png "Krush.png") | ![](images/Kresh.png "Kresh.png") | ![](images/Krosh.png "Krosh.png") | ![](images/Krash.png "Krash.png") | |
Krish @@ -1012,36 +1012,36 @@ Willowisp is not freezable. --[Hume](User:Hume "wikilink") 19:00, 1 February 201 - All earth badguys is freezable but not burnable - captain earth -![](Cpt-left-0.png "fig:Cpt-left-0.png")![](Cpt-left-1.png "fig:Cpt-left-1.png")![](Cpt-left-2.png "fig:Cpt-left-2.png")![](Cpt-squished-left.png "fig:Cpt-squished-left.png") +![](images/Cpt-left-0.png "fig:Cpt-left-0.png")![](images/Cpt-left-1.png "fig:Cpt-left-1.png")![](images/Cpt-left-2.png "fig:Cpt-left-2.png")![](images/Cpt-squished-left.png "fig:Cpt-squished-left.png") : Simlary as Captain snowball \* earthball -![](Eb-left-0.png "fig:Eb-left-0.png")![](Eb-left-1.png "fig:Eb-left-1.png")![](Eb-left-2.png "fig:Eb-left-2.png")![](Eb-squished-left.png "fig:Eb-squished-left.png") +![](images/Eb-left-0.png "fig:Eb-left-0.png")![](images/Eb-left-1.png "fig:Eb-left-1.png")![](images/Eb-left-2.png "fig:Eb-left-2.png")![](images/Eb-squished-left.png "fig:Eb-squished-left.png") : Simlary as snowball \* earth jumpy -![](Ej-left-down.png "fig:Ej-left-down.png")![](Ej-left-middle.png "fig:Ej-left-middle.png")![](Ej-left-up.png "fig:Ej-left-up.png") +![](images/Ej-left-down.png "fig:Ej-left-down.png")![](images/Ej-left-middle.png "fig:Ej-left-middle.png")![](images/Ej-left-up.png "fig:Ej-left-up.png") : Simlary as jumpy \* earthman -![](Em1.png "fig:Em1.png")![](Em2.png "fig:Em2.png")![](Em3.png "fig:Em3.png")![](Em4.png "fig:Em4.png")![](Em5.png "fig:Em5.png")![](Em6.png "fig:Em6.png")![](Em7.png "fig:Em7.png")![](Em8.png "fig:Em8.png") +![](images/Em1.png "fig:Em1.png")![](images/Em2.png "fig:Em2.png")![](images/Em3.png "fig:Em3.png")![](images/Em4.png "fig:Em4.png")![](images/Em5.png "fig:Em5.png")![](images/Em6.png "fig:Em6.png")![](images/Em7.png "fig:Em7.png")![](images/Em8.png "fig:Em8.png") : Simlary as snowman \* flying earth -![](Fe-left-0.png "fig:Fe-left-0.png")![](Fe-left-1.png "fig:Fe-left-1.png")![](Fe-squished.png "fig:Fe-squished.png") +![](images/Fe-left-0.png "fig:Fe-left-0.png")![](images/Fe-left-1.png "fig:Fe-left-1.png")![](images/Fe-squished.png "fig:Fe-squished.png") : Simlary as flying snowball \* grassball -![](Gb-left-0.png "fig:Gb-left-0.png")![](Gb-left-1.png "fig:Gb-left-1.png")![](Gb-left-2.png "fig:Gb-left-2.png")![](Gb-squished-left.png "fig:Gb-squished-left.png") +![](images/Gb-left-0.png "fig:Gb-left-0.png")![](images/Gb-left-1.png "fig:Gb-left-1.png")![](images/Gb-left-2.png "fig:Gb-left-2.png")![](images/Gb-squished-left.png "fig:Gb-squished-left.png") Simlary as smartball - kamikazeearth -![](Ke-left.png "fig:Ke-left.png")![](Ke-collision-left.png "fig:Ke-collision-left.png") +![](images/Ke-left.png "fig:Ke-left.png")![](images/Ke-collision-left.png "fig:Ke-collision-left.png") Simlary as kamikazesnowball - mr\_earthblock -![](Meb-flat-left.png "fig:Meb-flat-left.png")![](Meb-left-0.png "fig:Meb-left-0.png")![](Meb-left-1.png "fig:Meb-left-1.png")![](Meb-left-2.png "fig:Meb-left-2.png")![](Meb-left-3.png "fig:Meb-left-3.png") +![](images/Meb-flat-left.png "fig:Meb-flat-left.png")![](images/Meb-left-0.png "fig:Meb-left-0.png")![](images/Meb-left-1.png "fig:Meb-left-1.png")![](images/Meb-left-2.png "fig:Meb-left-2.png")![](images/Meb-left-3.png "fig:Meb-left-3.png") Simlary as mr-iceblock @@ -1054,7 +1054,7 @@ Angry stone is attached to the roof of a level, once Tux gets close to him (one #### Radar Man -![](RadarMan.png "fig:RadarMan.png") Radar Man moves by disappearing from the square he is in and appearing in one next to it. He does not harm Tux he simply makes Tux have to move like him for a while. Radar Man cannot be harmed. +![](images/RadarMan.png "fig:RadarMan.png") Radar Man moves by disappearing from the square he is in and appearing in one next to it. He does not harm Tux he simply makes Tux have to move like him for a while. Radar Man cannot be harmed. Maybe its my poor English, but i dont understand what radar man is supposed to do. @@ -1072,7 +1072,7 @@ look, it teleports short distances instead of actually moving. if it touches tux #### Safe -![](Safe.png "fig:Safe.png") Something is hidden in a safe. If it is touched by Tux then as soon as Tux stops touching it the thing is released. If it is a tile that’s hidden in it then to release it the safe turns into it, if it is a bad guy it appears on top of it. +![](images/Safe.png "fig:Safe.png") Something is hidden in a safe. If it is touched by Tux then as soon as Tux stops touching it the thing is released. If it is a tile that’s hidden in it then to release it the safe turns into it, if it is a bad guy it appears on top of it. I at least do not like that idea. [84.154.88.23](User:84.154.88.23 "wikilink") 22:14, 25 Sep 2006 (BST) @@ -1137,7 +1137,7 @@ Unrelated with the “Walking rock” above. A big rock that works like a platfo ##### Undead enemy -![](Undead_penguin.gif "Undead_penguin.gif") +![](images/Undead_penguin.gif "Undead_penguin.gif") When killed, stays dead for some time and then comes back to life. Could be a zombie penguin or a skeleton alike to SkullyHops. Might be freezable and killed by fireballs or buttjump. @@ -1145,7 +1145,7 @@ Like Dry Bones in SMW? linuxlove ##### Volcano -![](Volcano.gif "Volcano.gif") +![](images/Volcano.gif "Volcano.gif") Implementation of a Dispenser (took the idea from that page). Spawns rocks and/or flames randomly or at a given interval. Might be frozen and become usable as a platform (or even something like a geyser), but only for a limited time. @@ -1166,7 +1166,7 @@ So it messes up the controls for a bit so that Tux is forced away from it? Origi #### Polar bear -It's been suggested numerous times that a polar bear be used as a bad guy or NPC. Here's some concept art that I made: ![](Polar-bear.png "fig:Polar-bear.png") +It's been suggested numerous times that a polar bear be used as a bad guy or NPC. Here's some concept art that I made: ![](images/Polar-bear.png "fig:Polar-bear.png") Suggestions for what it could do? Maybe it could pace around like other badguys and charge when it sees Tux? That's probably not a good idea, since it seems like the sort of thing that only a boss should be able to do, and there's already the Yeti. --[DJ Wings](User:Djwings "wikilink")[Freesyle\ here](User_talk:Djwings "wikilink"): N0 PH33R 14:55, 9 August 2007 (UTC) @@ -1184,7 +1184,7 @@ How about an NPC? Would that seem like a good NPC? --[80.31.56.230](User:80.31.5 There should be more Paths to edit in regard to the Badguys. Maybe for the Flame: -![](Editpathfire.png "Editpathfire.png") +![](images/Editpathfire.png "Editpathfire.png") (For the flame, you can create a hurting platform that uses the flame sprite. Kind of cheating, but it works.) [Tuxnut](User:Tuxnut "wikilink") 02:44, 16 June 2010 (UTC) @@ -1289,7 +1289,7 @@ See: en.wikipedia.org/wiki/Computer\_and\_video\_game\_settings The wall stone preview could really be a step in the right direction. -![](Wallstone-tileset.jpg "Wallstone-tileset.jpg") +![](images/Wallstone-tileset.jpg "Wallstone-tileset.jpg") ### Alternative worlds @@ -1355,7 +1355,7 @@ Up to now everything that comes out of an ?-block is good for you and not requir I've read these comments, but nevertheless I made an image. I think objects in ?-Blocks will be more “entertaining”. -![](Blocks_containing_special_things.jpg "Blocks_containing_special_things.jpg") +![](images/Blocks_containing_special_things.jpg "Blocks_containing_special_things.jpg") perhaps the blocks could be a different colour. @@ -1364,7 +1364,7 @@ The Block could be an ! and not an ? ### Change Blocks -![](Change_block.gif "Change_block.gif") +![](images/Change_block.gif "Change_block.gif") Maybe you know it from Crash Bandicoot Games. It's a block containing different things. Tux has to choose quickly, before the block become empty. @@ -1391,13 +1391,13 @@ Tux could somehow freeze enemies in a block of ice and carry them in his feet li ### Rotating bridge Create a rotating bridge, like in Mario. -![](Rotating-bridge.jpg "fig:Rotating-bridge.jpg") +![](images/Rotating-bridge.jpg "fig:Rotating-bridge.jpg") ### Libra There could also be a libra, like in Mario. -![](Auschnitt_Waage1.jpg "fig:Auschnitt_Waage1.jpg") ![](Auschnitt_Waage2.jpg "fig:Auschnitt_Waage2.jpg") ![](Auschnitt_Waage3.jpg "fig:Auschnitt_Waage3.jpg") +![](images/Auschnitt_Waage1.jpg "fig:Auschnitt_Waage1.jpg") ![](images/Auschnitt_Waage2.jpg "fig:Auschnitt_Waage2.jpg") ![](images/Auschnitt_Waage3.jpg "fig:Auschnitt_Waage3.jpg") There are *pneumatic platforms* in [SVN](SVN "wikilink") which look like what you're proposing here. --[octo](User:Octo "wikilink") 08:09, 28 February 2010 (UTC) @@ -1702,7 +1702,7 @@ Maybe Tux Could ride a seal like mario rides yoshi! that would be fun. #### Powerup Ideas -''' '' Laser Flower '' ''' ![](Laser_flower-0.png "fig:Laser_flower-0.png") +''' '' Laser Flower '' ''' ![](images/Laser_flower-0.png "fig:Laser_flower-0.png") This would be a powerup looking like a fireflower, except that it glows green. When Tux gets this powerup, if the Action button is pressed, a glowing green laser shoots out of Tux's beak and rebounds 3 times before disappearing, killing all badguys that can be killed with fire shot. The laser should be about as slow as Tux's walking speed. @@ -2012,7 +2012,7 @@ I think there should be a creature (for example a bird?) that can carry you a fe I think there should be some sort of merchant in the game where you can spend gold and powerups to buy different things so if you have any money that you can't use you at least you have some use for it! -![](Merchant.jpg "Merchant.jpg") +![](images/Merchant.jpg "Merchant.jpg") Shops have already been proposed. I rather like the idea. I think that the gnu should be the merchant selling stuff in the shops. --[Julius\_Freezer](User:Julius_Freezer "wikilink") 23:58, 2 July 2009 (UTC) @@ -2075,7 +2075,7 @@ This is why 0.3.\* is called a “development version.” It is intended to prev Ah, thanks. Perhaps I should. I have only one thing left to say for now, then. (Although this probably doesn't belong under “Complaints”.) The mere thought of glowy light-effect lava like that makes me drool. I hope somebody figures out some way to implement that in the near future. -![](Castle-lava.jpg "fig:Castle-lava.jpg") +![](images/Castle-lava.jpg "fig:Castle-lava.jpg") @@ -2110,28 +2110,28 @@ I just read the Milestone 2 Design Document and I cannot believe that the forest #### Colorpile -![](Colorpile.png "fig:Colorpile.png") +![](images/Colorpile.png "fig:Colorpile.png") They can be of different colors. When Tux eats a colorpile, Tux begins to shine color, what color has colorpile, what Tux ate. #### Bonus-block: dummy -![](Dummybonus.gif "fig:Dummybonus.gif") +![](images/Dummybonus.gif "fig:Dummybonus.gif") *editor-image* Normally looks like any other bonus-block, but does not give any bonus. #### Scripted-bonus-block -![](Scriptedbox.png "fig:Scriptedbox.png") +![](images/Scriptedbox.png "fig:Scriptedbox.png") It makes no bonus, but it calls a script. #### Fire escape -![](Exit.gif "fig:Exit.gif") +![](images/Exit.gif "fig:Exit.gif") Behaves like “sequence-trigger” with parameter “sequence” set to value “stoptux”. #### Wanishing bonus -![](Wanishing.png "fig:Wanishing.png") +![](images/Wanishing.png "fig:Wanishing.png") *editor-image* ##### Version A @@ -2147,7 +2147,7 @@ it will look like a crate --Ypetremann 06:27, 28 January 2011 (UTC) #### Ten-coin -![](10c-0.png "fig:10c-0.png")![](10c-1.png "fig:10c-1.png")![](10c-2.png "fig:10c-2.png")![](10c-3.png "fig:10c-3.png")![](10c-4.png "fig:10c-4.png")![](10c-5.png "fig:10c-5.png")![](10c-2.png "fig:10c-2.png")![](10c-6.png "fig:10c-6.png")![](10c-0.png "fig:10c-0.png") +![](images/10c-0.png "fig:10c-0.png")![](images/10c-1.png "fig:10c-1.png")![](images/10c-2.png "fig:10c-2.png")![](images/10c-3.png "fig:10c-3.png")![](images/10c-4.png "fig:10c-4.png")![](images/10c-5.png "fig:10c-5.png")![](images/10c-2.png "fig:10c-2.png")![](images/10c-6.png "fig:10c-6.png")![](images/10c-0.png "fig:10c-0.png") You gain 10 coins. @@ -2155,7 +2155,7 @@ I think that for this, we should just copy the originals but in other color like #### Powerup: Gem -![](Gem_brown.png "fig:Gem_brown.png")![](Gem_lava.png "fig:Gem_lava.png")![](Gem_red.png "fig:Gem_red.png")![](Gem_pink.png "fig:Gem_pink.png")![](Gem_yellow.png "fig:Gem_yellow.png")![](Gem_lime.png "fig:Gem_lime.png")![](Gem_green.png "fig:Gem_green.png")![](Gem_dark-green.png "fig:Gem_dark-green.png")![](Gem_blue.png "fig:Gem_blue.png")![](Gem_grey.png "fig:Gem_grey.png")![](Gem_skyblue.png "fig:Gem_skyblue.png")![](Gem_purple.png "fig:Gem_purple.png") +![](images/Gem_brown.png "fig:Gem_brown.png")![](images/Gem_lava.png "fig:Gem_lava.png")![](images/Gem_red.png "fig:Gem_red.png")![](images/Gem_pink.png "fig:Gem_pink.png")![](images/Gem_yellow.png "fig:Gem_yellow.png")![](images/Gem_lime.png "fig:Gem_lime.png")![](images/Gem_green.png "fig:Gem_green.png")![](images/Gem_dark-green.png "fig:Gem_dark-green.png")![](images/Gem_blue.png "fig:Gem_blue.png")![](images/Gem_grey.png "fig:Gem_grey.png")![](images/Gem_skyblue.png "fig:Gem_skyblue.png")![](images/Gem_purple.png "fig:Gem_purple.png") *different colors of gems* This is a powerup **without any specific features**, allowing that their function can not confused with something else. It would be appropriate if I want to do unusual powerup, which would call a different script than the usual like egg, fireflower ... and it wouldnt to powerup the confused with somewhat usunal. Gems could be a different color. @@ -2187,9 +2187,9 @@ Powerup can lie on anything else powerup withoult flying. | | | |----------------------------------------|--------------------------------| | Big | Small | -| ![](Brick.png "Brick.png") | ![](Wood.png "Wood.png") | -| ![](Stone_brick.png "Stone_brick.png") | ![](Stone.png "Stone.png") | -| ![](Sigil.png "Sigil.png") | ![](Crystal.png "Crystal.png") | +| ![](images/Brick.png "Brick.png") | ![](images/Wood.png "Wood.png") | +| ![](images/Stone_brick.png "Stone_brick.png") | ![](images/Stone.png "Stone.png") | +| ![](images/Sigil.png "Sigil.png") | ![](images/Crystal.png "Crystal.png") | || *If someone suggests another form, you can add it to this table.* @@ -2373,7 +2373,7 @@ radius, where spidermite stay ### Laser laserstable-laser Not a laser, as you might think. This laser can not hurt anyone and always lights up. Lights are still in one direction and the beam ends where the wall stops. Bonus blocks laser beam can pass too. It also has the ability to light up the magic blocks. Tux can carry it. -{| border=1 cellspacing=1 |![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png")![](Laser-light.png "fig:Laser-light.png") |- |laser's light |} +{| border=1 cellspacing=1 |![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png")![](images/Laser-light.png "fig:Laser-light.png") |- |laser's light |} (laser (color ) @@ -2397,7 +2397,7 @@ It would be good if in pause can restart the level. Sometimes it happens that we ### Extro in IcyIsland When you solve level “The castle of Nolok” Tux remains in place and nothing happens to him. Therefore I suggest: Tux roots and blooms there. -![](Stand-0.png "fig:Stand-0.png")**-->**![](Root-0.png "fig:Root-0.png")![](Root-1.png "fig:Root-1.png")![](Root-2.png "fig:Root-2.png")![](Root-3.png "fig:Root-3.png")![](Bloom-0.png "fig:Bloom-0.png")![](Bloom-1.png "fig:Bloom-1.png")![](Bloom-2.png "fig:Bloom-2.png")![](Bloom-3.png "fig:Bloom-3.png") +![](images/Stand-0.png "fig:Stand-0.png")**-->**![](images/Root-0.png "fig:Root-0.png")![](images/Root-1.png "fig:Root-1.png")![](images/Root-2.png "fig:Root-2.png")![](images/Root-3.png "fig:Root-3.png")![](images/Bloom-0.png "fig:Bloom-0.png")![](images/Bloom-1.png "fig:Bloom-1.png")![](images/Bloom-2.png "fig:Bloom-2.png")![](images/Bloom-3.png "fig:Bloom-3.png") *Think it as a joke but not as an insult. I want to point out on this error, which should be solved. This error should be solved in another way than this.* ### External badguys definiton files @@ -2547,7 +2547,7 @@ New Tile Ideas ### New Air Tiles -![](New_air_tiles.png "New_air_tiles.png") +![](images/New_air_tiles.png "New_air_tiles.png") ### Have an automatic mode in the editor @@ -2565,11 +2565,11 @@ Oh sorry, I don't see it because I doesn't know how it run and that because I ha I see that I can't do what I wan't in the editor because there are a lot of tiles that where not implemented Like in the image below -![](Lost_tiles.png "Lost_tiles.png") +![](images/Lost_tiles.png "Lost_tiles.png") ( the tile in the center don't corespond with the tile on the left ) -Here I make a lot of snow tiles that were not created. With it and with the originals you can make up to 512 paterns that 3x3 sized ![](Lost_Tiles_Snow.png "fig:Lost_Tiles_Snow.png") +Here I make a lot of snow tiles that were not created. With it and with the originals you can make up to 512 paterns that 3x3 sized ![](images/Lost_Tiles_Snow.png "fig:Lost_Tiles_Snow.png") --Ypetremann 13:00, 23 January 2011 (UTC) @@ -2738,12 +2738,12 @@ Jungle island is very similar to [Forest island](Forest "wikilink"), so they can ### Tumbleweed -![](tumbleweed.png "fig:tumbleweed.png") Its graphics are implemented, but there is no sprite or badguy for them. It rolls along the floor, when Tux is on the left or on the right. When Tux is above or under, it stops rolling. It hurts on touch and it can't be squished. It's flameable and freezable. -=== Hanging ball === ![](hanging_ball.png "fig:hanging_ball.png") It could be a stone stalactite that fits the forest and jungle theme, but stone stalactite wouldn't break suddenly. It's a ball of dirt and stones hanging on a wine. When Tux walks under it, it would fall down. It hurts on touch. When it's hit by fireball, it falls down and when it's hit by iceball, it will freeze and it doesn't fall, when is Tux under it. It doesn't freeze enemies, like [Stalactite](Stalactite "wikilink"). -=== Swarm of flies === ![](swarm_of_flies.png "fig:swarm_of_flies.png") The swarm of flies won't be flameable or freezable. It wouldn't hit on touch immediately, it will last a while. It will fly dirrectly to Tux. When it crashes to a solid wall, it dies. -=== Jungle ivy === ![](jungle_ivy.png "fig:jungle_ivy.png") Jungle ivy will behave the same as [crystallo](crystallo "wikilink"), but leaf particles will appear on death. -=== Mr. slimy === ![](mr_slimy.png "fig:mr_slimy.png") Mr. slimy will be squishable, freezable, but not flameable. When Tux jumps on it, Tux will stick and he will move twice slower for five seconds. However, when it will be frozen first, this effect won't appear. -=== Root === ![](root.png "fig:root.png") This root will grow up, when is Tux nearby and it will throw hurting stones to Tux. Root wouldn't hit on touch neither be solid. Only the stones will hurt Tux. Root will be flameable and freezable. +![](images/tumbleweed.png "fig:tumbleweed.png") Its graphics are implemented, but there is no sprite or badguy for them. It rolls along the floor, when Tux is on the left or on the right. When Tux is above or under, it stops rolling. It hurts on touch and it can't be squished. It's flameable and freezable. +=== Hanging ball === ![](images/hanging_ball.png "fig:hanging_ball.png") It could be a stone stalactite that fits the forest and jungle theme, but stone stalactite wouldn't break suddenly. It's a ball of dirt and stones hanging on a wine. When Tux walks under it, it would fall down. It hurts on touch. When it's hit by fireball, it falls down and when it's hit by iceball, it will freeze and it doesn't fall, when is Tux under it. It doesn't freeze enemies, like [Stalactite](Stalactite "wikilink"). +=== Swarm of flies === ![](images/swarm_of_flies.png "fig:swarm_of_flies.png") The swarm of flies won't be flameable or freezable. It wouldn't hit on touch immediately, it will last a while. It will fly dirrectly to Tux. When it crashes to a solid wall, it dies. +=== Jungle ivy === ![](images/jungle_ivy.png "fig:jungle_ivy.png") Jungle ivy will behave the same as [crystallo](crystallo "wikilink"), but leaf particles will appear on death. +=== Mr. slimy === ![](images/mr_slimy.png "fig:mr_slimy.png") Mr. slimy will be squishable, freezable, but not flameable. When Tux jumps on it, Tux will stick and he will move twice slower for five seconds. However, when it will be frozen first, this effect won't appear. +=== Root === ![](images/root.png "fig:root.png") This root will grow up, when is Tux nearby and it will throw hurting stones to Tux. Root wouldn't hit on touch neither be solid. Only the stones will hurt Tux. Root will be flameable and freezable. BG, a bit smarter than Poision Ivy @@ -2828,7 +2828,7 @@ New Features Deeper Into the Island Background Idea -------------------------------------- -![](Tropicalislandbackgroundidea2.png "fig:Tropicalislandbackgroundidea2.png") You used tux paint, didn't you? Very nice! [Monstertux](user:monster "wikilink") +![](images/Tropicalislandbackgroundidea2.png "fig:Tropicalislandbackgroundidea2.png") You used tux paint, didn't you? Very nice! [Monstertux](user:monster "wikilink") Possible Badguys ---------------- diff --git a/Meeting_2007-05.md b/Meeting_2007-05.md index c35e72f2c..404c45fec 100644 --- a/Meeting_2007-05.md +++ b/Meeting_2007-05.md @@ -1,6 +1,6 @@ This page is to summarize the accomplishments of the Second Official SuperTux Developers' Meeting, in May 2007. -![](groupphoto2.jpg "groupphoto2.jpg") +![](images/groupphoto2.jpg "groupphoto2.jpg") From left to right: MatzeB, Delta, Wansti, Wolfgangb diff --git a/Meeting_2007_Photos.md b/Meeting_2007_Photos.md index bef92bdec..40ca8b1fb 100644 --- a/Meeting_2007_Photos.md +++ b/Meeting_2007_Photos.md @@ -1,9 +1,9 @@ -![](DSCN2205.jpg "DSCN2205.jpg") +![](images/DSCN2205.jpg "DSCN2205.jpg") -![](DSCN2212.jpg "DSCN2212.jpg") +![](images/DSCN2212.jpg "DSCN2212.jpg") -![](DSCN2214.jpg "DSCN2214.jpg") +![](images/DSCN2214.jpg "DSCN2214.jpg") -![](DSCN2217.jpg "DSCN2217.jpg") +![](images/DSCN2217.jpg "DSCN2217.jpg") -![](IMG_0100.jpg "IMG_0100.jpg") +![](images/IMG_0100.jpg "IMG_0100.jpg") diff --git a/Milestone_2_Design_Document.md b/Milestone_2_Design_Document.md index 74ca679fb..a240a8d9a 100644 --- a/Milestone_2_Design_Document.md +++ b/Milestone_2_Design_Document.md @@ -142,7 +142,7 @@ Milestone\_2\_Design\_Document%2FEnemies [Snowball](Snowball "wikilink") ------------------------------- -![](SnowballSprite.png "SnowballSprite.png") +![](images/SnowballSprite.png "SnowballSprite.png") Snowball is a straight forward walking enemy, when reaching an edge he will fall down and continue walking on the platform below. Jumping on him will squish him and thus kill him. @@ -151,14 +151,14 @@ Snowball is a straight forward walking enemy, when reaching an edge he will fall ~~[Mrs. Snowball](Mrs._Snowball "wikilink")~~ smartball ------------------------------------------------------- -![](SmartSnowballSprite.png "SmartSnowballSprite.png") +![](images/SmartSnowballSprite.png "SmartSnowballSprite.png") Mrs. Snowball behaves like a normal [Snowball](Snowball "wikilink"), but instead of walking off a platform she will turn around when reaching the edge. [Snowman](Snowman "wikilink") ----------------------------- -![](SnowmanSprite.png "fig:SnowmanSprite.png") A snowman enemy shall be added, a snowman is build out of a base body combined with a snowball head, if the body is destroyed, the snowman turns into a snowball. Alternative: Let the head get destroyed and the body turn into a snowball that can be rolled around. +![](images/SnowmanSprite.png "fig:SnowmanSprite.png") A snowman enemy shall be added, a snowman is build out of a base body combined with a snowball head, if the body is destroyed, the snowman turns into a snowball. Alternative: Let the head get destroyed and the body turn into a snowball that can be rolled around. **Status:** A very basic Snowman prototype is in [SVN](SVN "wikilink"), but lacks death animation and the whole separation behavior. Could use fists instead of balls as hands. -- [Grumbel](User:Grumbel "wikilink") 09:39, 23 February 2010 (UTC) @@ -170,7 +170,7 @@ The snowman's body is now falling down when he's squished. [grumbel](User:Grumbe ~~Bouncy,~~Bouncing Snowball ---------------------------- -![](BouncingSnowball.png "fig:BouncingSnowball.png") The [Bouncing Snowball](Bouncing_Snowball "wikilink") is a leg-less Snowball that jumps around like a ball. +![](images/BouncingSnowball.png "fig:BouncingSnowball.png") The [Bouncing Snowball](Bouncing_Snowball "wikilink") is a leg-less Snowball that jumps around like a ball. **Status:** Jump height and width could be tweaked a bit to make it easier to stand below it. Placement in the levels is the biggest problem, should only be used in open spaces, not closed ones where bouncing becomes unpredictable. -- [Grumbel](User:Grumbel "wikilink") 09:48, 23 February 2010 (UTC) @@ -198,19 +198,19 @@ There's a Kamikaze Snowball in SVN, too. “Mr. Rocket” has been removed in [6 [Mr. IceBlock](Mr._IceBlock "wikilink") --------------------------------------- -![](MrIceblockSprite.png "fig:MrIceblockSprite.png") Like Snowball, Mr. IceBlock is a simple straight forward enemy. He will not stay on platforms. When jumped upon he will get knocked out and become a portable item that one can use to throw at other enemies. +![](images/MrIceblockSprite.png "fig:MrIceblockSprite.png") Like Snowball, Mr. IceBlock is a simple straight forward enemy. He will not stay on platforms. When jumped upon he will get knocked out and become a portable item that one can use to throw at other enemies. ~~Fuse,~~ MrBomb ---------------- -![](Mrbomb.png "fig:Mrbomb.png") The base behavior of [Mr. Bomb](Mr._Bomb "wikilink") is similar to the normal Snowball, except that when hit he doesn't get squished, but his fuse starts burning. After ~5 seconds he then explodes. While the fuse is burning he doesn't move, but instead can be carried around like an iceblock. Throwing MrBombs is more like a normal throw, not like MrIceblock getting kicked. +![](images/Mrbomb.png "fig:Mrbomb.png") The base behavior of [Mr. Bomb](Mr._Bomb "wikilink") is similar to the normal Snowball, except that when hit he doesn't get squished, but his fuse starts burning. After ~5 seconds he then explodes. While the fuse is burning he doesn't move, but instead can be carried around like an iceblock. Throwing MrBombs is more like a normal throw, not like MrIceblock getting kicked. **Status:** Explosion timing is wrong, should be long enough to grab it and carry it around. -- [Grumbel](User:Grumbel "wikilink") 09:51, 23 February 2010 (UTC) [Haywire](Haywire "wikilink"),(Crazy Fuse) ------------------------------------------ -![](MrBombCrazy.png "MrBombCrazy.png") +![](images/MrBombCrazy.png "MrBombCrazy.png") When the fuse isn't burning Haywire looks similar to a normal Bomb except color and face. When the fuse of Haywire gets activated he starts to run around, maybe chasing Tux. He can't be carried around. Jumping on him when the fuse is burning will cause Tux to bounce and Haywire to be stunned for a short moment (fraction of a second). @@ -219,48 +219,48 @@ When the fuse isn't burning Haywire looks similar to a normal Bomb except color [Crystallo](Crystallo "wikilink") --------------------------------- -![](Crystallo.png "Crystallo.png") +![](images/Crystallo.png "Crystallo.png") Again a very basic enemy, but unlike the Snowball he doesn't walk around in a straight pattern, but walks forward and backward around a fixed position. It is a stationary enemy. [Spiky](Spiky "wikilink") ------------------------- -![](SpikySprite.png "fig:SpikySprite.png") Spiky behaves like *Mrs. Snowball*, i.e. he stays on platforms, but he carries a helmet which makes him invulnerable against jump attacks. +![](images/SpikySprite.png "fig:SpikySprite.png") Spiky behaves like *Mrs. Snowball*, i.e. he stays on platforms, but he carries a helmet which makes him invulnerable against jump attacks. ~~Sleeping Spiky~~ Spiky ------------------------ -![](SleepingSpikySprite.png "fig:SleepingSpikySprite.png") Sleeping Spiky sleeps, when Tux comes near he activates and behaves like a normal Spiky. (Grumbel: Not sure that guy is a good idea) +![](images/SleepingSpikySprite.png "fig:SleepingSpikySprite.png") Sleeping Spiky sleeps, when Tux comes near he activates and behaves like a normal Spiky. (Grumbel: Not sure that guy is a good idea) ~~Recoil, SnowJumpy~~ Jumpy --------------------------- -![](SnowJumpySprite.png "fig:SnowJumpySprite.png") [Jumpy](Jumpy "wikilink") jumps up and down and stays stationary on the same position. His viewing direction might follow [Tux](Tux "wikilink"). The spring should react when hitting the ground. +![](images/SnowJumpySprite.png "fig:SnowJumpySprite.png") [Jumpy](Jumpy "wikilink") jumps up and down and stays stationary on the same position. His viewing direction might follow [Tux](Tux "wikilink"). The spring should react when hitting the ground. Ice Fish / [Fish](Fish "wikilink") ---------------------------------- -![](IceFish.png "fig:IceFish.png") Already in the code, but not much used in Milestone1 Levels. This badguy shouldn't be used in Icyland, it is a forest enemy. +![](images/IceFish.png "fig:IceFish.png") Already in the code, but not much used in Milestone1 Levels. This badguy shouldn't be used in Icyland, it is a forest enemy. [Owl](Owl "wikilink") --------------------- -![](Owl.png "fig:Owl.png") A flying enemy that can carry things around and let them drop on Tux. One thing it is throwing might be *SkyDive*. +![](images/Owl.png "fig:Owl.png") A flying enemy that can carry things around and let them drop on Tux. One thing it is throwing might be *SkyDive*. Some initial code is available from the [SVN](SVN "wikilink") repository since [6558](Template:Revision "wikilink"). Graphics are still pretty much a to-do. —[octo](User:Octo "wikilink") 17:25, 6 March 2010 (UTC) [SkyDive](SkyDive "wikilink") ----------------------------- -![](BombFish.png "fig:BombFish.png") An enemy that is let go by *Owl* and then falls down to the ground and explodes. +![](images/BombFish.png "fig:BombFish.png") An enemy that is let go by *Owl* and then falls down to the ground and explodes. An initial version of this badguy has been committed to [SVN](SVN "wikilink") in [6564](Template:Revision "wikilink"). ~~[Krush and Krosh](Krush_and_Krosh "wikilink")~~ Icecrusher ------------------------------------------------------------ -![](Iceblock.png "Iceblock.png") +![](images/Iceblock.png "Iceblock.png") Krush and Krosh are enemies that are hanging on the ceiling. When [Tux](Tux "wikilink") gets within one tile they will fall down and try to smash Tux. When hanging on the ceiling, Krush and Krosh'es eyes shall follow Tux. The face expression shall become angry when he is falling down. @@ -274,7 +274,7 @@ A cooldown timer has been added in [6405](Template:Revision "wikilink"). —[oct ([Cannon](Cannon "wikilink")) Dispenser --------------------------------------- -![](Dispenser_rocket_launcher.png "fig:Dispenser_rocket_launcher.png") The cannon can be mounted on either static or rotatable pedestal. It shoots angry looking snowballs. It is indestructible. [SVN](SVN "wikilink") for non-captainsnowball/kamizazesnowball enemies +![](images/Dispenser_rocket_launcher.png "fig:Dispenser_rocket_launcher.png") The cannon can be mounted on either static or rotatable pedestal. It shoots angry looking snowballs. It is indestructible. [SVN](SVN "wikilink") for non-captainsnowball/kamizazesnowball enemies The version in SVN can in fact shoot [Snowshots](Snowshot "wikilink"). Can this sentence be removed or do you mean something else? --[octo](User:Octo "wikilink") 07:55, 27 February 2010 (UTC) @@ -296,12 +296,12 @@ Captain snowball is used in several level in bonus 3 --[giby](User:giby "wikilin 295 --- -![](up.png "fig:up.png")The spike isn't really an enemy, so much as an obstacle, but for some strange reason, it's in the creatures' image directory, but implemented as a tile. Currently the spike only hurts Tux, instead of insta-killing him as might be wanted, for example at the bottom of deep pits. Alternately, we could simply have shallow pits that are easy to jump out of. (but that still hurt Tux) +![](images/up.png "fig:up.png")The spike isn't really an enemy, so much as an obstacle, but for some strange reason, it's in the creatures' image directory, but implemented as a tile. Currently the spike only hurts Tux, instead of insta-killing him as might be wanted, for example at the bottom of deep pits. Alternately, we could simply have shallow pits that are easy to jump out of. (but that still hurt Tux) [Short Fuse](Short_Fuse "wikilink"), ~~Mini Bomb~~ -------------------------------------------------- -![](Short_Fuse.png "fig:Short_Fuse.png") ![Mini-Bomb](Minibomb.png "fig:Mini-Bomb") The Mini-Bomb is an small version of the normal bomb, it approaches in groups most of the time and is aggressive, it however is non-lethal to Tux and only works to either distract him and throw him back. +![](images/Short_Fuse.png "fig:Short_Fuse.png") ![Mini-Bomb](Minibomb.png "fig:Mini-Bomb") The Mini-Bomb is an small version of the normal bomb, it approaches in groups most of the time and is aggressive, it however is non-lethal to Tux and only works to either distract him and throw him back. A first version of this badguy has been added to [SVN](SVN "wikilink") in [6511](Template:Revision "wikilink"). diff --git a/News.md b/News.md index e76c4ee76..c196c19ef 100644 --- a/News.md +++ b/News.md @@ -260,7 +260,7 @@ Moved tinygettext to 2008-02-14 ---------- -- ![](Cpt-right-1.png "fig:Cpt-right-1.png") [Captain +- ![](images/Cpt-right-1.png "fig:Cpt-right-1.png") [Captain Snowball](Captain_Snowball "wikilink") 2008-02-13 diff --git a/Old_Milestone_2_Design_Document.md b/Old_Milestone_2_Design_Document.md index 947d7c3de..51e3dc388 100644 --- a/Old_Milestone_2_Design_Document.md +++ b/Old_Milestone_2_Design_Document.md @@ -169,6 +169,6 @@ For detailed info, see the [Badguys](Badguys "wikilink") page. The following is Here are some sketches of things explained above. -![](Worldmap_sketch.png "Worldmap_sketch.png") +![](images/Worldmap_sketch.png "Worldmap_sketch.png") diff --git a/Story.md b/Story.md index 5637defa2..54c2ab2ed 100644 --- a/Story.md +++ b/Story.md @@ -11,7 +11,7 @@ When Tux wakes up, he finds that Penny is missing. Where she lay before now lies Tux looks and see Nolok's fortress in the distance. Determined to save his beloved Penny, he begins his journey. -![](Introcutscene.png "Introcutscene.png") +![](images/Introcutscene.png "Introcutscene.png") Part II ------- diff --git a/SuperTux-C#-Editor-FAQ.md b/SuperTux-C#-Editor-FAQ.md index 81268fa24..99817153e 100644 --- a/SuperTux-C#-Editor-FAQ.md +++ b/SuperTux-C#-Editor-FAQ.md @@ -106,7 +106,7 @@ groups) which filter what is displayed in the pane. ### How do I hide layers (tiles, background, objects..)? -Click on the small eye (![](EditorEyeIcon.png "fig:EditorEyeIcon.png")) +Click on the small eye (![](images/EditorEyeIcon.png "fig:EditorEyeIcon.png")) in the layer listing to adjust how hidden a layer is. Options are shown, semitransparent, and hidden. @@ -121,7 +121,7 @@ for?](#What_is_the_SequenceTrigger_object_for? "wikilink") ### How do I add a new tilemap? -![](Tilemap.png "fig:Tilemap.png") Select the tilemap object and place +![](images/Tilemap.png "fig:Tilemap.png") Select the tilemap object and place it like a normal object anywhere in the level. The result will be a new that a new tilemap is created.\ Since r5427: Right-click any item in LayerList and select “Add”, this @@ -140,7 +140,7 @@ Press the Shift key to snap to every 32 pixels. ### What is the SequenceTrigger object for? -![](Sequencetrigger.png "fig:Sequencetrigger.png") The SequenceTrigger +![](images/Sequencetrigger.png "fig:Sequencetrigger.png") The SequenceTrigger object is used to define the areas that start and stop the end sequence (Tux walks into Igloo / Exit). The sequence names for that are “endsequence” and “stoptux”, respectively. Also, you can use @@ -148,7 +148,7 @@ object is used to define the areas that start and stop the end sequence ### What is the SpawnPoint object for? -![](Spawnpoint.png "fig:Spawnpoint.png") The SpawnPoint object is used +![](images/Spawnpoint.png "fig:Spawnpoint.png") The SpawnPoint object is used to define places where Tux could “spawn”. This is used to mark where Tux should start in the level, the destination of doors and more. The spawnpoint where Tux will start on loading the level must be named @@ -156,7 +156,7 @@ spawnpoint where Tux will start on loading the level must be named ### What is the Script object for? -![](Scripttrigger.png "fig:Scripttrigger.png") The script object is used +![](images/Scripttrigger.png "fig:Scripttrigger.png") The script object is used to define an occurrence which will happen when Tux enters the defined area. To edit the script, click the 'Edit Script' button. For details please see [Scripting reference](Scripting_reference "wikilink"). Some @@ -227,7 +227,7 @@ Other tools ### How do I use brushes? -![](EditorBrushIcon.png "fig:EditorBrushIcon.png") Brushes are used to +![](images/EditorBrushIcon.png "fig:EditorBrushIcon.png") Brushes are used to clean up edge tiles. The brush tool does that by replacing a chosen 3x3 section of tiles with the best of several “good-looking” patterns stored in so-called brushes. Keep that in mind when working with brushes - a diff --git a/SuperTux-C#-Editor-Guide.md b/SuperTux-C#-Editor-Guide.md index 377731c50..e614a0f87 100644 --- a/SuperTux-C#-Editor-Guide.md +++ b/SuperTux-C#-Editor-Guide.md @@ -59,7 +59,7 @@ If you get a strange error saying: `Unhandled Exception: System.MissingMethodExc Setup ----- -Now that it's launched, a little window should pop up telling you to select the SuperTux directory. This is so it can get the images for the tiles, the music, the sounds ect. You also need to select the SuperTux Game's .exe file. ![](Pop_Up_Dialog.png "fig:Pop_Up_Dialog.png") So select the two directories. It should look something like this for the data directory: “C:\\Program Files\\SuperTux 0.3.3\\data” It should look something like this for your Executable directory: C:\\Program Files\\SuperTux 0.3.3\\supertux2" +Now that it's launched, a little window should pop up telling you to select the SuperTux directory. This is so it can get the images for the tiles, the music, the sounds ect. You also need to select the SuperTux Game's .exe file. ![](images/Pop_Up_Dialog.png "fig:Pop_Up_Dialog.png") So select the two directories. It should look something like this for the data directory: “C:\\Program Files\\SuperTux 0.3.3\\data” It should look something like this for your Executable directory: C:\\Program Files\\SuperTux 0.3.3\\supertux2" Restart and it should look like this: @@ -74,7 +74,7 @@ Editing the Game's Properties Before you start editing, you should edit the properties of the sector. Right click the word “main” on the top left (Not all the way to the top though,) and select “Properties.” You should see a few fields and buttons. Refer to the diagram below for information on these things. -![]((STE)_Sector_settings_Diagram.png "fig:(STE)_Sector_settings_Diagram.png") +![](images/(STE)_Sector_settings_Diagram.png "fig:(STE)_Sector_settings_Diagram.png") Lesson 1:''' Basic Editing -------------------------------------------------- @@ -87,7 +87,7 @@ Before you go gung-ho about making a level, I strongly suggest you read this sec Okay, you've finished the properties. Now click the button on the top. -![]((STE)_New.png "fig:(STE)_New.png") It should have a forest background. If not, then click this: ![]((STE)_Prefs.png "fig:(STE)_Prefs.png") +![](images/(STE)_New.png "fig:(STE)_New.png") It should have a forest background. If not, then click this: ![]((STE)_Prefs.png "fig:(STE)_Prefs.png") Select “Preferences” and redo what I told you to do above. diff --git a/Tile.md b/Tile.md index 065c123eb..d7b725945 100644 --- a/Tile.md +++ b/Tile.md @@ -135,7 +135,7 @@ Each type of information stored in the data section needs to reserve a range of ### Slope types -![](Slopes.png "Slopes.png") +![](images/Slopes.png "Slopes.png") ![Circle showing the 20 different valid slope data values.](Slope_data.png "fig:Circle showing the 20 different valid slope data values.") The *deformation* means the following. The “circle” on the right shows the 20 different possibilities. diff --git a/User-Manual.md b/User-Manual.md index b2bf6c027..730f72749 100644 --- a/User-Manual.md +++ b/User-Manual.md @@ -48,7 +48,7 @@ There are also worldmaps availible in addons. Please see the section labelled "A ### Levels -![Level Image](Screenshot_Via-Nostalgica.png) +![Level Image](images/Screenshot_Via-Nostalgica.png) A level is an area of an worldmap which Tux must traverse. To "win" in a level, Tux must pass through a finish area, often marked by a set of poles. diff --git a/Yeti's_Revenge.md b/Yeti's_Revenge.md index 74f19be0f..42f0877a4 100644 --- a/Yeti's_Revenge.md +++ b/Yeti's_Revenge.md @@ -1,5 +1,5 @@
-![](Yetis_Revenge_Logo.png‎ "Yetis_Revenge_Logo.png‎") +![](images/Yetis_Revenge_Logo.png‎ "Yetis_Revenge_Logo.png‎")
**Yeti's Revenge** is an addon for Supertux 0.3.3-svn (September 2011) by *niso*. It contains a brand new worldmap, two storylines and over 30 levels. At the end of the main story Tux has to fight against Yeti again. Although the whole addon is more challenging than the main game, all levels can be finished completely (each coin, secret etc. is reachable). @@ -20,8 +20,8 @@ | | | | |----------------------------------------|-----|-----------------------------------------------------------------------------------------------------------------------------------------| -| ![](Fish_small.png "Fish_small.png") | | **Fishboxes:** To play the second storyline Tux has to search for 35 fishboxes which are hidden (sometimes hard to find) in each level. | -| ![](Coinblue-0.png‎ "Coinblue-0.png‎") | | **Blue Coins:** If Tux collects 5 of these coins in one level (without to die), he will get 3 lifes (300 coins). | +| ![](images/Fish_small.png "Fish_small.png") | | **Fishboxes:** To play the second storyline Tux has to search for 35 fishboxes which are hidden (sometimes hard to find) in each level. | +| ![](images/Coinblue-0.png‎ "Coinblue-0.png‎") | | **Blue Coins:** If Tux collects 5 of these coins in one level (without to die), he will get 3 lifes (300 coins). | #### Levels