

Well, if you have played SuperTux 2, now is your chance to make this a reality.

"left", "right" or "auto".Īngry Stones, Bouncing Snowballs, Fish, Flying Snowballs, Ghost Trees, Igels, Jumpies, Moles, Mr Bombs, Mr Iceblocks, Mr Rockets, Mr Trees, Plants, Poison Ivies, Skullyhops, Snails, Snowballs, Spider Mites, Spikies, Sleeping Spikies, Stalactites, Stumpies, Toads, Totems, Yeti Stalactites, Walking Leaves, Yetis and Zeeklings only require this list of parameters.Many people have played many games and thought at times, “This section would be better if.”. (direction "auto") Direction in which the badguy will move after spawning. A squirrel script that is executed once the badguy dies. (Note that the origin is in the top-left corner!) The next few sections describe the extra parameters for the other badguys. This section describes the various badguys and their parameters. (time 300) The player must complete this level the rain is in front of the foreground tiles. Choose a number to put the rain between two layers. (layer 201) -100 are background, 0 are interactive, 200 are foreground tiles.
(particles-It is advisable only to use one particle system at a time. Details on this can be read later in this chapter. Here you can add badguys of your choice. See the scripting reference for more information. (name "main") spawned at spawnpoint named "main". (image-bottom "arctis_bottom.jpg") Image at the bottom (image-top "arctis_top.jpg") Image at the top (layer -100) Which layer should the background scroll on? (image "ocean.jpg") Background from data/images/background (node (x 2) (y 3) (time 2)) Point to which camera will scroll. see src/objects/camera.cpp for special options (ymode 1) 1 is fix, 2 is Mario/Yoshi, 3 is Kirby (xmode 1) These two specify the feel of the camera. (mode "circular") "circular": A -> B -> C -> A ->. (mode "autoscroll") This can be set to "normal" to deactivate (camera-config Definitions of the camera mode and paths Tux will collide with the tiles in this tilemap. (tiles Integer lists of which tiles you want to use.Ġ 0 0 0 0 The tiles and their numbers are defined in (width 5) Number of tiles you plan to put in a row.

If the tilemap is solid, this has to be 1. (speed-y 1.0) Same, but vertical scrolling. (speed 1.0) If the tilemap is solid, this has to be 1. Note: more than one tilemap can be solid per sector. (solid #f) Will Tux collide with tiles in this tilemap? "background" is now -100, "interactive" is 0 and "foreground" is 100. (z-pos -100) What layer the tilemap is supposed to be on. are ready to apply the level design correctly). 10.0 is the default and sanest value (unless you (music "ondraschipdisko.ogg") Name of the music file. (name "main") Tux begins in the sector named "main". (sector A level is divided into independent sectors that can be connected we're politely asking you to allow redistribution, but it's your decision. and "non-redistributable" (all rights reserved). (both GNU GPL 2 or later and Creative Commons Attribution-ShareAlike 3.0)
#SUPERTUX 2 LEVEL EDITOR DOWNLOAD LICENSE#
(license "public domain") Choose under which license you wish this level to be redistributed. (author "Ondra Hosek") Put your name here unless you are me (very improbable) internationalised (that's why the extra underscore and brackets). (name (_ "Some demo level")) Name of the level. and I'm not going to teach it since it lacks a lot of features. (version 2) This document only describes version 2.
