-
-
Notifications
You must be signed in to change notification settings - Fork 491
Ideas
This is a list of ideas that need more discussion/polishing before they are ready to consider, and probably will never see the light of day. However these features could be added to SuperTux at some point in the future, if somebody was willing to put in the work and maintain it.
See also:
- Implemented ideas, for ideas that got implemented
- Current Design Document, for ideas that will be implemented "soon"
- Rejected ideas - you can't polish a turd, and these ideas will never be added to SuperTux no matter what
- The rest of the wiki, for ideas that are clear enough to implement
I believe the game really needs a storyline that makes the game not just about the arcade, but involves a greater plot. There should be a cutscene for just about every level and specific objectives (like you need to find a certain key or something before completing the level) Almost every level should have a cutscene that further adds to the plot. I also like the NPC idea because that can also drive the the plot. An idea for a storyline is detailing how Tux and Penny met and maybe add other characters that touch Tux's life (family, old flames, etc.)
I really don't want special level objectives, and a cutscene per level would get kind of annoying. Level objectives would complicate things, as would multiple cutscenes, but having one or two would be nice.
SuperTux needs a catching background story that inspires and motivates the player and drags him into the story so that he understands why Tux is doing what he does and why it is important.
“The bad guy took the penguins girlfriend, go save her from him!” or “Nolok stole Penny from Tux, you must save her!” doesn't cut it.
It needs be passionate and inspiring like:
“The evil Nolok kidnapped Tux beloved girlfriend Penny. Tux was worried he would never see her again, he was scared and upset but knew he would do anything to get his true love back!”.
The player shouldn't just play level, complete level, go next level, in an infinitive loop until the end. As the player plays the game, he should learn more. When Nolok kidnapped Penny, Tux was shocked and confused. He perhaps don't need where Nolok is hiding or where Nolok has taken Penny, this information he can learn on the way. And maybe he learns about other bad stuff that Nolok has done to other people.
I shalt put that intoeth mine version of Super tux. - Rorikdude
Some games have a story that is more interesting than the game itself. Some games you play just because you are so into the story and really needs to know more about it. Kinda like when you started to read a book, you cant put it away. Of when you started watch a movie, it get so exciting you cant switch away channel. :)
I like the idea of Tux not knowing anything in the beginning. Perhaps at the start - 'Antarctica - the dryest continent on Earth. (shows worldmap) One of the few creatures that can brave the polar winds is the penguin - there's some there...' and zooms in on Tux and Penny. 'Another is the - ' camera shakes, goes funny, ice bush moves and dark shape, blacks out. And when you start level one: 'Tux was confused and upset. Where wass Penny... his Penny... ? He started searching, not really beleiving he would find her, but he had to do something. There were rumours... such rumours... but nothing like that could have happened... could it? And level two: 'Tux caught sight of a peice of paper lying torn and wet under a overhanging ledge of ice. He picked it up carefully, and saw with a leap of his heart that it was only the bottom fragment of a larger sheet. All that was there was a delicately drawn ice flower - the symbol of his beloved Penny' - poison Ivy
-hmm... we could say that Nolok lives at the North Pole (the other side of the world!) and Tux has to cross the planet
to find Penny. Or/and maybe we could make Nolok escape continuously, and Tux has to follow him.
It does need to be more passionate/inspiring, but the classic platform-game atmosphere may be the highest priority.
- Julius_Freezer 23:58, 2 July 2009 (UTC)
In this world, the player will take Penny's role, and the story is continued from her point of view so the player can explore the story some more.
Intro: Scene showing Penny in a prison cell, trying to escape. She is unaware about Tux's current location. She finally manages to escape her cell. She flees through a window or a crack in the wall, gets out of the castle and disappears in the background. Tux is still a ways away and doesn't find out about the escape (or: he finds her empty cell and a letter). Penny wanders around the world looking for Tux.
Another intro: Tux enters some room in the Dark Forest Keep, sees Penny locked in the cage, comes closer. There is a rope attached to the cage and Nolok holding the other end of the rope. Nolok says he will free Penny. Tux is confused and wonders if Nolok is up to something and turns to the camera and asks you if you think he should ask Nolok to free Penny, if you say no, the game continues as normal if you say yes Nolok pulls a rope and, because there is a pulley system on the rope, the cage raises, Tux runs to meet Penny, BIG MISTAKE! A speech bubble appears at Noloks mouth: “whoops!” “LOOK OUT!” yells Penny jumping away, the cage falls and traps Tux. Then you play from Penny's PoV trying to rescue Tux.
Or: When Tux reaches the final castle the boss is Nolok, but you need two people to defeat him. So you have to play Penny as she escapes from the cage and makes her way through the castle to help Tux defeat Nolok.
Ending: Penny is caught by the cunning Nolok. But she doesn't give up because she writes down information she overhears from Nolok himself in a letter in hopes to reach Tux and to inform him on Nolok's plans help him as much as she can on his journey.
As a side affect of now having to play Penny, you should get ice flowers instead of fire flowers!
Some of crystal cave badguys are implemented jet, but there will be also some new badguys. These badguys aren't all, that will be in the crystal cave.
For a list of proposed badguys, take a look here
Crystal cave won't use many new badguys only for it, but it will use some new objects only for crystal cave.
-
Weak stone
- Only explosions will be able to break these solid blocks.
-
TNT
- Tux will be able to grab this object. It will start ticking and then explodes, when dropped.
-
Broken boat
- The boat that goes from ice land to forrest land should be broken, and before Tux can use it, he must fix it somehow, by obtaining some tools like a hammer, saw, sail or something. This would create a new sub-objective in the game, which would make the game more interesting. -- smallfoot
In SVN version, you can travel with boat across the seas. Maybe there could be;
- An iceberg or something.
- A whirlpool / maelstrom.
- A sea monster like a sea snake, or Nessie or a hydra with many heads.
- Sounds like a boss for a non-existent (as of now :-) water world.
A possibility for another world is Water World or something like that.
Tux boards a ship, sails to a level in the middle of the ocean, and starts it by opening a bonus box and get a pirate hat and a pistol. The badguys are fish, seagulls, and pirate seals. Once Tux conquers the ship (in one level or a load of them) he can fight other ships, or stuff like that. It would be a great way to go between islands. Finally, after beating all the islands, he sails to wherever Nolok is.
The idea needs some more work, but feel free to build upon it. (And if the idea is used, I get to make at least one level in it, please?)
The Ghost Tree was planted by Nolok using his mighty staff to corrupt the forest and its inhabitants to be more eerie and dangerous. A group of Granito, inhabitants of the forest who have not yet been overtaken by the Ghost Tree's disease asked Tux to help save their home and fellow Granito that have been corrupted already. When the Ghost Tree is destroyed and the Granito are healed some of the once infected Granito living near the tower inform Tux about noticing someone strange leaving with another of Tux's kind to the north-east, shortly before the disease began to spread.
After Nolok flees with Penny out of his ocean hideaway, he ends up in a vast Grassland area. It seems to be easier than the previous two worlds as Tux can see the castle in the distance, but when he gets there he finds a number of doors each containing many hazards. He must enter each one to press some (ropes/levers/buttons) to bridge some huge “security” gaps in Nolok's main room. Again, Tux just misses Penny, but finds a new note from her telling him something that will aid him in the next world.
Too similar to the forest world. That would be two green colored worlds, except one has less trees. Boring.
Tux will sail form Forest island to Jungle island to get Penny. Then Tux will pass trough some levels to a clearing, where is the Nolok's castle located. Tux will see Penny on the clearing quite far from the castle. She will stand on a platform. However, it won't be penny, but only a wooden dummy and the platform will send tux somewhere deep in the Jungle. Tux will pass about twenty levels to reach the clearing and the Nolok's castle. Then Tux will have to defeat the boss. Tux will arrive in the prison, but there won't be Penny, but only a letter. There will be written:
"Dear Tux, I know, you will rather go to the Lavaland now, because Nolok has token me here, but the Nolok's fifth castle is covered in a crystal cave, that has two entrances. One is the mountain on Jungle island and the other is hidden in Lavaland, so you would never find it. Go to the crystal cave first and caputure the castle. Nolok won't go to the castle. And then use the other crystal cave exit to arrive in Lavaland." ~Penny
After Tux will read the letter, he will go outside the castle and then into the mountain to the crystal cave.
Jungle island is very similar to Forest island, so they can use the same badguys. Jungle island will use some of them more often, than are used in Forest island. There will be also some new badguys only for Jungle island.
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.
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.
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 will behave the same as crystallo, but leaf particles will appear on death.
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.
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.
After defeating the forest Boss, Tux go down to the jails of the forest castle to release Penny. The only person he found there is Fun Pif the Puffin, the young prince of Illusion Island. Pif Told tux that Penny was there, but few day earlier, Nolok went to take some prisoners out, including Penny and the Fun family. Then Together, they decide to go and release the prisoners…
The First stage of this Journey is the tropical Island, altogether they are … Oh Nolok knocked on my door, I'll finish that latter on ;)
- Fun Pif the Puffin
- Moving coins
- Wood Box/coin exchanger
- It has a jungle theme.
You used tux paint, didn't you? Very nice! Monstertux
- Electric eel
- Mr. Palm Tree - Very tall badguy consisting of stacked segments; jumping on top removes the bottom segment. When there's only one segment left, Mr. Palm Tree dies.
- Nutty - A harmless, indestructible badguy; a bit like a walking moving platform. Alternative: an equivalent of Mr. Ice Block.
- Volcano - Stationary boss badguy, spews ashes that can hurt Tux.
- Wild Boar/Feral pig - Basic walking badguy, starts running faster upon seeing Tux. Tux can stun him by kicking him from behind, and can kill him by stomping on him.
- Hungry Parakeet - Zeekling equivalent.
- Melon - Snowball equivalent.
- Mosquito - Flying snowball equivalent.
- Spider - A tarantulas going up and down
- Toad - A Frog seeking Tux
- Tikitchokwe - A badguy wearing a mask that send fireball on Tux
- Bengal Tiger (Boss)
- Welcome to the Tropical Island -- Introduces the player to the new badguys and objects.
- (intermediate levels)
- Penny is freed -- Cutscene of Penny being freed, player regains control of Penny and escapes.
- Up the mountain -- Tux starts to climb the steep rocks on Upatna Mountain.
- The upward trail -- Penny's turn to start climbing.
- (intermediate levels)
- Into the volcano -- Penny reaches the top of Upatna Mountain, but an earthquake makes her fall into the volcano!
- Rescue! -- Tux climbs into the volcano and rescues Penny.
- Escaping the Island -- Tux and Penny escape the Tropical Island and sail home.
- Yo Ho Ho -- Tux and Penny are captured by Captain Snowball and his scurvy scallywags!
- etc.
Tux travels with the help of Granito to a tropical island after the forest keep, named Tropical Paradise.
Played upon entering the jungle section of the island and shows the user of some puzzle involving totems that needs to be completed.Some sort of Hiroglyphs to open a door at the end of a level.
A majestic Toucan resides among the totem temples located on the tropical island creating totems in his image. Nolok met the bird and offered him more land and power if he could successfully impede Tux's progress and defend the hidden teleporter to his fortress on top of a mountain peak. After defeating the Toucan and his Master Totem, Tux finds Nolok's base camp by the teleporter. Before Tux could confront him however, Nolok teleports to his mountain fortress. Tux gives chase and also uses the teleporter...
Tux finds the Helicopter that Nolok took Penny in but there is no one there. So, Tux heads off to find Nolok's Hideout, Tux looks around and sees nothing but 16 metal/concrete platforms. Tux finds out that he must pull a lever on each of these to raise (uncover?) Nolok's Hidden fortress.
Similar to tropical island.
Tux knocks back the boss of the previous world, but the boss still comes after Tux. As Tux runs away, he sees a ship. The monster is gaining, and the ship is leaving. Tux only has one chance... he gets on his belly and slides as fast as he can, because he goes faster when he slides. Tux gets massive “Air Time” as he flies off an iceberg cliff, monster in pursuit. The monster can't stop in time and falls in to the deep ocean. Tux screams “I'm coming, Penny!” as he lands near the ship. He gets on but the ship is crewed by pirates!
Enemies: Pirates, Fish, Seagulls
Tux gets off the ship at a pier, when he hears a splash. He looks at the water, and sees a giant panda bear get out and on to the pier. Tux prepares to fight him...
... The boss panda bear is stunned, and he falls in to the water, causing a huge wave. Tux is swept off his feet and carried through the water, screaming.
What is the moveset? Also we already have a big, fuzzy character, the yeti.
Tux finds himself on a beach of an island covered with beautiful sculptures, buildings, and more. As Tux gets up, he sees another penguin wearing a turban on the beach, building a canoe. Tux walks over to him, and asks him what is going on. The penguin looks at him, and in a thick accent says “I am Salsa, ex-ruler of this island. Earlier today, an evil being came to my humble abode and took all my jewels, riches, and power. He called himself Nolok, and drove the people of my Royal kingdom away. He had a girl with him, but I could not see her very well,” and Tux offers to help him. Salsa stands up, and agrees. They begin to head inside the city...
A city as a world theme is too out of place. All world themes are based on natural environments. A city just wouldn't fit.
Enemies: Llama (spitting), Bear, Worm, Sinkhole, Vine, Grass & flowers (implemented as object, so the level creator can edit colors. Variants: standard, ghost, maybe killer)
Enemies: Cactus, Dillo, Dust Devil (Whirlwind), Mummies from pyramids, Mr. Death Worm, Sinkhole
Enemies: Zombot (Zombi robot), Big Robot, Vacuum Cleaner, Mine, Manufacturing Robot, Laser Cannons
Enemies: Skullyhop, Rainbow Creature e.g. rainbow serpent
Boss: Evil Tux
Enemies: Samurai Warrior, Rotten Board Monster
Boss: Chinese flying dragon
Enemies: T-rex and others Dinosaurs, Mr. Palm Tree
Nolok's Mountain Peak is the final world in SuperTux.
Tux finally finds Nolok's final fortress on top an enormous mountain. However, the entrance door is locked requiring five world keys spelling out Nolok's name for it to be opened.
Unlike previous worlds, world 4 will be rather small but much more difficult!
Intro: Nolok, from across his walls, taunts Tux telling him that he hid away the keys all over the world and without these Penny would be lost forever.
(Played at the entrance level to Nolok's final fortress, if all five NOLOK-keys are collected)
Shows Tux using the five keys to enter the castle.
Nolok is the final boss. He is equipped with a mighty staff that gives him access to many powerful spells.
There might be alternative worlds accessible by beating secret levels, e.g. Tux might find a secret exit in a IcyIsland level and go to a volcano world instead of the forest world. Think of Wario Land II. However, I'd reserve this for Milestone 3 or even later, since this would take a lot of designing.
These don't fit in the main story but could be playable as contrib / add-ons.
List of Themes
- Boreal Forest
- Dungeon
- Island world
- Big Island-type Penguin
- Nolok's Kitchens
- Boss: Chef
- Nolok's Dining Room
- Boss: Giant Fork
- Nolok's Lab
- Boss: Giant Amoeba
- Nolok's Office
- Boss: A bad computer
- Nolok's island (gloomy scary)
- Outer Walls
- Boss: Nolok-type creature
- Space Station
- Tower Tops
- Volcano/Lava world
- Sky/Cloud world
- Throne Room
- Bedroom
- Boss: Pillow
- Space
- Giant Celebration Cake
- Boss: Candles
- Underground (lava) world.
- Underground (slimy place) world.
- Underground (spider nest) world.
- Moon with low gravity world.
- Penguin world(with bonus maps where you may go and play 1 level for every ticket item you find(very hidden))
- Inside a castle or castle yard
- Mountain range
- Boss: Mountain lion
- Nolok's Underground Laboratory
- Boss: Mad Scientist
- Water world (if Tux can swim...)
- Ghost world
- Boss: Big ghost
- Light-and-magic world
- Water world
- Cave
- Jungle
- Desert
- City
- candyland
- Dinosaurs terrain. Boss: Tuxeratops Rex
- Dark level where it's night!
- Levels where Tux has to go up rather than forward -- He could be climbing a mountain or a really tall tree.
Some of these ideas might be better served as minigames? Like the Zelda GB crane game, fishing game etc. and could be added to the shop idea (you either buy the item or try your hand at a minigame to get said item, or a not-for-sale special item). Some of those minigames could be hacked into SuperTux by designing levels in other games (PlanetPenguin Racer, Frozen Bubble etc.) which could reduce development time and needs for new graphics. Good idea. Minigames sounds like an excellent way to channel the creativity which doesn't necessarily fit with the whole. You could go onto the fan site or something, and put them in a special folder in the Super Tux directory.
why not a portal type place where he gets sucked in or a ray gun firing a beam at tux digitizing him or something - Atomic1fire 02:35, 1 Jan 2007 (CET)
Because they did that in “Tron” already.
- A Glitch world one put somewhere hard to find
- Glitches aren't done on purpose, they are programming mistakes, so we can't do a glitch world on purpose.
- Geeky computer/circuit board world - “Tux decided that the only way to get Penny back would be to hack into Nolok's computer...” well, worth a try.
No. Not another so called “geek game”. Kill evil Bill G. won't work with the existing storyline.
Great idea. And because Nolok uses M$-Software it is super easy.
As Nolok dies (or whatever), a shade floats out of him and solidifies. The shade is in the general shape of a penguin, but is all black. Not even the eyes are visible. If you have lighting effects going by that time, the “Shadow Penguin” literally darkens any light sources he's near, more and more as the game goes on. The Shadow Penguin escapes. At the very end of the game, now you've tracked the Shadow Penguin down, and you've tracked him to some sort of landscape far removed from the world we know. All backgrounds are black, and the world is sort of a cyber, glowing green (or blue) on black, final showdown kind of thing. You finally find the Shadow Penguin, you fight. The Shadow Penguin has a strong shield, then once that's broken down, the fun REALLY begins. The Shadow Penguin is invulnerable unless you jump on him 3 times... then you can damage him. Once he is defeated... LIGHT! The penguin's “aura”, that was causing darkness to take over, vanishes, the blackness (and glowing green, or blue, or whatever) falls away, blue sky and the world we know reasserts itself, and you are revealed to be back in Antarctica, where you started! Tux embracing Penny, happy ending cutscenes, etc. the end.
- There should be underwater levels, and ways to go underwater.
- What's about a level in a world, where you can see a volcano in the background? And not just seeing it, after a few steps the volcano becomes active and throws up brocks into the level, which may hit you.
- What's about a snow level where an avalanche is chasing you, or where regulary come some big snowballs and you have to wait
on a high platform?
- This is how autoscrolling levels shall work in the future.
- Being chased by an animal (like a bear in a forest) would be great fun. He could ride down a mountain in an iceball.
There is a pirate ship level in Yeti's Revenge where the ship chases you.
The main idea of this concept is to improve supertux with multiplayer like “New Super Mario Bros. Wii” on the Wii or something alike. For now idea limits to two players: Tux and Penny. Both players are playing inside one world in single-screen mode.
To make game interesting to play in pair, i introduced new type of monsters (or new ability to all monsters) - carry bonus (see Bonuses) and split ability to “fire” to two different types of attack (see Players).
Both players should be approximately equal in playing difficulty, to make the game interesting to all. If you will want to replay level with Penny after finishing level with Tux and vice-versa - then this point is done well. If there will be lots of holy wars over who is most difficult - then this point done well. If not - we have to change some details in concept or fix the balance.
Players are designed to help each other. This makes game more addictive (as i think). You don't only play, you also help your friend and he helps you. If we don't follow this - what for we are creating multiplayer at all?!
How about the FreeBSD demon (freebsd.org) or another penguin for player 2.
Penny would be a better second player. Alternatively, it could be like SuperTuxKart and support up to 4 players (Nolok and Yeti? Gnu and Wilber?), but I feel that it would be a better minigame and that 2-player with Penny would be the best implementation.
the other penguin could be Fluffy
+1. I like it.
Both players have same abilities as original tux with following differences:
Property | Penny | Tux |
---|---|---|
Fires with ... | Ice (iceball) | Fire (fireball) |
Bonus for increase power of bullets. | Ice bonus - you can get it from enemy. Increases enemy freezing time. Every type of enemy has it's freezing-coefficient (float-point number) describing how strong will feel this hit. For example 0 means “completely immune to cold”, 1 means “sensitive to cold”, 1.5 means “extra-sensitive to cold” and so on. | Fire bonus - you can get it from enemy. Enemy has floating-point life and shots has floating-point damage. Bonus will increase damage of shot. |
When bullet reaches enemy, then... | Enemy freezes for some seconds. Time depends on “coldness of ice” which may be increased with appropriate bonus (ice bonus). While enemy is frozen, both tux and beastie can stuck it by jumping on it. Enemy dies. If enemy contains bonus, bonus is dropped nearby. Bonus can be picked up by Tux or Beastie. | Enemy gets hit. If number of hits is enough to kill him, enemy dies. Number of necessary hits depends on “hotness of fire” (may be improved by fire bonus). You can't get bonus from enemy if you kill him. |
What will be in single player? (or how this helps to achieve point 2) | Okay, you can get all bonuses from monsters. But there are enemies without bonuses. Killing them is expensive: freeze and be fast to stomp him. Tux will be useful in that situation. Play together with Tux. | Okay, you can kill any enemy. But you will not get fire bonuses from enemies. So killing enemies will be expensive: you need to fire a lot to kill big enemy (i.e. without fire bonus you don't have enough “fire hotness”). Play together with Penny, to get bonuses. |
The first thing about bonuses - they may be placed inside enemies. Bonuses in blocks are still exist. Such an enemy may be (or should be always?) marked with some symbol, describing type of bonus, or describing random bonus.
The only way to extract bonus from enemy is to freeze enemy (Tux can do that) and then stuck it by jumping on it (both players can do).
There is a list of new bonuses (of course may be more than two, but if you add some - keep your eye on the balance.):
Bonus | Applies to | Meaning |
---|---|---|
Ice Bonus | Penny (multiplayer)/Both (singleplayer) | Increases freezing time for Penny's ice bullet. |
Fire Bonus | Tux (multiplayer)/Both (singleplayer) | Increases power for Tux's ice bullet. |
In single player there will be two types of flowers (from classical supertux) - ice flower and fire flower. As you can see, Tux can become “Pennyish” by gathering ice flower and then get bonuses from monsters. Or Penny can become “Tuxy” by gathering fire flower.
Notes: “Pennyish” Tux cannot do ice-attack, so he kills enemies and improves fire from blocks. “Tuxy” Penny cannot do fire-attack, so she freezes enemies and have to stuck them in order to kill and optionally gather bonus.
All enemy lives, powers of bullets, and freezing times should be balanced to make both players close (or better - equal) in play difficulty. Maybe these values should be configurable in something like Options->Difficulty Settings menu. For now I just can assume some sane values, but i haven't any ready-to-work balancing map.
Of course, we should paint sprites for Penny and other players, bonuses, monster-has-bonus marks, different bullets...
How about instead of just a project for a multiplayer mode, a mass multiplayer mode. Of course, someone would probably have to set up a good server for this. You could differentiate your Tux from everyone else's tux through ties, hats, and body colors. Boxes and enemies could reappear after a certain amount of time. You could trade your coins for something different from a one up. You could have firetux duels with other people, or maybe throw snowballs at each other. Maybe kill other tuxes by jumping to hit bricks that they're standing on.
Super Tux Smash would be a mod of the Super Tux Engine for Multiplayer, loosely based on Super Smash Brothers Melee but with some completely different gameplay.
More Details
Multiplayer support (having more than one controllable player, eventually maybe network support?)
Colorization of players (so that players could have a red vs blue penguin battle), or a variety of playable characters.
All-way scrolling. (Already in Milestone 2)
Destructible blocks by fireballs. (Already in Milestone 2)
Intro, Winners podium extro.
Unlimited lives.
Mini-viewport (ala Smash Bros) to show where players have gone offscreen
Eventual network play team info included.
Deathmatch - Knock the other player(s) off the platforms. Whoever has the least falls wins when time is up. Free for all.
Coin Collect - Collect as many coins as possible while avoiding/harrasing the other player(s). Whoever has the most coins wins when time is up. <4 teams, multiple players or free for all.
Capture the Flag - Get the flag of the other player(s)/team(s) to your flag. Whoever has the most touches wins when time is up. <4 teams, multiple players.
Zone Control - Touch platforms to “paint” them. Whoever has the most platforms of their color wins when time is up. <4 teams, multiple players.
Soccer - Use a Bouncy Snowball as a soccer ball and have goals at either side of the (closed) level. Still have platforms and powerups. Whoever has the most goals wins when time is up. 2 teams, multiple players
Instead of having Question Blocks, have balloons which occasionally float up from the bottom of the screen. Powerups include:
Grow - break thru platforms from side or bottom when grown. Also less vulnerable to jump attack.
Fire flower - instant death (respawn) to opponent when hit, break platforms.
Ice flower - freeze opponent for 5 seconds.
Umbrella - float farther, slower.
Rocket pack - WASD movement for 15 seconds, fireflower ability.
Balloon - some balloons would be empty but allow you to float. All balloons would pop when hitting a platform or player. There might also be tied balloons which don't pop but you have to jump across fast due to jiggling.
Magnet - allows you to grab onto the bottom of platforms and move along them.
Spiky shell - invulnerability for 30 seconds
- Tux
- Penny
- Other penguins (colorized, EvilPenguin, Albino, Magellenic, Macaroni)
- Nolok
- Snowball (Bouncing/Walking/Spiky combination)
- Walking Flame
- Mr. Bomb
- Mr. IceBlock
- Polar Bear
- Seal
- Yeti
- Poison Ivy
- Spider
- Mr. Tree
- Mr. Totem
- Zeekling
- Ghost
- Dillo
- Sushi
- Skirpy
- Beastie (BSD logo)
- Platypus (Hexley, Darwin logo)
- Other OSS logos, e.g. Puffy (OpenBSD) and Glenda (Plan9)
Peck - run up to opponents to peck them - this can knock them off the platform.
Jump attack - instant death to non-grown opponents.
Spin attack - instant death to all opponents.
Powerups - above.
Specials - per character.
- Need vertical, multi platform based levels.
- Physics-based platforms (ala Gish) would be nice.
- Underwater levels would be nice.
- Seesaws and Trampolines could be important.
- Could use some enemies like the jumpy spiky, fish etc.
- Would be nice to have some new ones like:
- Anvils (drop from the sky once in a while, break platforms)
- Arrows, Rockets, or Chompers (come from the sides if you get too close to edges)
- Rockets could also launch from the bottom once in a while.
- For big (scrolling) levels, teleports (w/ directional arrows and random ones) and/or a minimap would be nice.
- Bottoms of levels should be water, lava, spikes, or void.
Sounds great, can't wait. Just please keep hexley out of it. --Julius_Freezer 00:24, 18 June 2009 (UTC)
STORY IDEAS! MY idea is we could have CPU characters (with AI! WOOT!) and have two single-player modes. Classic (a map of a colloseum with every other character in a straight line) and an Adventure mode (like only as big as one supertux world.) The story for adventure is Tux and Penny were on a walk when meanwhile, Nolok is hiding underground. EvilTux knocks on his door and Nolok opens it. EvilTux says he wants to help Nolok destroy Tux. Then EvilTux shows up with Tux and Penny. You can change between Tux and Penny between levels. Anyway, Tux goes through 1 antarctica level. Boss is EvilTux (an easy version). Then EvilTux goes back to Nolok. Nolok puts him in a cloning machine. The next level is Forest level. You fight EvilTux clones at every quarter of the level. Then EvilTux is really destroyed. Meanwhile Nolok puts forest DNA in the Yeti. Next level is Tropical Island. Boss is Sasquatch. Finally, Tux gets back to Antarctica and Nolok appears to fight, but Gown (yes I'm including her for some reason) jumps on Nolok's head (similar to Sonic jumping on Tabuu from smash bros.) Then Nolok zaps Gown. You fight Gown hypnotized. Then Nolok pulls you all into a portal. You fight several bosses.
- Yeti
- Mr. Totem
- Haunted Tree
- Sasquatch (harder)
- EvilTux (harder)
- Warty Hand (giant nolok hand)
- Nolok with wings and magic (FINAL BOSS)
Then the portal spits Tux Penny and Gown out onto the ground. Credits roll.
IDEA: special moves you can learn at dojos. A_key is arrow key. Advantage defines a little bonus to player “advantaged” in the stage. PoWER is abbreviated for “Pwnage of Weird Enemies Robotechnics”(EvilTux's Helmetron made by PoWER)
LOCATIONS: Icyisland (advantage to Tux), The Forest, Penguinos Island (advantge to Pingu, how to unlock: Destroy Tux statue at Icyisland and jump into secret passage under it), Antarctica Meltdown (unlock all special moves)[ Boss:Fry, a fireball with eyes. Intro boss cutscene: Player jumps onto a half-sunk stone platform. Fry appears. “This place is only for one!” PLAYER:"And this “one” is me!"(puts on ice cap) CONTROLS CHANGE: |1| is to shoot iceball. Phase 1. Flying around Fry is equipped with wand shooting fire and with sphrere-shaped shield. To hurt him, shoot his wand with iceball. Phase 2. Fry loses his stuff and starts to jump. If he lands near player, player gets hurt. Shoot him with iceball. Phase 3. Fry splits to some amount of little fireballs, acting like Fry in Phase 2. Shoot them all with iceballs.] Nolok's Castle (Advantage to Nolok and Eviltux (from supertuxkart))[ Boss:Nolok] Grand Finale (accessible only with Tux)[ Boss: Eviltux]
TUX
DESCRIPTION:Our hero, cool as usual. QUOTES TO GAME:“Here I am, Tux!”, “Woot! I won!”
COMMON MOVES:
A_left, A-right - move A_up - jump A_down - duck (makes Tux invincible, and stand-on-able for 5 seconds, then, if anybody stands on him, gives them shot in air) |2| - punch |2| in midair - sky kick |1| repeatedly in midair - air spin (throws enemies who touch him back to hell they came from and falls slower) A_up while ducking - backflip (jumps back and makes enemy landed on unable to move(stomped)) |1| repeatedly while ducking - spring jump (very high spinjump) |1| repeatedly - spin (throws enemies who touch him back to hell they came from)
SPECIAL MOVES:
|2| while moving - ram (rams at enemy, shooting him up and in moving direction a bit) - available at level 1 dojo |2| and A_left/A_right while ducking - power ram (rams at enemy at very high speed, shooting him up and in moving direction) - available at level 2 dojo |2| while ducking - power bomb (strikes enemies nearby) - avaible at level 3 dojo |2| and |1| repeatedly - rage (makes Tux run fast and strikes enemies on his way) - available at level 4 dojo |2| and |1| repeatedly while ducking - rampage (makes Tux run very fast and pwns enemies on his way) - available at level 5 dojo A_up in midair - Penguin punch (Tux jumps in midair, striking enemies touching him) - available at level 6 dojo
PINGU
UNLOCK:Beat Penguinos island with Tux. CUTSCENE: Some penguin (Pingu) runs into Tux. “HI! NOW I FOUND YOU!I...” TUX:“Wait a bit, who are you?” “I AM YOUR BROTHER!!” Tux feels like WTF? PENGUIN:“I will explain it. Sit down just here... I remember you when I was young. We were taking a vacation at Icyisland. Then, returned to home, we noticed that you were lost... *sniff* BUT NOW I GLAD TO SEE YOU BRO!!!” DESCRIPTION:Tux's brother, has his own cool moves. QUOTES TO GAME:“It's action time for Pingu!”, “WOW! I am so cool!”
COMMON MOVES:
A_left, A-right - move A_up - jump A_down - focus (makes Pingu unable to move for 2 seconds, then decreases knockback rate for 10 seconds. Then can't do this move for 1 minute) |2| - punch |2| in midair - sky kick |1| repeatedly in midair - air spin (throws enemies who touch him back to hell they came from and falls slower) A_up while ducking - backflip (jumps back and makes enemy landed on unable to move(stomped)) |1| repeatedly while ducking - spin spell (same as spin, but with wider range) |1| repeatedly - spin (throws enemies who touch him back to hell they came from)
SPECIAL MOVES:
|2| while moving - dodge (makes Pingu walkthroughable for 30 seconds, recharge for 1 minute) - available at level 1 dojo |2| and A_left/A_right while ducking - action dodge (makes Pingu walkthroughable for 30 seconds, pressing |2| will attack touching player, recharge for 2 minutes) - available at level 2 dojo |2| while ducking - raging soul (must be >99 damage to do this - everybody (and Pingu) receives 1/20 of Pingu's damage, Pingu's unable to move for 10 seconds) - available at level 3 dojo |2| and |1| repeatedly - fireball (a flying fireball appears, striking first enemy touched) - available at level 4 dojo |2| and |1| repeatedly while ducking - thunderball (a flying thunderball appears, striking all enemies on his way) - available at level 5 dojo A_up in midair - Teleport (Pingu teleports up a bit, damaging all enemies on his vertical coordinates and near these) - available at level 6 dojo
This is for miscellaneous enemy ideas. Any world-specific enemy plans or ideas go under their world section.
- Flying Mr. Iceblock like the flying Koopa. When you hit it, it becomes a normal iceblock. Also should come with a edit path ability!
- Underwater fish. They should be like cheap-cheaps and swim around. They could be some sort of jungle fish for world 2.
-
More forest world badguys: It'd be cool to have falling things like the stalactites (monkeys that jump on Tux?) and bouncing things (tumbleweeds?) that fit in with Forest world levels.
- I for one thought that monkeys lived in jungles, not forests...
- “invisible” enemies (you could see only their eyes or something else) maybe you could just see shoes or gloves etc
- enemies which becomes bigger and longer
- SpinningSnowball: Just like the original except that it spins and throws off bits of snow at you.
- Dragon: A castle boss that flies around the top of the room, spitting fire.
- SnowBomb: it could be rolled down a hill to explode when it comes in contact with anything, or could be dropped from a Dispenser to explode on contact with the ground.
SnowBomb is a bit like SkyDive, although SkyDive is for the forest world... TUX/√UT (plz talk 2 me internets | view horrendous deeds) 17:28, 21 June 2010 (UTC)
- BouncingGlassball:
Kind of like the BouncingSnowball but it bounces 3 tiles higher and is for the forest world.
- Vinehat:
Just like the Icehat except it fires vines so it works for the forest world.
- SpikeyBoss:
A big version of the stay-on-platform spikey bad-guys(64x64). When he reaches an edge of the platform, he pauses, soots a ball that blows up on contact, and repeats on the other side. You guys decide how to kill.
- SpikeheadSnbowball:
Exactly like the Snowball, but after a configurable amount of spaces it jumps and lands 5 spaces foreward on it's spike. After a moment, it jumps back up and repeats.
- WaterHeater:
Like Lightning except you can tell when you need to get out of the water because you slowly turn red.
- Ape:
An Ape that is stay-on-platform. When big Tux touches it, the Ape would squeeze Tux to hurt him. When smallTux, the Ape would throw Tux.
- Right/Left-jump-Fish:
A fish that jumps up to 7 tiles right or left.
Comment: “Flying fish?” TUX/√UT 20:11, 17 June 2010 (UTC)
- Shark:
Just a huge version of the original fish made to look like a shark.
- Climbing snowball: Snowball that can climb up walls and ceilings, not affected by gravity.
- Ninja snowball: Snowball that leaps at Tux if he is in range.
- Rolling snowball: Large snowball that rolls around, destroying other badguys and hurting Tux on contact. Think Indiana Jones...except frozen. Could be a kind of boss level, although we've already got one for Icyisland :/
- false enemies (like the block, which are visible but they doesn't exist)
The Fake Box looks exactly like an ordinary box from a far distance.But if you come closer to the fake box it will either open its eyes and attack you or it will still open its eyes and a random enemy appears above the box. This is the fake box active:
There is already support for a badguy in a powerup box, but you have to jump and hit it to activate it, whereas this activates before you hit it and is the block itself.
- This enemy is invincible
- When he gets hit by a fireball he grows smaller
- if hit by a iceball he grows!
- Follows you around
Preview:
- This enemy is also invincible
- This also follows you
- Fireball/iceball behavior opposite of Drippin'
- Quick, flying creature, continuously following Tux.
- Could shoot stingers.
it may work better as a boss. -FG42
(I designed Mr Log before I read about Walking totem. Looks like I'm not the first one who gave some thought to stackable logs...)
- Slow creature without any special abilities.
- Maybe “stackable”, similar to the cactuses in SMW: Up to four “Mr Log” could be combined to serve as a high barrier, only destroyable from above (or with FireTux).
Hiya. Mr Log would work perfectly as a non-attacking creature in my opinion, that either stands still or moves, and that hurt if you walk into but you can stand upon. If you ever played (the original) Rayman you might know what I mean. --Quispiam 07:31, 13 April 2010 (UTC)
- Another slow creature, which is able to adhere to any surface. When reaching the end of a platform, it doesn't fall down, but continues to crawl downwards, upwards, or even underneath.
These badguys could fit in somewhere else.
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 23:58, 2 July 2009 (UTC)
Rolling snowball looks like bouncing snowball except he rolls along the ground (obviously) when he “sees” Tux he gives a little signal and starts rolling as fast as skidding Mr Iceblock. Tux should be able to ride him. If he stands on him he “zooms”, taking Tux with him. He dies after 5 crashes on “zoom” mode or 1 if Tux is riding him. Invincibility and Supertux’s fire are the only other things that kill him.
There could be a rolling spiky that Tux could not ride.
- looks like a scuba tank with eyes and feet
- when Tux gets near he puffs out gas which harms Tux
- when killed, flashes (like MrBomb) and explodes (also like MrBomb)
- looks like a giant Mr Snowball
- can get bonuses like becoming Firetux
- if Tux jumps on him he shrinks to Mr Snowball
This badguy could go anywhere.
- looks like shoes with eyes on top
- “gets” blocks somehow and uses them as a body
- when killed only the eyes and feet die, leaving a block
- he could make blocks
- he could get them by pulling out of ground
- he could take them when he bumps into a wall
- behaviour like the normal snowball
- But: You can jump on it like on a trampoline.
- 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.
- runs very fast (because he's so angry)
- If Tux jumps on it, Angry Snowball will be eliminated.
- If Tux jumps over him, Angry Snowball turns, making him skid,
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 22:10, 2 April 2011 (UTC)
A badguy which could fit into the dark-forest scheme.
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.
It maybe would be a good idea to make the tree a little slow as it were strange to have it running around. That could be compensated by making it a bit harder to kill. (I also have the graphic in svg available where it should be easy editable and resizeable.) --Henning 08:46, 27 Sep 2006 (BST)
Just another badguy. See wikipedia article about this: en.wikipedia.org/wiki/Leopard_Seal They can grab penguins under water, they can't breath and they die.
- That's one that I've wanted since M1.
Flattop Iceberg looks like an upside-down icy cone with eyes that follow Tux and lives only in water. When jumped on, speeds off at Mr.-Iceblock speed with Tux on top; at collision, Tux flies off and Iceberg crumbles.
Flatbottom Iceberg is a flipped Flattop Iceberg, so it can't be “ridden”. Both kinds of Iceberg can be killed by fire shot and their points kill Tux.
It looks like an ordinary rock, but when Tux gets within range (5 spaces away), it grows eyes and legs and starts walking. When Tux jumps on it, its legs vanish and its eyes close. Tux can then pick it up. If Tux lets go, or jumps on it again, it speeds off like a Mr. Iceblock. This badguy can't be killed.
- I don't think it should speed off, since it is a rock, not a block of ice and would have a good deal more friction. I do think it would be neat if a few seconds of it coming to a stop it revived and starts to chase Tux again if he is still nearby.
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.
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.
The Swimming Fish is like a fish turned on its side. It swims just below the surface of water and dives at Tux like a Zeekling. It can be killed by jumping on it and by fire shot.
- I've thought of this several times. I think that it will one day be implemented.
The Jellyfish is hard to beat because it moves randomly in water. The trailing tentacles (2 spaces long) can kill Tux. It can be killed the same way as a Swimming Fish.
Tux can only see the shark's fin. When he's at the surface of the water, the fin will poke out, and the shark will come closer to Tux. It can be forced to submerge by fireballs, and killed by buttjumping or invulnerability.
Earthworms slither vertically and horizontally. They are 1 space thick, and therefore would be best in 1- or 2-space-high tunnels. They push Tux back; or, in 2-space-high horizontal tunnels, Tux can ride them. They only kill when they squash Tux against a wall, floor, or ceiling. They cannot be killed.
Killer Earthworms move like a Limpy. They look like an Earthworm but are smaller with fangs in their mouth. They can be killed only by fire shot and invincibility.
It looks like a small bolt of lightning with eyes and shoots down from a certain point, trying to hit Tux. It moves twice as fast as a diving Zeekling. It cannot be killed, and it hurts Tux when it hits him, after which it disappears.
I actually implemented this on my computer. It is the mr. bomb of the ghost forest; it can be frozen, carried, detonated, etc. However, its explosion patterns will work differently of those of mr. bomb; different ways of killing it will produce different results from the bomb, as it is encased in a skull. (P.S. unfortunately, I seem to have lost track of the skullymine files when switching machines)
Mr. Bubble looks like a very fat ghost with legs and eyes. It mostly walks on the ground, but can also float up to 5 spaces above the ground at random times. Upon spotting Tux, it shoots bubbles at him, and Tux has to dodge them. If he doesn't, he gets caught in the bubble, the bubble shrinks to a tiny dot, there is a pop sound, and Tux dies.
Mr.Bubble 2: Looks and acts the same as Mr.Bubble,but warps Tux.
Looks like a walking SkullyHop, but shoots darts at preset intervals. Can be killed by squishing and fire shot.
As high as BigTux, it runs with its sword held in front of it. It can kill Tux, as well as any badguy that can be killed by Tux. When hit with fire shot, it melts and disappears.
freezed Smart eye *If Tux gets to near a Smart eye, it will haunt him until it hurt. Then Smart eye goes to wanish.
- Smart eye is not squishable.
- Smart eye is a bit faster than Tux.
- His pupil rotates under the direction of movement.
- Smart eye is freezable.
I think it is a bit the same of the the willowisp, no ? --Ypetremann 18:26, 30 January 2011 (UTC)
Willowisp teleporting, but this will kill. --Hume 19:18, 30 January 2011 (UTC)
With script we can kill with it, or for me the right idea is to create a orange willowisp, like the flames that turn ... I see in the wiki that we will not make lot diferent monster or make the gake so dificult, and I think that the monster you descibe will looks like willowisp --Ypetremann 19:00, 1 February 2011 (UTC)
Willowisp is not freezable. --Hume 19:00, 1 February 2011 (UTC)
</center> | <center>
Krash
</center> |
- All earth badguys is freezable but not burnable
- captain earth
: Simlary as Captain snowball * earthball : Simlary as snowball * earth jumpy : Simlary as jumpy * earthman : Simlary as snowman * flying earth : Simlary as flying snowball * grassball
Simlary as smartball
- kamikazeearth
Simlary as kamikazesnowball
- mr_earthblock
Simlary as mr-iceblock
Angry stone is attached to the roof of a level, once Tux gets close to him (one tile to the left or right, he crushes to the ground, trying to kill Tux. Soon after he lifts back up to the ceiling for another attack. Angry stones might come in different sizes, from really small ones, 32x32, to very large ones, 256x256. Angry stones are always a multiple of the tilesize large so that they fit into the tilemap properly. --Mux
Looks like a Mr Snowball with no feet and closed eyes, on contact with him Tux falls over and can't get up for a few seconds, allowing badguys to get him. Might be defeatable.
- looks like a metal dome with spikes
- hurts Tux on contact
- looks like Sitting Spiky with propeller underneath
- if Tux touches prop. he gets blown away
- hovers in mid-air
Robber walks around and, on contact steals bonuses and runs off to somewhere. If he steals every kind of bonus, he gets a weapon, allowing him to hurt Tux.
As an addition for this idea, it should be possible to pursuit and kill the robber to get the stuff back, though it should be pretty hard to get him. --Head 23:12, 8 Dec 2006 (CET)
great idea.
Needs work... Besides, it sounds kinda cheesy. --DJ WingsFreesyle\ here 23:12, 20 Dec 2006 (CET)
SuperTux is Jump and run game, but not a shooting game. --Hume 19:21, 30 January 2011 (UTC)
I think that a monster like that will just rob anything, thing that can be important to the rest of the level, like a box, a key... and could look like a fox, or for antartic level, like a little jumping fish ? --Ypetremann 19:00, 1 February 2011 (UTC)
- runs away from Tux
- would be nearly as fast as Tux
- When he catches one Tux gets a reward-Special bonus?
Ghost forest version of MrTree. See Ghostly Tree.
Unrelated with the “Walking rock” above. A big rock that works like a platform. See Walking Rock.
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.
Like Dry Bones in SMW? linuxlove
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.
Looks like a walking snowball encircled by a cloud of light blue smoke (frozen air). When the smoke touches an enemy or an object, it reacts like it was hit by an icebullet or a stalactite. Can be killed only by invincibility, firebullet, collision with Iceblocks and similar enmies. When Tux touches it he freezes for a short time, and is not hurt.
Might look like . Generates an electric field that hurts Tux and enemies and electrifies water. This could happen randomly, at fixed intervals or when Tux gets nearby.
A fly that flies around Tux, annoying him and forcing him to move, but without harming him.
So it messes up the controls for a bit so that Tux is forced away from it? Original. Me likes! --DJ WingsFreesyle\ here: N0 PH33R 17:30, 10 July 2007 (UTC)
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: 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 WingsFreesyle\ here: N0 PH33R 14:55, 9 August 2007 (UTC)
World 1 is Antarctica. That is a far away from polar bears as you can get without leaving the planet. But if we ignore that the bear might make a good boss for a snow world. He is way too big for a ordinary badguy. --Superdev 18:38, 9 August 2007 (UTC)
Since when have we been all about accuracy? Yeah, the bear is way too big for a normal badguy, and since there's already a boss, that's what I was afraid of. I don't want a clash in interests between me and the development team. --DJ WingsFreesyle\ here: N0 PH33R 19:45, 9 August 2007 (UTC)
How about an NPC? Would that seem like a good NPC? --80.31.56.230 07:06, 11 August 2007 (UTC)
“Since when have we been all about accuracy?” I think that we should be more about it ASAP. The ghost forest is unrealistic enough. (No matter how cute the skullyhops are) --Julius_Freezer 23:58, 2 July 2009 (UTC)
Any bad guy pirate with a sword also be fun to the milestone 2. foudre: yer idea be seconded Me hearties, I bein' with ya, matey. Shiver me timbers, I've dreamed of this since M1, aargh. Cap'n snopwball be here! --Julius_Freezer 23:58, 2 July 2009 (UTC) (Also, see Water World
IDs: 1569, 1570, 1571, 1572, 1573, 1574
The stem acts as a background and flower is hurting.
Today in #supertux there was the idea of some flying badguy that if killed just loses his ability to fly and becomes a walking BG. (Rip out his wings, pop his baloon, pull his goggles, etc.) A airborn BG that just flies left/right or even is stationary could be used to jump on to cross a river or as moving obstacle.
Make it so. --Superdev 20:29, 31 Jul 2006 (BST)
- They should take two hits to kill. After the second hit, the snowman loses his head. After that his state changes; he basically only runs around like an idiot for a while. If Tux doesn't kill it in a certain (small) amount of time, he kneels and make a new head from the snow on the floor.
- Basically the same concept, only they can throw their head by themselves. The head could be the standard SnowBall
It could be on a web that's in the background and walk randomly along it. It tries to drop webs on Tux. If Tux gets trapped, it jumps on him and hurts him. Tux can hurt it by jumping on it when it's at the lowest part of its web.
Nolok somehow makes her evil (maybe a trance, or magic, or something) and gets her to fight Tux; this leaves a problem for Tux as he can't hurt Penny. This should be saved for when Tux meets Penny sometime in each world. Tux can kill off the magic by throwing her enough love letters before he gets killed??
or he could just have to stay alive until the trance wears off.
I would not bet on the love letter idea. 166.137.11.53 22:36, 1 May 2012 (UTC)
Here's one big (graphically) miniboss for the ice level. A “special” yeti near an ice bank or something similar... He makes ice-blocks in the ice bank and throw them at Tux. He can only be defeated by Tux throwing back the blocks at him.
One of those walking snowball enimies but BIGGER!
I suggest that very few bad guys have complete immunity to FireTux or IceTux. For example, instead of no effect, have Mr. IceBlock get extra-ice stopping him in his tracks and making him take more jumps to kill in this state. Eventually (If Tux doesn't kill him first) the ice will melt and Mr. IceBlock will go back to normal. The same with the other bad guys. I think there should also be a downside for the bad guy in all cases. -F50
You should be able to pick up the beetle baddy and hit it from the side. The fish needs to be able to jump and swim, and should work even if there is no water in the interactive layer, and is just in the foreground. The badguys should stop killing each other.
- you could\should\SHOULD make the creator of the level have the ability to turn badguys killing badguys on and off.
So sometimes a badguy behaves one way and sometimes it does something else? Stuff that looks the same should behave the same way. Always. Maybe except Mr. Schroedinger's cat.
There should be more Paths to edit in regard to the Badguys. Maybe for the Flame:
(For the flame, you can create a hurting platform that uses the flame sprite. Kind of cheating, but it works.) Tuxnut 02:44, 16 June 2010 (UTC)
-
When Tux jumps on it: split in some pieces which fly around, destroy Badguys, hurt Tux or break wooden boxes.
-
When Tux hits him with a fireball: It melts like other badguys with snow.
-
When a icicled falls on the badguy, it also splits in pieces.
This sounds a bit too much like Mr. Bomb, except that the sprites are very different. Why not have a friendly-ish badguy for once? Tux can jump on Crystallo without harming him, but can use butt jump to kill Crystallo. The sides are sharp and will hurt Tux. Crystallo should also stack onto itself. --Mathnerd314 03:07, 23 January 2008 (UTC)
That's okay, too, but I didn't think about a badguy like MrBomb. The particles should look like the ones when you destroy the poison ivy. They don't touch Tux when he jumps on Crystallo. Well...let me add another behaviour:
- Only destroyable with a Butt Stomp.
Why not try the Idea of Crystallo doing a thing I think better than moving in a fixed position? Crystello could walk slower than Mr.Snowball, but have protection. The protection should be that a blue sphere should surround him every 3 seconds or more, and when the shield is activated, Crystello cannot move. Also, when super tux gets hit by the Sphere, why not have supertux frozen, or hurt?
I think that for a final boss that Nolok could transform into something really powerful Yes,I think too that Nolok could be the final boss.But very bore,like Bowser.I also think that can be an playable player,for who end the game unlock it and when play with Nolok,have another story (Nolok in the place of tux can be a bit strange,it's better that Nolok has an personal treasure and someone steals it).--Baghogho 21:11, 17 April 2011 (UTC)
More tiles. I like the tiles we already have, but I think that there should be more. More Music. I like the music, but I think there is room for more arctic and fortress music. I think we're good on forest music though. Last but not least, Animations. I know making a game like this itself is super hard, but could you please add some animations? It would be utterly amazing if you could add stuff like that to the already fun gameplay. Bubble - float and pop in air (particle effect)
What about a new glossy SuperTux. Or has he to be as all the other objects in wax crayon?
-
fall position if tux falls unexpectedly e.g. runs off an edge without jumping, he doesn't use the jump position but instead a “fall position”, flippers flailing, or just up in the air, looking down, feet spread to absorb the force of landing he might also use the “fall position” when falling at high speed
-
fly position when tux flies into the air unexpectedly e.g. he is blown by wind he assumes the “fly position” feet together pointing down, arms by side, looking up.
-
Forest
- Tile variance
- Snowy Forest (needs discussion)
- Tile variance
-
Wasteland
- Tiles and Background as pictured in the upper left-hand corner of http://supertux.lethargik.org/wiki/images/9/97/Forestworldoverview.jpg
- Worldmap tileset
-
Improve stone graphics of Tux
-
Wallstone tileset and backgrounds
-
Portable objects (needs discussion)
- Grabbing
- Tux running while holding portable objects
-
Ice crusher sound should be deeper / lighter depending on size of icecrusher sprite.
''' '' Different Shades of Water '' '''
'' Light Water '' This is easy to see through and should be used in shallow areas (less than 25 spaces deep).
'' Medium Water '' This is darker and a bit harder to see through; it should be used in deeper areas (25-50 spaces deep).
'' Dark Water '' This is nearly black, hard to see through, and suitable for the bottoms of very deep pits and trenches (50-100 spaces deep).
'' SuperDark Water '' This water is jet-black; you can hardly see Tux, and so it is suitable for the deepest oceans and trenches (100+ spaces deep).
-
This idea reminds me of one level in the original Jazz Jackrabbit. They implemented it by lowering the ambient brightness the further down Jazz swam, but they had a bunch of glow in the dark bits on plants and enemies so you could still see where to go (except the secrets they hid, no glowing bits there).
-
- I had a similar idea the other day... Maybe adjustable water would work better.
''' '' Decoration Tiles for Water '' '''
'' Kelp '' There are two kinds; the darker immobilizes Tux for 5 seconds, while the lighter is just decorative.
- Have to be careful with this, 5 seconds is a looooooooooooooooong time to be immobilised, and becomes extremely frustrating to players in situations where it is possible to become immobilised very shortly after regaining movement. It's enough to make me personally put a game down and stop playing it for good.
- Fine,2 seconds.
'' Black Smokers '' These should be used in Dark and SuperDark water areas. There are two kinds again: one with light smoke and no light coming from its top, and the other with dark smoke and an angry red glow illuminating it.
'' Logs '' These logs are ordinary logs which Tux can jump on.
'' Deco Fish 1 '' These are small, brightly colored fish that just float around in the same place all the time.
Have the game engine display background as 75% brightness, making some levels easier to play, and making cave background easier to see. Although this would cause conflicts with some other level designs, it would benefit gameplay in the future. The background (the 3rd level that doesn't affect gameplay) would be darker than the playable portion. (like in www.gamespot.com/gba/action/yoshisislandsuperma3/screens.html?page=59 Yoshi's Island: Super Mario Advance 3]) At least make a tileset of a darker color reserved for this reason. Otherwise it might be hard to figure out what is background and what is an obstacle.
-
An even better idea - Make it adjustable. Make the player able to adjust the brightness of the background, or every tileset, of blocks and such. Transparency would be a great bonus too. Although one of the suggested changes for milestone two is making the foreground transparent where Tux is, I think this would take some potential level gameplay possibilities away. Transparency around Tux, if implemented, should probably be adjustable. Hopefully in a 'layer' section of preferences.
The transparency and lightmap of a level is a part of level design and therefore really shouldn't be messed with by “normal” players. Changing either of those things would potentially have drastic impact on the playability of a level, either making it easier or harder than originally intended, as well as possibly lose certain atmosphere aspects e.g. bright snowiness, deep dark forest, foreboding castle, etc. Tuxdev 03:41, 22 Aug 2006 (BST)
Eh... you may have misinterpreted me. I was referring to the possibility of adjustment of tileset color or brightness or opacity by level devs for each specific .stl, not by players. It's something that could make for some nifty levels, or at least more aesthetically appealing ones (depending on how it's used.)--teal 22:23, 22 Aug 2006 (BST)
Okay, s/player/level designer. I think that both of these things have been implemented in SVN, but still needs tuning. --Tuxdev 22:43, 22 Aug 2006 (BST)
after reading grumbel's rant a tileset for forest parallax background is missing. Standard forest tiles are too big.
Could it be possible that there are sound effects when Tux walks on different types of ground, and when he hits the ground? e.g. on snow he makes somewhat like “tsh, tsh tsh” and on grass (forest tiles) he is rustling? (You see, I have some problems translating written sounds from German to English :( )I hope you can imagine what I think.
A sound if tux hits the ground should be possible. If someone creates a sound. For “walking” sounds its a bit more tricky since there are no tile attributes that tell the engine what kind of ground tux is on, do we really want that?
Well, the tiles could get simple attributes, enabling this and, after some time of fooling around with it, lots of other effects. Deep snow makes you sink in and slower. Put the slickness of ice in there. Alternatively, just let the designer designate regions that have certain specs. 84.154.88.23 22:17, 25 Sep 2006 (BST)
The levels in Milestone 1 were ok but in Milestone 2 there are too hard ... :( They may be the same, but Milestone 2 has got a worse control than Milestone 1. --217.224.71.189 18:17, 8 April 2007 (UTC)
Hey, for some of us, harder is better! I thought the Mi1 levels were too easy. --DJ WingsFreesyle\ here: N0 PH33R 19:30, 8 April 2007 (UTC)
- I think the levesl are ok but maybe a adjustable grade would help
- For example more/less savepoints, firetux directly becomes little when it's hit
- More or less savepoints, sure, but fireTux -> baby Tux = NO. --Julius_Freezer 23:58, 2 July 2009 (UTC)
Perhaps a dynamic environment would be cool where the level reacts/interacts with Tux. Example; in forest levels there are trees, and in the trees there are eyes or holes in the tree with eyes in and the eyes are watching in the direction Tux is.
I think that the current flame sprite sucks. I've designed a new one, maybe this could also be used as a meterorite.
I think it's a bad idea for three reasons:
- Flame is always flame and never can be meteorite.
- If the flame should have a tail, the flame would have to draw on all angles.
- That's how you drew it looks weird.
--Hume 07:45, 21 February 2011 (UTC)
thumb|center|sketch1
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
( 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
--Ypetremann 13:00, 23 January 2011 (UTC)
An idea to have the graphic not break. All tilemap that have a name becoming with * where an infinite patern tilemap, it make the graphic to be repeated if that the player see is out of the world For example, I make a very small level to demonstrate how to make a good mario like pipe effect:
For now we can make this effect by creating a tilemap that have an offset and that the size is over the most large screen size divided by 32.
--Ypetremann 13:00, 23 January 2011 (UTC)
Tux should have a better running animation, his legs should move faster, and perhaps he should flap his wings. Perhaps if he reaches full run he could fly like everyone has been wanting.
- Better iceflower. No offense, but the iceflower is pretty useless. I think they should be like the ones in NSM Wii where the enemy is frozen into an iceblock. This iceblock can be carried and slides when thrown, taking out enemies and shattering on impact with a wall. In addition the enemies can be butt-jumped to shatter them.
- pongo stick (jumping)
- no slip boots
- snow ball instead of fireball
- skiis -(invincible)
- a powerup that would let him duck, then press jump and he starts somersaulting and spins in a (snow)ball, destroying enemies just like Sonic the Hedgehog.
- I would love to see Super Tux become a Mario/Sonic fusion.
- Unfortunately, Sonic is a hedgehog, which has a spiked back. Tux is a penguin, which doesn't
- yes, but what if with iceflower he can do it to kill bombs and forest badguys, and with fireflower he can do it to ice guys?
- fast swimming powerup
- Fireflower should not be usable underwater and you should be immune to fireballs.
- Mega Tux power up (suggested in issue #582)
Special items look nice, allowing funny things to happen, but are still evil and should be avoided for most part. The reason for this is that they make gameplay actually more monotone, not less. This is due to the fact that they are less predictable, making it hard for the level designer to design situations in which the special items will be actually useful instead of just toys. For example I can't design a way-blocking-puzzle for a fireflower, because the player might already have used up all fireflowers in the level or I can't design a challenging level if the player might still have a special item from a previous one rendering the level completely challenge-free.
This doesn't mean that there won't be special-items, but they should be limited to stuff that respawns and is only usable for a fixed section in the level, so that the level designer can much more specifically use them and build puzzles and levels around them, without having to worry if the player will have the item at all.
Ability to have different power-ups and weapons would make the game more fun. For example, having a lot of power-ups and weapons would make some players want to try out all the moves there are. Making the power-ups so that tux can only have one at a time would make the game more interesting. (Possibly have offense and defensive powerups - no slip ice boots)
Problem: More powerups means more combinations to test in the level to make sure it's playable
A while back I read somewhere here who you Dev people could not add more powers to Tux because then you could never tell what powers he would have when he got to a level thus making it harder for level writers. I was thinking that this was not true if you just make all these power ups have power downs for each one or for all or for some subsets. Thus a level could be made where the only way forward was to hit a power down. Thus the level maker would be in total contol of all of Tux's powers at any given place. Douglas E Knapp, Perspective Project MMORPG. (http://code.google.com/p/perspectiveproject)
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.
Give Tux a scuba tank for the inflated+Flying mode? He flies until out of breath, then falls. Once on ground, he can take another puff. The physics wouldn't work in the real world, but it should be passable in a game, eh? When he gets hit, drop the tank off the bottom of the screen much like a MrSnowball hit with a fireball?
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.
Good idea! Monstertux
these would only be activated by bigtux and firetux. depending on whether you are big or firetux, you would get a different powerup.
bigtux powerup: hugetux tux looks like smalltux but is twice the size of bigtux, he is invincible and can kill badguys just by touching them and earn coins doing it. he can also activate bonus blocks from above. this would run out after a certain period of time.
firetux powerup: jet pack tux would act normally but if you press the set “up” button tux flies up slowly, gaining speed. this would disapear after he has flown for a certain ammount of time and used all his fuel.
Whenever Tux has a powerup (fire/ice/whatever), a key combo may generate a big (almost whole screen) instant burning/frosting/whatever area (fancy graphics) that results in only one fire/ice/whatever shot effect for each enemy/burnable block/item in the area (this includes the potential bad-side effects). Once this ability is performed, Tux will lose the fire/ice/whatever ability and return to the normal bigTux.
I think this won't unbalance the game. The fact that with a fire/ice hat you have an unlimited fire/ice shot supply is pretty much useful than just an instant fire/ice area. You still could just kill every enemy in the screen by shooting and you still keep the powerup. Different ways with different difficulty and rewards will improve the game IMO. This feature could bring more fanciness and originality to the game along with more possible puzzles involving this ability (Ej: you need to burn a block that is out of range so that it makes a rock fall and push a button). --Ferk 10:50, 2 February 2007 (UTC)
Like a Final Smash from Super Smash Bros Brawl? I'm pretty sure they kept the Smash Balls out of the Subspace Emissary mode of it (which is the closest part of it to Super Tux) for a reason. Cooljeanius 21:07, 1 December 2008 (UTC)
A “superpower mass effect” actually isn't a bad idea. I thought it was at first, but come to think of it, it just might be better. (We'd just have to rewrite Welcome to Antarctica to include a section with it, and explaining not to use it by accident.) The thing would be, a lot of levels would have to have sections reworked in order to work with it. It isn't a bad notion, though, and would be something to keep in mind. --Julius_Freezer 23:58, 2 July 2009 (UTC)
They can be of different colors. When Tux eats a colorpile, Tux begins to shine color, what color has colorpile, what Tux ate.
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.
- ThunderTux would have head ruffled feathers and sparkles.
- Tux would shot thunderbolts.
- ThunderTux would kill just as FireTux, but something else.
#t: PowerUp will float in the air. #f: Poverup will lie on the ground and possibly fall.
(stacking
(on_flying <boolean>)
(on_non_flying <boolean>))
on_flying Powerup can lie on anything else powerup with flying. on_non_flying Powerup can lie on anything else powerup withoult flying.
It should be possible for Tux, when he has the ice-flower power up, to freeze water. But he should not freeze a whole lake with one ice-attack... I shalt put that intoeth mine version of Super tux.-Rorikdude
- I've thought much about this. Perhaps Tux can use the iceflower to manufacture floating ice platforms, which melt when they are touched with fire and fall under his weight (like the unstable tiles). If he hits the tile twice, it will become semi-solid; a third time, completely solid. However, only surface tiles should be able to be frozen. Tux could freeze his was across a body of water if the ice doesn't melt or collapse before he can cross. Also, this shouldn't work underwater!
The Pogo Stick will give Tux the ability jump higher and to break blocks when he jumps on them. This will work simular to the NES game Ducktales and the PC game Commander Keen.
Perhaps this should be just like a star, just a temporal ability. To avoid making the game too easy. It could also be like the boot in Super Mario Bros. 3, which allows the player to jump on usually harmful enemies, but is gone a the end of the level.
Tux should be able to collect and use a boomerang on some levels.
This could maybe hit 3 badguys and then come back to Tux.
And of course not be usable against Flames.
Tux might be able to eat some soap and thus be able to spit out bubbles, bubbles themselves should be usable as steps to reach higher places and might be able to capture enemies.
This behaviour is similar to the bubbles in Bobble Bobble.
Tux will be able to use a rope (in one form or another). The rope should be useful for both swinging around and capturing/disabling enemies.
-
Wall Jumping.
-
Diving - in water?
-
Flying - in air?
-
Hang glider - to fly!
-
Walk on water - but only if the water isn't deep
He isn't Jesus o.O
Or Peter.
-
Tux becoming frozen (as an ice block) in order to float and kill enemies
Tux should be able to slide on his stomach like in Planet Penguin Racer (perhaps doing this instead of ducking, and being user-toggled), real penguins love doing it. When doing this, he should be invincible to badguys. If tux is running or on a slope and down is pressed, he slides, otherwise he ducks.
Big Tux can slam the badguys. If Big Tux gets so close to badguy press Action and he can slam it from left to right. like in most beat'em up games. sample of this can be viewed here http://i44.tinypic.com/59zfh1.jpg 89.251.107.53 15:37, 30 October 2011 (UTC)
HOw about something like Sonic the Hedgehog's rev up spin dash? A rev up sliding move. Or, a Sonic Clone as a project. Slide dash away. Also would be cool to have loops
*Maybe Tux can destroy things with his beak when sliding. I like the sliding idea as all penguins do it.
- Moving script triggers - for example, have a cloud of smoke flying around and if it touches Tux it puts him to sleep for a few seconds.
- Lava tiles might be solid, making possible for some enemies (and maybe Invincible Tux) to walk on them. They may also kill even BigTux on touch instead of simply hurting him.
- Special blocks solid for enemies but not for Tux, and maybe vice-versa.
- Truly floating platforms, that actually float on water: if one of these is placed in midair, it will fall down, stopping when hitting solid or water tiles; if the level of water rises/falls, they will automatically rise/fall (SVN currently allows only platforms with a fixed path).
- Death mound
- item which inverts the keyboard (if you press a key in order to go left, you will go right)
- black hole which suck away Tux (he could die or the black hole could work as transporter)
- transformed Tux which could cheat enemies
- FreezeBall: a kickable (but not portable) object that can be used to squish badguys. If the FreezeBall lands in a particular area (let's call it a goal) then a script is activated, possibly opening a door to a secret area...
- Ice floe as a game object (might also depend on fluid simulation as game object)
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.
Radar Man is a teleporter type object. He moves around, and if you touch him, you get teleported... that's how I understand it.
In that case, it's already been implemented as a Will-O-Wisp. --DJ WingsFreesyle\ here: N0 PH33R 19:52, 9 July 2007 (UTC)
Seems more like an object that forces Tux to move like it for a while. --Shylence 10:10, 10 July 2007 (UTC)
look, it teleports short distances instead of actually moving. if it touches tux then tux will teleport short distances as well. Its up to you if that is good or bad. (this was posted by the guy who invented radar man in the first place
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 22:14, 25 Sep 2006 (BST)
Every time you use Paint for anything other than pixmapping, God kills a graphics designer. I don't want to die because of you. --DJ WingsFreesyle\ here 23:15, 26 Oct 2006 (CEST)
I don't like it either. --Julius_Freezer 23:58, 2 July 2009 (UTC)
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.
Like Blocks in SMW! linuxlove
There should be an option if it goes emty or not.
Create a rotating bridge, like in Mario.
Warp pipes should be able to be stood on, but by pressing down on the arrow pad, Tux could go down them. This could connect underwater and cave levels, and should work somewhat like the door, which already works. They could be used as secret areas, and would add a lot of depth to the gameplay.
This effect can already be accomplished by using a script over the top of the pipe. The script can use spawn points to respawn Tux inside the secret area, etc. (NathanKP) 8/30/2007
There is only one problem. The Game must have some thin, invisible tiles to make the pipe's edges solid. I hope you know what i mean.
And with the scriptet way, it looks kinda ugly >.< He should move down, and then move to destination and then come out of an other pipe..
I used heavily scripted pipes in my level. It's okay. Just you can see his legs sticking out.
There are ice tiles or ice ground that can be walked on. They can also be jumped on without break. But if Tux does the “buttjump” then it breaks the tile/ground. Perhaps this can be used to reach other areas or enter secret places.
- I've implemented that in my own version - I can now smash wooden boxes with buttjump from top. - 500million
Or the fireflower could melt them. --Julius_Freezer 23:58, 2 July 2009 (UTC)
There are Unstable tiles which dissolve after a while of Tux standing on them and Weak blocks which burn when shot with the Fireflower. --octo 07:58, 28 February 2010 (UTC)
It could be possible to throw objects/shoot fireballs upwards. --Shylence 22:16, 25 February 2008 (UTC)
I don't like the idea, but...--Julius_Freezer 23:58, 2 July 2009 (UTC)
There are teleporters or some magic force fields that work as teleportation means on the level. When Tux walks into the teleporter he gets teleported to somewhere else.
Doors.
Yes, doors are good. But maybe have other stuff too like teleporter, magic force field, hole, cave or something. --smallfoot
Can be done already. A door with another sprite or a script trigger. --WolfgangB 19:47, 7 Sep 2006 (BST)
Plus the willowisps. --Julius_Freezer 23:58, 2 July 2009 (UTC)
Tux can dive in water. Perhaps he need go up to surface to get more air sometimes (limited time underwater). Movement under water is slower than on land. Perhaps there are monsters under water such as sharks, pirayas, “the dopefish” and perhaps even some kind of boss. Can be a underwater tunnel, world, level, cave or something. Maybe need pull a switch/lever under water or do something there to open something on the surface.
Time limit sucks.
Uhm.. since when a penguin is faster on land than on water?
All the blocks he ran his head in have to have some effect.
Ok, I know the game is already unrealistic but there are still things that don't need to be forced. Why should Tux swim slower? its because Super Mario swims slower? Super Tux is another game and I think it has the right to break some non-existent rules on platform games. Been a penguin I think at least Tux should have the same speed than on land (though with different acceleration and physics), the underwater enemies could be faster too. I find many platform games too slow when they go underwater.
Yes, he could also be faster. But there should be a difference in movement under water and on land. Such as different acceleration or physics. -smallfoot
How 'bout make him actually look like he's swimming: - instead of |.
Here's what I say: Swimming graphics, MUCH faster, no time limit, and fire/ice don't work (though pecking badguys might). Yes, Tux is a penguin! Penguins fly underwater! --Julius_Freezer 23:58, 2 July 2009 (UTC)
see Swimming --WolfgangB 19:48, 7 Sep 2006 (BST)
Tux needs to enter doors or open bridges to pass to some place. In order todo that, he needs to todo something first. Such as get a key, or pull/push a lever or a switch. Or perhaps place an item (such as an stone or something) on a switch.
Can be done with scripting.
Good, but I have never seen this implemented in SuperTux yet. The game needs this type of stuff to be dynamic and fun and entertaining. --smallfoot
It has been added to SVN. (needs to be moves to Implemented).
- Pushable/rollable stone - you roll it over enemies so they die, and can roll it to place so you jump up on it to reach higher.
These stones can be pushable so they start rolling.
- Can be pushed to roll over enemies so they die.
- Can be pushed to places and then jumped upon to jump from the stone to reach higher places which are otherwise unreachable.
- Can be pushed onto a switch to trigger the switch to trigger something, such as opening/unlocking a door/bridge, etc.
Kind of similar to the above mentioned “rollable/pushable stone”. But these can only be pushed and not rolled. Can not harm enemies. Unlock stones, these has the ability to be stacked on top of each other.
Seems already implemented as blocks. --Some Person 14:59, 17 March 2008 (UTC)
There should be NPC's (Non-Player Characters) which can interact with Tux. These can provide Tux with information of where to go, or where to find something, or what todo, how to accomplish something, guide Tux in something, teach/learn Tux something. They should have different personalities and different roles. Maybe they can bless Tux and grant him the powers of invulnerability or ice flower or fire flower or make him big if he is small (or perhaps make him small if there are no monsters, and he is too big to enter something). They can also give him keys or other items. Perhaps some NPC does this freely, while other require him to trade an item (perhaps a fruit?), or make a promise, or provide some info to the NPC or answer a question or take some kind of test.
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!
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 23:58, 2 July 2009 (UTC)
Really! Where? Thanks! I'm Suprised anyone would answer my ideas! Just tell me where the shops are coz - I've never seen one!
Maybe the coins could be money or something. UltraTux 21:00, 16 August 2009 (UTC)
A friendly NPC. Rukush the Crystallo could live in the bonus level of icy island, where it would have a garden of tree saplings, fireflowers, and iceflowers.
Now, light permeates through walls. It shouldn't, although I don't know whether it can be done. Then there should be a Glass Block, which would be permeable.
- This IS possible, but it would either be very difficult or it would make the game run more slowly.
Another idea, surely easier to implement, are Anti-lanterns. They should produce normal lightmap sprites (with positive colors) but their real lightcolor would be negative. This could be simply a feture of Lantern. In Latern::updateColor, instead of:
sprite->set_color(lightcolor);
there would be:
if(lightcolor.red<0&&lightcolor.green<0&&lightcolor.blue<0){
sprite->set_color(-lightcolor); //Now it's an Anti-lantern
}else{
if(lightcolor.red<0||lightcolor.green<0||lightcolor.blue<0){
//At least one component is negative but not every one because it was the first case
//Error - it is neither a Lantern, neither an Anti-latnern
}else{
sprite->set_color(lightcolor);
}
}
As an Anti-lantern would seem to be a normal lantern, it should be marked somehow, possibly with a minus on its top.
Tux could use it when there was an inaccessable Lantern and a Magicblock standing in his way.
--Špule 06:02, 3 July 2007 (UTC)
I think there should be a creature (for example a bird?) that can carry you a few time through the air but can let you down unexpected.
Behaves like “sequence-trigger” with parameter “sequence” set to value “stoptux”.
You gain 10 coins.
I think that for this, we should just copy the originals but in other color like argent, because it will be the same and different, when I play Supertux, I don't want to see text, just symbols, like a flower for the fire flower power ... --Ypetremann 18:26, 30 January 2011 (UTC)
Big | Small |
If someone suggests another form, you can add it to this table. Throwobject can pick up, point and throw it. If you do that, and hit into a badguy, so it dies. Throwobjects are big and small.
(throwobject
(x <x-pos>)
(y <y-pos>)
(sprite <sprite fileneme>)
(type <"big" or "small">))
- If you miss the target and falls to the ground, I can throw it more.
- If you hit, the throwobject is destroyed.
- Small Tux can not use it (because it can not carry).
- Once it reaches the target or falls to the ground, broken into four small throwobjects the same type.
Ambient light 0;0;0 | Ambient light 0.5;0.5;0.5 | Ambient light 0.5;1.5;1 | Ambient light 1.5;1.5;1.5 | Ambient light 1.5;1;1 |
Ambient light 1.5;1;1.25 | Ambient light 1;1;1 | Ambient light 1;2;1 | Ambient light 2;0;0 | Ambient light 2;2;2 |
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's light |}
(laser
(color <red> <green> <blue>)
(side <"up", "right", "down" or "left">)
(portable <boolean>)
(x <x-pos>)
(y <y-pos>))
This would reflect all the light produced from the objects away. Some mirrors Tux can carry.
(mirror
(x <x-pos>)
(y <y-pos>)
(angle <mirror's angle>)
(portable <boolean>))
- FrozenWater/Iced-water:
Just a frozen version of water where Tux skids 6 tiles when turning around after running.
-
Lightnincloud: Looks like the normal cloud except gray. Every 7 time measurements, it blasts lightning down at Tux. Every 3rd blast is slower.
-
DesertTiles:
Like Grass and Snow tiles, except with only the flat, and sloped parts for Desert.
- QuickSand:
When added, QuickSand would beam Tux to a new sector called ”UNDERGROUND” that gets added when QuickSand was.
- OceanTileset:
contains; Ship tiles(big and small) and all water tiles.
- Waterflow:
a foaming right/left edge of the water so you can make it so the water looks like blockade in the river was removed.
Some new suggested tile types from Tiles:
- Slime/Mud - Slow down Tux's movement
- Quicksand - Tux could sink slowly in this and be slower than usual
this could also be implemented as a jungle vine especially for world 2 - zratchet
Tux is turning into Indiana Jones. Swinging on ropes, having darts fired at him by skulls on the wall, acquiring artifacts...but I kind of like that. --User#julius Freezer 14:07, 3 June 2009 (UTC)
Maybe we could have big coins you could collect (like New Super Mario Bros Wii.), and unlock a bonus World (World 9 in NSMB Wii).
Collectibles on a per-level basis are planned in Milestone 2, see Milestone 2 Design Document/Objects#Collectibles. --octo 07:52, 28 February 2010 (UTC)
- Grouping objects in the editor, or at least being able to select more than one at a time - this would make it much easier to do levels with many similar objects. Say I have 20 snowballs, and I decide I need only 5 there. It takes 30 clicks to delete 15 snowballs - I should be able to select 15 of them, right click one and delete them all.
- Scrolling: I know we have worldmaps for most level sets, but the test collection could use a scrolling feature. There are many more levels than the screen shows.
- More sounds for example, a ringing noise for whenever Tux touches a bell.
- More options: Especially being able to switch between the old and new behavior for running with the action key pressed.
Problem: You have to test all the options. Every time you change anything. Does it work with ALL combinations? PITA.
-
Let falling objects press buttons - for example, burn some burnable blocks to make a rock fall on a button
-
Fading parts of tilemaps so you don't have to make a separate tilemap for each secret area. Just fade the part that's covering *this* secret area.
That would be illogical, and hard to make it work correctly, having a separate tilemap is simpler and more logical. --AnMaster 20:14, 20 January 2007 (UTC)
What about a tilemap, that always makes the part in front of Tux semitransparent?
Doesn't sound useful for anything. --AnMaster 15:03, 21 January 2007 (UTC)
Did you ever play Short Visit to El Castillo? It would be very useful if the foreground could fade away so you can see tux.
I have played that level of course... (I'm a SuperTux developer after all...) And I don't see what you mean. The trees directly after the start or what? The secret area fades in it iirc (at least it does in trunk, not sure about 0.3.0) --AnMaster 18:04, 21 January 2007 (UTC)
AnMaster, i think it was about the building, like, from the outside you don't see what is inside, but when you fall into the hole in ceiling the from tilemap fades and you see what's inside. Got it?
-
climation (if the level is sunny, the ice will melt. If the level is windy, the wind will move Tux)
-
secret levels reached by different exits
I think that Tux should be able to change his look and wear outfits, like color changes, masks, and whatever... just for fun, so that Tux suits your look. There should be costumes for Tux, Penny, and Both. You should be able to buy them with coins.
Hey! I like that Idea! It would really work. Because if you were a girl you would probably rather Supertux to wear a fairy dress (LOL) So it would be able to blend in well with my 'shop & merchant!' down below. It could be a costume and powerup shop.
What about a flag Nolok could have in his castle? Here is an example:
Tux should be able to board vehicles or ride animals, like Yoshi in Super Mario. The vehicle could withstand 3 hits from a badguy, and then explode. If tux was firetux, he could then throw fireballs from the vehicle. There would be 3 vehicle types: Land Vehicles (3 hits to explode), Watercraft (2 Hits to explode) and Aircraft (1 hit to explode). Vehicles could be:
- iceball
- Tuxmobile (A Snowmobile with tux painted on it)
- Jeep
- TuxBike (A Harley Davidson type bike, wheelies possible)
- Helicopter (Three types: Normal helicopter, Water Chopper (Can land on water), and Tux Chopper (Can fire at enemies)
- Jetski
- Airplane (Two types: Tux Plane, which has a picture of Tux on it and can drop fireballs when Firetux, and Waterplane, which can land on water)
- Glider that would let tux slowly glide in a line.
- a magic carpet, in order to make Tux go higher
+1 - hell f***ing yeah 195.92.67.74
+1 three airplanes!!?!!?!
Now that's getting AWESOME!! [[User#124.183.155.78|124.183.155.78,
personally I think that this would not be keeping with the supertux theme.
Maybe Tux Could ride a seal like mario rides yoshi! that would be fun.
-
Seals eat penguins. --Julius_Freezer 23:58, 2 July 2009 (UTC)
-
Dinosaurs eat humans Anikom15 06:42, 3 January 2010 (UTC)
-
Correction: smaller carnivorous dinosaurs would probably eat humans until they learned to fear our wrath. That is, if they ever met us.
Rotatable platforms! Like moving platforms, except they can rotate.
Ability to move platforms without a fixed path. Something like: platform.move(x,y,speed). An optional turtle-like scripting interface would be good, on the other hand it could be overkill.
Platforms that detect whether Tux is standing on them and only start moving once Tux is on them. And it could even change directions each time Tux jumps (yes, I know those kind of platforms were in Super Mario 3).
Platforms that react to where Tux is standing on it - it moves left/right on a track if you stand on it and tilt it left/right, but it corrects itself and stops after a little if you jump off. Or a platform like the one in level 7-2 of New Super Mario Bros for the DS - it's a platform that continally moves up but tilts left/right when Mario stands on it so can be steered.
Please tweak the handling of Tux to make more precise movements possible. In version 0.3.0 at least, Tux gets accelerated forwards too fast, so it can be difficult to jump precisely. So reduce the *initial* accleeration, but of course, not the maximum. In other words, holding a direction should expotentially increase acceleration up to the normal level, starting off very slow, but then speeding up. This process would take maybe something like 1.5 seconds or something (test different settings and use the one that gives the best feeling of being in control). Basically make Tux handle more like Mario. ;P
- Yeah, the current method is lazy anyway, even an amateur programmer can do that. (x+=[speed], x-=[speed])
Feel free to send a patch.
- Give him some rubber boots. When he jumps and lands again, he is just slipping such a long way. I don't believe that SuperTux just cannot land. It's SUPERtux. ;-) Especially in the Forest he is still sliding which is kinda weird. When it is raining or in the water and on ice this property makes sense but underground and on grass rather not.
I don't think he should necessarily not be able to fall of the screen, but he shouldn't die right away. It would be cool if you could swim in lava with a star or a special hat, too.
An air limit would be good.
Penguins are built to fish, an emperor penguin can stay underwater without needing air for 27 minutes. So any air limit should be a very long one.
There are underwater platforms in the game. Maybe you can add an indicator of oxygen level? Then oxygen gone, Tux die... Sorry for my English...
Unless you leave the game running while you go out and work in the yard, there would be no way Tux could run out of oxygen. Penguins can hold their breaths for a very long time...very long time. --Julius_Freezer 23:58, 2 July 2009 (UTC)
I don't know if penguins can breath underwater, but maybe Tux need swim to surface to breath sometimes...
- They can hold their breaths for up to 12 minutes. Good enough?
- It depends on the penguin. Adélie's--like Tux--can hold their breaths for 15 minutes. I seriously doubt he would be underwater for that long. You probably won't be making a level as long as “Moving On,” (an EXTREMELY long--7000+ length, level made by a friend) all the way below the surface of the water. --Julius_Freezer 04:32, 25 June 2009 (UTC)
One thing that SuperTux is missing that Mario had would be stage variety. There are already above and underground stages, but where's the underwater action? Not to mention things like castle stages, stages with rising/falling water, vertically scrolling stages, those really annoying maze stages, autoscrolling stages, et cetera. Not to mention different locales, but I gather that those are already in the works. I refer specifically to some sort of forest. (And, might I add, picturing a penguin in a forest is pretty amusing.)
they are going to use a forest in M2
foudre: I dl the alpha for milestone 2, problem being is that in mario and other games they had more variety, ie: smaller worlds and more of them, rather then a long series of same themed levels, the forest is sort of cool, but people need to work on more tile sets, i will try to create a mountain side/volcano one, but the thing about major sidescroolers they had several worlds, and some levels even had their own tileset, so i think there shouldn't be the same fear of extra tile sets here either, i mean keeping it reasonable of course. and of course more enemies, the new set of forest creatures was sort of cool, still needs more variety
See: en.wikipedia.org/wiki/Computer_and_video_game_settings
The wall stone preview could really be a step in the right direction.
Perhaps there could be friendly(or at least non-hostile) beings in the world. I would prefer implementation in milestone 3 or longer so as to not put another thing for the developers to do. A yoshi equivalent(seal?) would be neat but may be an entirely different game altogether. Some other ideas: a character who gives tux a quest in exchange for a key, hint for a puzzle etc., a charater who fights with tux for a little while to achieve something against nolok, a character teaches tux certain abilities. -F50
This would be good. Make a 'talking' system that scrolls on the bottom. Maybe some characters could give you extra supplies or even weapons. --Ajdlinux 23:23, 30 Sep 2005 (BST)
-
Maybe modify the code for info boxes to let characters talk? Sounds good. --DJ WingsFreesyle\ here 18:27, 11 Jul 2006 (BST)
Text is evil. The player has to be able to read and understand the language which is a requirement that was not there in MS1. --WolfgangB 14:21, 12 Jul 2006 (BST)
*:Stores or some such could just work with numbers and pictures. Having a _story_ told in little pictures would even add a very fun element.. RichiH 22:42, 25 Sep 2006 (BST)
*: * Yeah, that would be nice. If nothing else, a translatable infobox could describe a product and its price...Tux could buy flowers (for Penny? LOL), and the picture thing would be nice on a purchaseable map of a level. --Julius_Freezer 23:58, 2 July 2009 (UTC)
I think that the Yoshi equivalent, if used, could better be a Polar Bear in stead of a Seal. A Polar Bear can walk a lot faster on land than a Seal.Tuxenegger 17:35, 20 January 2006
Bad idea, polar bears live in the arctic, penguins live in the antarctic.
what about more then one Yoshi equivalent depending on the world he is in like for ice a polar bear or a walrus and for forest a sloth or some kind of gecko (nothing looking like yoshi of course) and even if polar bears and penguins dont live together i highly doubt there is such things as walking snowballs/icecubes exist and the yeti is debatable Atomic1fire 02:05, 1 Jan 2007 (CET)
- I'll get to work on the graphics. --DJ WingsFreesyle\ here 18:27, 11 Jul 2006 (BST)
For the female players: You can play Penny and will have to rescue Tux.
No that would be unrealistic. Everybody know that Tux is a strong superhero and that Nolok or anyone could never ever kidnap him and that even if they managed to, then Penny could do nothing besides crying and going him and eating until she get fat or suicide!
Yeah, right... As you can read in several other places on the wiki, Penny will be a playable character in Milestone 3.
Let's not be so harsh on Penny. However, Tux is all-powerful (pretty much! LOL), and Penny is definitely weaker. However, a playable Penny is something everyone is looking forwards to. (And if this doesn't satisfy all you Penny-fanatics [you know who you are], then just switch the Tux/penny graphics around :P) --Julius_Freezer 23:58, 2 July 2009 (UTC)
Enter level with jump button.
There's a problem I experienced with this : when you choose Up arrow key as the jump button, you can't move up anymore on the worldmap, since there are two actions for one key. Maybe worldmap movement keys should be customizable or something? ----
Why would they not use the same keys for movement as in the levels? Some of us vi and nethack types might like to use hjkl instead.. RichiH 22:45, 25 Sep 2006 (BST)
LOL RichiH, how did you figure out my SuperTuxKart alternate keyboard configuration??? I think that they should be the same as the level-movement...connected to whatever key. In M2, there is an “up” configuration (for doors and switches), so that's that. However, jump, enter, and action should all allow entry to a level. --Julius_Freezer 23:58, 2 July 2009 (UTC)
I think what makes some games really enjoyable is the possibility of collecting things. One (maybe totally crazy) idea: if Tux could spit bubbles, he probably could catch enemies and carry them to a specific place, like a museum, which is located on the world map. For completing the collection with all badguys of the current world, Tux would get a reward.
Crazy Idea o.O Big Coins or Medals would be more realistic. There should be an map where you can see what medals you have, or just how many and when a specific number is reached a door on the world map opens..
I love this idea! However, I'm not sure about how it fits into the theme of SuperTux... Maybe instead of bubbles
Tux could somehow freeze enemies in a block of ice and carry them in his feet like real-life male penguins carry there eggs. The challenge would be to get to the end of the coarse without it getting knocked out of your grasp by an enemy and sliding of a cliff. Maybe the igloo that Tux starts out on could be the “Museum”.
Tux wears a little party hat when you type “tux rocks”. When you type “iddqd”, tux shakes his head. When you type the name of a specific badguy, Tux looks like that badguy.
iddqd? idkfa! -- RichiH 22:47, 25 Sep 2006 (BST)
Pointless, useless, and we already have useful cheats. --Some Person 14:29, 17 March 2008 (UTC)
LOL I spelled “Tux” with “rocks” in Tux the Builder! I'll have to dig the screenshot out...I saved it as “Tux rocks”. --Julius_Freezer 23:58, 2 July 2009 (UTC)
IT DOTH COOL!!!!! I shalt put that intoeth mine version of Super tux.-Rorikdude
In the mapeditor it should be selectable if the cheats are on or off, maybe for every cheat. Because some cheats will cause a level to malfunction ,
Or disable cheats altogether. Or, cheats such as ghost() could be built in via the console--sector.Tux.rock(), or sector.Tux.do_iddqd()? --Julius_Freezer 23:58, 2 July 2009 (UTC)
I've played an old version of the SVN build, and milestone 2 really looks like a very complete game to me. It features everything what I'd expect in SuperTux. I've had just 1 crash on exiting the program, but I really think that will be fixed when going final. Why not call milestone 2 “SuperTux 1.0”? Most people think when they see “0.2” that it is some crappy beta version, which milestone 2 obviously is not. Cristan 00:38, 26 Oct 2006 (CEST)
The story with al the versions is kinda creepy^^ I think the devs want supertux “PERFEKT” before name it 1.0..
With some keypress the camera zooms out (to 175% for example), so everything looks small and you have a wider scope of the surroundings. As long as you keep the key pressed you can use the arrow keys to move the camera between certain limits (Tux should be always visible). This would enhance the usability of puzzle-oriented maps that had big schemes (buttons that had an effect at farther different places) and would make use of the fancy features of OpenGL. --Ferk 11:35, 2 February 2007 (UTC)
That would make some levels too easy.--70.153.248.49 20:51, 28 March 2007 (UTC)
Maybe there could be some Map Blocks. Like info-blocks but these should show just a “roughly scetched map” of te level. Or maybe just a part of it
You can make an info blog and show an image of the level.
Maybe distant images are blurry to simulate limited visual acuity so the amount of information that is present decreases with distance.
I think that Supertux would be even cooler in 3D. It could be partially implemented, for example, there could be substages in 3D, or a 3D world later on? Or maybe it would more appropriate in a future spin off game?
- Are you thinking of tuxaqfh.sourceforge.net, or something more like the 2.5D New Super Mario which uses 3D sprites in a 2D world. --Tuxdev 22:51, 3 Oct 2006 (CEST)
- Like XTux? I don't think 2.5D would work with a completely 2D sidescroller like SuperTux. --DJ WingsFreesyle\ here 02:19, 10 Oct 2006 (CEST)
- No, he means like New Super Mario Bros or Super Smash Bros Melee, where the game is 2D side-scrolling but the graphics are 3D. (I mean tuxdev meant that, not the OP) 67.168.194.207 02:12, 11 Oct 2006 (CEST)
- Like XTux? I don't think 2.5D would work with a completely 2D sidescroller like SuperTux. --DJ WingsFreesyle\ here 02:19, 10 Oct 2006 (CEST)
- 2.5D approach is cool, maybe the game could be played mostly in 2.5D , and the bosses in 3D like tuxaqfh.sourceforge.net. Just throwing around ideas.--66.153.31.148 06:54, 4 Oct 2006 (CEST)
- Maybe leave the game itself how it is, and have 3D cutscenes?
- It's a good idea. Leave the game how it is, only change the cutscenes. DirtY iCE 10:54, 5 Nov 2006 (CET)
- This idea may seem a bit wacky, but tux could fall into a hidden hole where he gets virtualized and has to fight virtual enemies in a virtual 3D landscape for a few levels then he has to go through a portal in the last 3D level to take him back to 2D. The only problem is the huge amount of code and graphics that would be required, thus resulting in a huge package size. Perhaps this could be an addon for a new bonus world?
- Something similar to the original Jazz Jackrabbit style bonus stages perhaps? (For the uninitiated, picking up a large hidden gem in certain stages in JJ would take you to a 3D bonus stage on completion of the level, in which you would navigate a maze to collect a certain number of gems to win an extra life). Not entirely sure of the best way to set this out, certainly don't want to directly copy off JJ, just throwing the idea out there.
- Sounds a bit too much like TRON. --Gyroknight
- At first I was hoping that somebody would want 3D Tux, but the more I thought about it, the more I thought that the game would lose its atmosphere if it went from 2D drawings to 3D models. --Julius_Freezer 23:58, 2 July 2009 (UTC)
- I wholeheartedly agree. Above all, Supertux *must* remain firmly in the second dimension. 3-D models would ruin the game's cartoony, painting-esque charm. --Mr Eyeball 18:20, 11 October 2009 (UTC)
- At first I was hoping that somebody would want 3D Tux, but the more I thought about it, the more I thought that the game would lose its atmosphere if it went from 2D drawings to 3D models. --Julius_Freezer 23:58, 2 July 2009 (UTC)
It should be possible to collect coins by shooting at them with the fire flower powerup. AFAIR, you can do this in Super Mario games. --217.235.171.77 01:24, 9 Dec 2006 (CET)
- No, but maybe get coins for killing badguys?
- Why we turn that not arround and Tux have to pay coins for ever fireboll?
- I think both are bad ideas. Free fireballs is better, and coins should only be earned by collecting. (EXCEPTION: Tux can get a 100+ coin bonus like in certain blocks for each boss he defeats?) --Julius_Freezer 23:58, 2 July 2009 (UTC)
- I like the idea of being able to use fireballs to collect coins. Actually, it seems obvious to me.
- I think both are bad ideas. Free fireballs is better, and coins should only be earned by collecting. (EXCEPTION: Tux can get a 100+ coin bonus like in certain blocks for each boss he defeats?) --Julius_Freezer 23:58, 2 July 2009 (UTC)
This has been proposed as Issue 141. It would mean that Tux doesn't have to pay 25 coins as a penalty for dying. Instead he buys the ability to restart at a reset point. In practice, it would mean that Tux doesn't have to pay when he hasn't activated a reset point yet. It would make the cost seem less like a penalty and more like a trade-off. (Plus, restarting from the beginning is always possible from the worldmap.)
Why couldn’t one control Tux with stylus? By dragging right Tux would move right and after certain point would change to ctrl-mode.
The height relative to the middle of the screen would determine whether Tux should duck or jump or just move.
Picking things up with tapping the screen once?
Just some thoughts. We should not let the lack of keyboard restrict us. I assume that this would be in a DS version of the game, right? Cooljeanius 21:04, 1 December 2008 (UTC)
Or a version for phones with touchscreens, or (rare) laptops/computers with touchscreens, or the “tablet” doodad that apple is selling ect... Oh and you can get linux for DS.
A playable alternative character, maybe a secret character that can only be played by using a cheat code or unlocking the char by winning something of doing some impressive feet.
He is quite the opposite of Tux with a complete different personality, instead of a cute little hero, this guy is an antihero (like Spawn or Batman), hes eye glows green or something, he puts everything in its path on fire and make the level a living inferno, hes very fast, strong, malicious, fearful and aggressive. Annihilating anything in his path, leaving only a trail of destruction behind. Maybe he could be a sorcerer and have vast powers of magic, maybe a spell wand. A real badass that roars like a tiger, arrr!
- In Sonic games, player can play Tales, Amy, Shadow, etc...
- In Mario games there are many different Yoshi's, and mushroom, princess, Luigi, Wario, etc...
Playing a cute little dragon would be cool too! :D Again,I shalt put that intoeth mine version of Super tux.It will be out in three years-Rorikdude
I think that an alternative character (outside of Super Tux Smash) would be another very bad idea. Penny, of course, must be playable--that is given--but the whole idea is that you have Tux the penguin and you jump and squish your way through a variety of levels until you reach a fortress. --Julius_Freezer 23:58, 2 July 2009 (UTC)
It would be great if one could change the language settings of SuperTux in-game.
It can be changed in SVN version. But what do you need that feature for? All I can think of is change Language to English so you know the name of the level for a bug report.
i made a supertux 3D. i am trying to get devel help, and i have a sourceforge page now, so if anyone knows blender please help! (just tell me if i'm not allowed to make it)--Disk 22:20, 10 September 2007 (UTC)
Of course you're allowed! It's GPL, for heaven's sake!
I know a bit of Blender. I'm still in the basic tutorials (making jeeps, puppies, and cups), but I may be able to help. You might also want to talk to the SuperTuxKart team about this. --Julius_Freezer 23:58, 2 July 2009 (UTC)
A very nice way to get the community involved in creating artwork/levels for SuperTux would be to have a submit button in the level editor. Submissions received this way can be put on a website where the community “votes” (for example digg style) the levels.
See http://supertux.info/pmlvls.php . I don't think a button in the editor would do much good. Too many people would submit everything just because they can. Lets hope uploading manually makes them think a bit about their level. --Superdev 09:35, 6 October 2007 (UTC)
I would like to point out some flaws in Super Mario Bros 3 so that the same mistakes aren't made with Supertux.
- Overuse of random chance; this is found mostly in world 7. Excess elements of chance make the game frustrating. While some random chance is inevitable, if too much is used, the game cannot be fun. Bowser's castle is an example of a good level with very little randomness.
- Short boss battles; The final boss (Bowser) is actually very well-done and original. However, all of the rest of the bosses (Boom-Boom and the koopalings) are very short and boring.
- Music; Bowser's castle has the same music as all of the other castles. The last level should ALWAYS have unique music.
- Magic whistles; shortcuts that can lead the player from the first world to the last world are not a good idea.
- P-power sound effect; it gets REALLY annoying after awhile.
- repetitive boss battles; all of the bosses (except for Bowser) are very much the same. I trust that Suppertux won't have this mistake.
To add a sense of proper geography to the game, after you defeat a world's boss, you could be given a brief cutscene of the game's entire world, with a little Tux icon shown moving between the “Worlds.” Antarctica would be at the very bottom, of course. And this would alleviate a little bit of the “Forest World is a little bit east of Antarctica” stress in the back of my mind every time I play. (Sorry to sound nitpicky.) --Mr Eyeball 18:27, 11 October 2009 (UTC)
Maybe, just like mario there would be a shop And what ever you brought would appear In the gadget with a thing that says “click here” And whenever you clicked on that the next box you searched would be the thing that you brought. [[User#crazypenguin|crazypenguin
I guess I'll start this section for us all to post our own “Grumbel Grumbles” about the current version. My main complaint would probably be the types of levels in the Forest World. It seems to me that ALL of the levels in there contain a gimmick which is never to be found again. “Bouncy Coils” is the only level to contain the coils. “Crumbling Path” introduces the crumble blocks, which are never seen again. “Tux the Builder” has building blocks which are also never seen again. Call me spoiled, but I'd like to see some more just-plain-levels (Like “Welcome to the Forest”) when Milestone 2 is finally released. --Mr Eyeball 21:59, 24 October 2009 (UTC)
- One more thing: Just because it's the Forest World, doesn't mean that there have to be ONLY forest levels included in there. The Mario series has Grassland Levels in the Sky World, Sky Levels in the Forest World, Volcano Levels in the Grassland World, etc. After 23 levels of onlyforest, I got a little bored of the theme. You might say the novelty wore off. I'd also like to see certain enemies (Like the Goomba in Mario) that appear in every world. And I think the castles in each world should have the same (or somewhat similar) tileset to add a sense of uniformity to Nolok's designs. --Mr Eyeball 22:03, 24 October 2009 (UTC)
This is why 0.3.* is called a “development version.” It is intended to preview new features. The levels are the demos for these features. This is also why you can get the editor for these levels. (See Download/Unstable#Release_0.3.0) If you do not like the current levels, please create some. Nobody else is working on SuperTux; you'd probably be the first to make some. Submit them according to the instructions in Contributing. --Mathnerd314 23:31, 24 October 2009 (UTC)
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.
- methods
:*get_pos_x(object)
::return the x-pos of target object
:*get_pos_y(object)
::return the y-pos of target object
:*call_script(script)
::call target script
:*create_object(type,properties)
create a object
- properties
:*brightness
times the value of lightmap on site one tile away from lantern and color of lantern
- methods
:*get_color_red()
::return red component of color of the lantern
:*get_color_green()
::return green component of color of the lantern
:*get_color_blue()
::return blue component of color of the lantern
:*get_brightness()
::return brightness of the lantern
:*set_color(red,green,blue)
::set color of the lantern
:*float_to_color(red,green,blue,time)
::float color of lantern to target
:*set_brightness(brightness)
::set brightness of the lantern
:*float_to_brightness(brightness,time)
float brightness of lantern to target
- properties
:*color
::color of candle
:*brightness
times the value of lightmap on site one tile away from lantern and color of lantern
- methods
:*get_color_red()
::return red component of color of the lantern
:*get_color_green()
::return green component of color of the lantern
:*get_color_blue()
::return blue component of color of the lantern
:*get_brightness()
::return brightness of the lantern
:*set_color(red,green,blue)
::set color of the lantern
:*float_to_color(red,green,blue,time)
::float color of lantern to target
:*set_brightness(brightness)
::set brightness of the lantern
:*float_to_brightness(brightness,time)
float brightness of lantern to target
- properties
:*color
color of willowisp
- properties
:*lenght_of_live
lenght of kugelblitz's live
- properties
:*radius
radius, where spidermite stay
It would be good if in pause can restart the level. Sometimes it happens that we commit a fatal mistake and turn off and re-on level it takes too long and it's very frustrating. It would also be good if holding down the “v” rewind all the action back and Tux would it cost coins, but it was not rewind more than 10 seconds. Action “rewind” could call with script “Rewind (seconds);”.
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. --> 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.
I thing, it should be possible to define custom badguys without changing the source code. i could be implemented in milestone 3. Writing in the level would look like this:
(badguy
(object "path of object definition file")
(x int x_pos)
(y int y_pos)
(others struct other_parameters)
(sprite UnicodeString sprite_path) ;optional
)
Objects should be located in their own files. They would look like this:
compound supertux-badguy The root tag for whole structure.
- UnicodeString default_sprite The sprite, that the badguy will use, when it won't be defined.
- bool gravity Set on, when the badguy will be affected by the gravity.
- UnicodeString center The center of the badguy. center means the badguy's hitbox center point, border means the point of badguy's hitbox border, that is closest to Tux.
- struct others The properties, that can be changed via the others tag in the badguy calling tag. They are accessible via the “others” variable in scripts.
- compound events A compound of names of scripts, that will be called when...
- UnicodeString on-hit-top ...Tux hits the badguy from top.
- UnicodeString on-hit-side ...Tux hits the badguy from side.
- UnicodeString on-hit-bottom ...Tux hits the badguy from bottom.
- UnicodeString on-reach-edge ...the badguy reaches an edge of platform and the badguy can't fall under the sector, when the badguy falls off the platform.
- UnicodeString on-reach-pit ...the badguy reaches an edge of platform and the badguy will fall under the sector when he falls off the platform.
- UnicodeString on-hit-ground ...the badguy hits a solid ground.
- UnicodeString on-hit-ceiling ...the badguy hits a solid ceiling.
- UnicodeString on-hit-water ...the badguy hits a water tile.
- UnicodeString on-hit-wall ...the badguy hits a solid wall.
- UnicodeString on-hit-hurts ...the badguy hits a hurting tile.
- UnicodeString on-fire ...the badguy hits a fireball.
- UnicodeString on-freeze ...the badguy hits an iceball.
- UnicodeString on-grab ...Tux tries to grab the badguy.
- UnicodeString on-relase ...Tux tries to relase the badguy.
- UnicodeString on-exist The name of script, that will run each 100ms, when the badguy exists.
- compound-array scripts The scripts, that the events call.
- compound script One of the scripts. Note: there will be possible to add scripts, that the events wouldn't use.
- UnicodeString name The script's name, that the events use.
- UnicodeString content The content of the script, that the events call.
- compound script One of the scripts. Note: there will be possible to add scripts, that the events wouldn't use.
methods:
- fade() The badguy will fall under the screen.
- set_velocity(int x, int y) Sets the badguy's velocity.
- int get_velocity_x() Gets the badguy's X velocity.
- int get_velocity_y() Gets the badguy's Y velocity.
- set_pos(int x, int y) Sets the badguy's position.
- int get_pos_x() Gets the badguy's X position.
- int get_pos_y() Gets the badguy's Y position.
- bool on_ground() Will return true, when the badguy is on a solid ground.
- grab() The badguy will appear in Tux's hands.
- release() Tux will release the badguy.
- bool is_carried Returns true, when Tux carrys the badguy.
- set_action(UnicodeString action) Sets the sprite action. The default action is “default”.
- call_member_script(UnicodeString script_name) Calls a script defined in the “scripts” tag.
- int get_tux_distance() Gets the distance between Tux and the badguy's center point.
- int get_tux_angle() Gets the angle, in which Tux currently is. When is Tux above the badguy, the function will return 0. When Tux is under the badguy, it returns 180.
- mark_as_killed() The number of killed badguys on scoreboard will be incremented.
- despawn() Despawns the badguy.
- A game mode in which the time needed for each level is counted and saved in a per-level high-score list.
- Race Mode needs to be unlocked by beating the whole game first (including Bonus Island). (It could also be activated earlier, but then only for islands that already have been completed; however, I'd prefer the first solution.)
- "Race Mode" appears in the main menu. All levels will be open, showing the current record when Tux walks over them on the world map.
- All reset points are deactivated, so you have to run through the whole level again everytime you die. Therefore, lives are not needed.
- Coins and powerups that are collected on the way might be counted as well, either for themselves or as "bonus seconds" that are subtracted from the overall time.
- Arrow key navigation for text fields.
- Squirrel code completion for MN_SCRIPT items. This is a huge undertaking, but easier for people who want to get into scripting.
- Exporting created levelsets / worldmaps as ZIP files
- Upon dropping a layer / badguy onto the sector, open its properties (configurable in Options).
Home
Guidelines
Game Mechanics
Tools
Engine
- Cameras in other games
- Collision
- Configuration File
- Console
- Cutscenes
- Game_Engine
- Lighting
- Map_transformer
- Portables
- SceneGraph
- Scripting
Specifications
Milestones
- Milestone 1 Analysis
- Milestone 2 Design Document
- Milestone 2 Design Document Old
- Milestone 3 Design Document
Building (mostly outdated)
- INSTALL.md
- Building
- Building on macOS
- Building SuperTux
- Building on Windows
- Building with MXE (cross-compile)
Meetings