You need two surfaces for an entrance, one which is behind the Pingus and one that is above the Pingus to get a pseudo 3D effect. To add a hotspot, press Insert and then h and select a thing that looks like an entrance. Hotspots are graphical objects, which don't influence the collision map.
The default entrance just adds a position where the Pingus enter the level, but no gfx, so that is the next thing to add. To change the background press F10 and select one of the available backgrounds. You have an ugly default background and your Pingus appeared out of nothing. You might have noticed that there is still a lot of stuff missing in your level. The tab-completion is currently not fully functional, therefor it will only work in the default directory and in no other directory. To use it activate the console by pressing ^ and then press Tab. The dialog also has a primitive tab-completion. To load a level press F5 and input the filename. The level will than be saved to ~/.pingus/levels/my_f and ~/.pingus/levels/my_test.psm Node that the filenames must not have an ending like. Its a good idea to save the level from time to time, to do that press F6 and enter a file name for it, for example my_test. After testing your level you will come back into the level editor. If your are done press Esc or wait until the level is complete. The level will than start and you can test it. Now that the level is basically done, lets start it by pressing F4 or the "Run" key on the button panel. Now your done the level should be ready for a test. Select a surface, which looks like an exit and place it where the Pingus can reach it. You get the same list of surfaces you got when you inserted the ground piece. Again press Insert and then select Exit with x. The Pingus can now enter the level, lets place a exit so that they can leave it again. The "generic" entrance doesn't use any gfx. After that is done you will see a black arrow with a green "G" to its site, that is the entrance or more exactly the position where the Pingus can enter the level. You will now see a list of entrance types, select the "generic" one. Now that we have some ground to walk on, we need an entrance to let the Pingus enter the level. To do that use the cursor keys, hold down the shift key to get a faster movement. This becomes especially important when have grouped some objects. If you want to move around the duplicated object, its a good idea to move it a bit away from the old object first, so that you don't actually select the wrong object. The duplicated object will be inserted at the same position as the original object, only with a short offset to the bottom/right. The first ground piece is now in place, you can simply click on it and move it around when you hold down the mouse button. Now click on an object to insert it into the level. To scroll down the list simply move the mouse to the bottom of the screen. After a short loading sequence, you will see a list of all the gfx which are available. I'll explain the different ground piece types later in this article. Ok, lets insert a ground piece of type ground, to do that press g. Sorry there is at the moment no mouse support in the selection menus. The letters in front of the type names describe the keys you have to press to insert the object type. You will now see a list of object types you can insert. Press the Insert button on your keyboard or on the button panel at the left side of the screen. Lets start with something simple, insert your first object. Starting from scratchįirst of launch Pingus and select the large Editor button. This little guide should make sure that everything works smooth for you. Building a level for Pingus is actually very easy with the current level editor, but there are still some things that doesn't work as they should.