Greetings, I am LMH. Since I was five-years-old and got my hands on my first NES I've had an interest in designing my own levels for 2D side-scrollers. Back then it was magic marker on discarded continuous feed paper for recently out-dated dot matrix printers. Later I deciphered the format of level files for a Mario clone on my TI-89 calculator, which kept me entertained in my less interesting high school lectures (unfortunately those levels are likely lost to time). When I discovered SuperTux, I was made immediately nostalgic for the simple yet entertaining gaming style of my youth. When I found out there was an editor, I just had to make my own levels. I couldn't get the editor working at first, but that's nothing a sophisticated system of spreadsheets can't fix. As I made more levels, I learned more about how SuperTux works and am now able to make modest contributions to the project. Below are some of the projects I'm currently working on.
I intend to devote a consistent effort in maintaining the [[Add-ons]] downloadable through the in-game add-on manager (now stored on [https://code.google.com/p/supertux/source/list?repo=addons google code]). This is the natural evolution of the add-on collection I maintained while the in-game list was difficult to change. That collection still exists [http://www.mediafire.com/?k47v61nz6i230 here], which serves as an archive for older versions of SuperTux. I will also try to maintain one add-on to rule them all, that is all add-ons combined in one for easy activation. This will need to be manually installed since it is a very large file and I do not think it is appropriate to lag up the game with its download through the in-game add-on manager.
I've decided to keep a list of all the things I'd like to do (or seen done) in SuperTux. Instead of randomly throwing these into one of the many existing TODO lists, I've instead elected to keep my personal agenda here to emphasize that these are my own thoughts of what the game could use or needs (thus highly likely to be incomplete or outright inaccurate). There is no particular order to this list. Aside from some of the coding and just about all of the sound, these are all things within my ability. Nevertheless help is more than welcomed :)
Tweak or remove some of the voc music
Replace backflip sprites with actual rotation
Dependent add-ons ability, might be useful for custom tilesets
Ability to download updates for languages
Put together a smart spiky/unify spiky and sspiky behavior
Sprite replacement ability e.g. Tux -> Penny/Penny -> Tux for "Play as Penny" (also useful for add-ons)
Slope behavior needs improvement, perhaps allow Tux to slide
Standardize grab/ungrab by moving behavior from rock to portable?
Multiple tilemapping support, perhaps by sector or tilemap instead of level
Improve how water works :Swimming like a forced climbing (but fast- Tux is a penguin), think frog suit but controllable :Bring back splash sound for entering :extinguish things made of fire (bullet/badguy/etc) :water badguys
Optional ability to respawn unstable tile after a set duration
Generalize badguy behavior - combine with sprite files for highly customized badguys/simpler editor implementation
Highly customizable mini-boss that can utilize different behaviors/sprites/vulnerabilities
Level flip sound
Where to begin... let's just say that the editor needs some work
Mattie's World is the collection of all the levels I've developed. It will be a work in progress so long as I'm making levels. Although designing levels is my primary interest, it should be fairly evident that I'm easily distracted. My current plan is to have three worldmaps.
The original set of levels made for SuperTux and available as an in-game [[add-on]], Mattie's Iceberg is the first worldmap. Although it has changed considerably over the years, it is likely in it's final state and was made for the SVN version of SuperTux (requiring only compatibility tweaks as SuperTux is further developed). Set near Antarctica, levels are primarily ice-themed. The story is that the iceberg has been overrun by the minions of the DOOM Toad who resides in the end castle.
The rest of the ice-themed levels that I make are expected to live in the worldmap DOOM Islands which is currently under construction. These frozen islands are to the north of Antarctica, and the stronghold of the DOOM Toad. There will be more flexibility in path for this worldmap, and my intention is to have a second optional storyline culminating with a unique boss fight. The main idea is to take out the Toad on his home turf. Ideally these levels will be optimized for Milestone II.
The final worldmap is meant to be a for forest levels and is only in the concept phase. The general idea is that Tux reaches a peninsula where the DOOM Toad had a new and powerful ally. There is no ETA on this portion of the project.