- - Possible solution: reduce Tux's width
-[H] Enemies should turn upside down after being hit by an kicked
- iceblock, fireball or bomb
+ - Possible solution: reduce Tux's width when checking collision with tiles
+[H] stdint.h isn't a part of FreeBSD. We should probably use SDL integer
+ types instead.
+[H] Dead Tux/badguys should be drawn on top of the foreground layer
+[H] Graphics
+ - New forest tileset
+ - Badguy sprites
+ - Tux's buttjump animation
+[H] When bumping powerups, they should bounce away from the centre of Tux
+[H] Backgrounds should be square tiles instead of just tiling one image
+ - Useful for vertical scrolling when we only want a sky background on the
+ top of the level
+ - Support for this is already available using a paralax tilemap layer