-[L] change lispreader to throw exceptions instead of simply assert() on
- syntax error
-[L] tux sometimes makes short jumps in the endsequence, mostly when
- going through the goal with a small jump, might be old_up related
-[L] fadein/out for intro/extro would be nice
-[L] when bumping a special with 2 blocks at once, it won't change direction
-[L] tux get killed if he kicks a iceblock while at the same time
- bouncing on the roof
-[L] tux can be killed by back bouncing iceblocks in the exit sequence
- (all enemies should be removed/turned to coins once the exit
- sequence started)
+[?] Default keyboard setup should change. Up will be needed for other features
+ like going through doors and looking up, etc.
+
+[H] Worldmap needs to allow multiple maps
+ - or just one big map with multiple worlds?
+[H] Change resolution to 800x600
+ - Levels need to be updated to resolution
+ - half of the levels have been already updated
+ - some fixed levels still have "glitches". See the menu level where
+ some of the tiles are "wrong" and don't fit
+[H] Buttjump related things
+ ? Right now only breaks bricks beneath tux - what else should it break
+ - Should kill enemies with a certain range
+ - Done--now needs to be tweaked
+ - Animation (need images)
+ ? Should disable Tux's movement temporarily (1 second?)
+[H] Tux should fall while walking in tiles that have a space between.
+ - 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
+
+[M] Save score on per-level basis to make high-score
+[M] Save time on per-level basis to make low-time-score
+[M] Add bonus score for extra time left when finishing a level
+[M] When aborting a level, lives and score should remain the same as they
+ were before. Solution: make more dependency between the game engine and
+ worldmap or just backup those variables before starting a level. - fixed?
+[M] when bumping a special with 2 blocks at once, it won't change direction
+[M] tux get killed if he kicks a iceblock while at the same time bouncing on
+[M] You shouldn't be able to stand on invisible blocks, before you bumped them
+ the roof
+
+[L] Allow any object to be inside of a [?] box, ie. trampoline or badguy