J
jb skaggs
Guest
I stared using GM in 2002. ANd I have not made a pac man style game since then. SO I have my son working thru a tutorial and decided to make one myself.
What I thought would have taken me an hour took a full day! And honestly the problem wasnt the code per se as much as how things changed and how I wanted to things differently.
First off back i n 2002 the tutorial did not have us use grids, rather just all drag and drop with solid obj collisions. And the ghosts did not chase the player.
The new version I made using a grid system, a finite state machine system ( an rewrote it to use the object state machine (that I think Yellow came up with? I forget who actually did). The obj states were cool by the way. And of course the ghosts have a mp_step grid system and come after you and try and box you in!
WHat I came away with, is these super simple games are not as super simple as they appear if you really want them to be smooth and fully fleshed out. You know the whole game concept was genius- not many stop and think about how basically pacman, centipede, defender donkey kong sort of materialized at the same time with nothing to base them on. There was nothing to even influence them really. And the machine limitations really strict. Nothing like today where in reality we are getting closer to unlimited game size, especially with shared computing etc.
Just my ramblings.
What I thought would have taken me an hour took a full day! And honestly the problem wasnt the code per se as much as how things changed and how I wanted to things differently.
First off back i n 2002 the tutorial did not have us use grids, rather just all drag and drop with solid obj collisions. And the ghosts did not chase the player.
The new version I made using a grid system, a finite state machine system ( an rewrote it to use the object state machine (that I think Yellow came up with? I forget who actually did). The obj states were cool by the way. And of course the ghosts have a mp_step grid system and come after you and try and box you in!
WHat I came away with, is these super simple games are not as super simple as they appear if you really want them to be smooth and fully fleshed out. You know the whole game concept was genius- not many stop and think about how basically pacman, centipede, defender donkey kong sort of materialized at the same time with nothing to base them on. There was nothing to even influence them really. And the machine limitations really strict. Nothing like today where in reality we are getting closer to unlimited game size, especially with shared computing etc.
Just my ramblings.