Sabnock
Member
Hi all, long time no post
I posted my first Pacman effort late last year to a mixed but mostly positive reception. Personally I wasn't happy with it at all and look back on it with a sense of disappointment.
I then started another project called GRV1(still in progress) but could never get over the fact that I hadn't built the PACMAN that I loved to play when I was young and an arcade addict. so I quit GRV1 and set about researching and experimenting with various ways to achieve the movement, AI and pace that makes PAC the amazing game that it is. I also moved over to GMS2 at this time so it was a good project to learn how to use that as well.
what I present here I am genuinely happy with and feel it represents the original in an accurate and respectful way.
LINK : http://www.mediafire.com/file/pbbxqnqfx3dlp7j/PAC-MAN_25102017_Final.zip
Release notes
- I have corrected the bugs noted in this thread and found since I finished it.
- Maze wall clipping when compiled with the YYC
- eyes facing the wrong way when reversing.
- high score glitches.
- added an arcade style attract mode.
- installed a smoother scrolling text routine for the ticker bottom right
- stream lined and improved a lot of code.
- added xbox 360 controller support
- added volume control in the pause menu
- changed the layout of the debug mode and added more info and the ability to turn on or off ghost info.
- fixed numerous bits that were annoying me
unfortunately it is a timed demo (2min) as I am worried about copyrights and stuff and don't want to be seen to be giving away free copies of a game that is not my own IP. 2 minutes starts from when you hit the space bar to play.
hope you enjoy and look forward to any comments, bug reports and even criticisms you may have.
Screenies below :
I have implemented the full original ghost AI. I took some time to work out how the original coders would have had to have done it with little processing power and memory and think I have achieved an almost exact match for the ghost scatter, chase, speed changes and even managed to get Cruise Elroy in there. the speed changes whilst still moving the same pixel count each frame was initially challenging but the result works well. I have also put in th early / late cornering for PAC to give him that slight speed advantage in the turns. if you enable the debug mode from the PAUSE menu you can see a lot of these mechanics at work.
for those who may be interested the game was built around and has all the features described in the PACMAN dossier found here. https://www.gamasutra.com/view/feature/3938/the_pacman_dossier.php?print=1 a fantastic read and a great insight into the genius of the coders back in the 80's.
Sab.
I posted my first Pacman effort late last year to a mixed but mostly positive reception. Personally I wasn't happy with it at all and look back on it with a sense of disappointment.
I then started another project called GRV1(still in progress) but could never get over the fact that I hadn't built the PACMAN that I loved to play when I was young and an arcade addict. so I quit GRV1 and set about researching and experimenting with various ways to achieve the movement, AI and pace that makes PAC the amazing game that it is. I also moved over to GMS2 at this time so it was a good project to learn how to use that as well.
what I present here I am genuinely happy with and feel it represents the original in an accurate and respectful way.
LINK : http://www.mediafire.com/file/pbbxqnqfx3dlp7j/PAC-MAN_25102017_Final.zip
Release notes
- I have corrected the bugs noted in this thread and found since I finished it.
- Maze wall clipping when compiled with the YYC
- eyes facing the wrong way when reversing.
- high score glitches.
- added an arcade style attract mode.
- installed a smoother scrolling text routine for the ticker bottom right
- stream lined and improved a lot of code.
- added xbox 360 controller support
- added volume control in the pause menu
- changed the layout of the debug mode and added more info and the ability to turn on or off ghost info.
- fixed numerous bits that were annoying me
unfortunately it is a timed demo (2min) as I am worried about copyrights and stuff and don't want to be seen to be giving away free copies of a game that is not my own IP. 2 minutes starts from when you hit the space bar to play.
hope you enjoy and look forward to any comments, bug reports and even criticisms you may have.
Screenies below :
I have implemented the full original ghost AI. I took some time to work out how the original coders would have had to have done it with little processing power and memory and think I have achieved an almost exact match for the ghost scatter, chase, speed changes and even managed to get Cruise Elroy in there. the speed changes whilst still moving the same pixel count each frame was initially challenging but the result works well. I have also put in th early / late cornering for PAC to give him that slight speed advantage in the turns. if you enable the debug mode from the PAUSE menu you can see a lot of these mechanics at work.
for those who may be interested the game was built around and has all the features described in the PACMAN dossier found here. https://www.gamasutra.com/view/feature/3938/the_pacman_dossier.php?print=1 a fantastic read and a great insight into the genius of the coders back in the 80's.
Sab.
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