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Pac-Man: Race Against Time
alpha v0.45a (July 28, 2016)
A freeware win32 Pac-Man clone made with GM8. Not a single line of source code is used from the existing games, it's all made with "watch, try, code, repeat" method.
The level size 31x28 tiles which is based to the 16-bit release by Williams Entertainment. The overall look and feel is also based on that release. However, the level format is custom and non-compatible with the other Pac-Man games. The objects in this release move in perfect sync even 8 or 16 pixels per a step cycle, instead moving with a free speed.
Main features
- Time mode that challenges the player complete a level under a time limit
- Continuous mode that allow/disallow the objects active movement
- 4 difficulty levels: Easy, Normal, Hard, Insane
- A room editor with 32 editable rooms + a test room option
- 32 customable wall sprite sheets (.png)
- An customable basic sprite sheet (.png)
- Customable sounds (.wav)
- Wandering fruits
- Supports keyboard and gamepad
alpha v0.45a (July 28, 2016)
A freeware win32 Pac-Man clone made with GM8. Not a single line of source code is used from the existing games, it's all made with "watch, try, code, repeat" method.
The level size 31x28 tiles which is based to the 16-bit release by Williams Entertainment. The overall look and feel is also based on that release. However, the level format is custom and non-compatible with the other Pac-Man games. The objects in this release move in perfect sync even 8 or 16 pixels per a step cycle, instead moving with a free speed.
Main features
- Time mode that challenges the player complete a level under a time limit
- Continuous mode that allow/disallow the objects active movement
- 4 difficulty levels: Easy, Normal, Hard, Insane
- A room editor with 32 editable rooms + a test room option
- 32 customable wall sprite sheets (.png)
- An customable basic sprite sheet (.png)
- Customable sounds (.wav)
- Wandering fruits
- Supports keyboard and gamepad
Controls
Keyboard:
Arrow Keys to move player / menu select
Key Z to confirm select / proceed for the next level
Key Enter to start game
Key Escape to exit / quit game
Gamepad:
Left thumbstick to move player / menu select
Button A to confirm select / proceed to next level
Button Start to start game
Button Back to exit / quit game
Room editor:
Arrow keys to move the view
Mouse to move the tool
Left MB to select object / place object / confirm
Right MB to destroy object
Key Space to proceed for Test Room
Editor shortcut keys:
Key "S" to Save
Key "L" to Load
Key "N" to Clear
Key "C" to Copy
Key "P" to Paste
Key "," to Load Prev Room
Key "." to Load Next Room
Main Menu
1. Time mode: Yes/No
- If allowed, the player needs to complete a level under limited time limit.
- Base time: Easy 450, Normal 400, Hard 350, Insane 300
- Each completed level reduce the time by 5, the absolute limit is 250.
2. Continuous mode: Yes/No
- If allowed: all the objects keep moving.
- If not allowed: the objects move only when the player move.
3. Game difficulty: Easy/Normal/Hard/Insane
- Easy: the ghosts have more scatter time and less attack time
- Normal: balanced
- Hard: the ghosts have less scatter time and more attack time
- Insane: the ghosts always attack
4. Room editor
Scoring
Each time when the player collects a power pellet the ghosts change to the frightened
The 1st ghost, 200 points, Time +5
The 2nd ghost, 400 points, Time +10
The 3rd ghost, 800 points, Time +20
The 4th ghost, 1600 points, Time +40
- Collecting a clock
- Collecting the fruits
Apple, 100 points
Pineapple, 300 points
Orange, 500 points
Cherry, 700 points
Strawberry, 1000 points
- Collecting three identical fruits grants also with an extra life. This has a side of the card; a grey
- If time mode is enabled, the time remaining is added to the player score after level completion, giving a potential chance to get an extralife.
- The player gains an extra life on each 10,000 units of points reached.
The ghosts
Blinky
Blinky is targetting to the position of the player. When Blinky comes to crossroads it will compare line A and line B lengths next to him and choose the shortest line direction. If the line lenghts are equal, the order of direction chosen is north, west, south, east.
Pinky
Pinky tries to block the player by targetting to the position in front of the player.
Inky
Inky's target position depends of Pinky's target position. Basically it's double length to Pinky's target position. Imagine drawing a line from Inky to it's target position and double it. Inky can be a serious threat if it's near to Pinky, and if Pinky is near to the player. Otherwise it may seem just wander around because the target position can be far outside the room area. It will not exit the ghost base until at least 30 pellets have been eaten.
Clyde
Clyde is using two different target methods depending it's distance to the player. If the distance is equal or more than 96 pixels, he will try to catch the player the same method as Blinky. If the distance is less than 96 pixels, he will target the tile under the player's start position (the bottom T-shaped wall in a classic Pac-Manl), patrolling the clock. It will not exit the ghost base until at least 30% pellets have been eaten.
Blinky
Blinky is targetting to the position of the player. When Blinky comes to crossroads it will compare line A and line B lengths next to him and choose the shortest line direction. If the line lenghts are equal, the order of direction chosen is north, west, south, east.
Pinky
Pinky tries to block the player by targetting to the position in front of the player.
Inky
Inky's target position depends of Pinky's target position. Basically it's double length to Pinky's target position. Imagine drawing a line from Inky to it's target position and double it. Inky can be a serious threat if it's near to Pinky, and if Pinky is near to the player. Otherwise it may seem just wander around because the target position can be far outside the room area. It will not exit the ghost base until at least 30 pellets have been eaten.
Clyde
Clyde is using two different target methods depending it's distance to the player. If the distance is equal or more than 96 pixels, he will try to catch the player the same method as Blinky. If the distance is less than 96 pixels, he will target the tile under the player's start position (the bottom T-shaped wall in a classic Pac-Manl), patrolling the clock. It will not exit the ghost base until at least 30% pellets have been eaten.
Download
No install required. Extract the zip file to a directory and go for playing.
Win32 (2.6MB) http://www.mediafire.com/download/lrux3elu6n6x1xx/pacman-race-against-time-045a.zip
Credits
Pac-Man (c) 1980 Bandai Namco Entertainment
Ms. Pac-Man (c) 1982 Bandai Namco Entertainment
Ms. Pac-Man (c) 1996 Williams Entertainment
No install required. Extract the zip file to a directory and go for playing.
Win32 (2.6MB) http://www.mediafire.com/download/lrux3elu6n6x1xx/pacman-race-against-time-045a.zip
Credits
Pac-Man (c) 1980 Bandai Namco Entertainment
Ms. Pac-Man (c) 1982 Bandai Namco Entertainment
Ms. Pac-Man (c) 1996 Williams Entertainment
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