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PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 9:26 am
by JamesLeonardo32
Well, I got bored and made a Pac man clone! I thought so when looking at GE's logo, wondering how few people have attempted to make Pacman on GE.
Here it is:


[LATEST! Update 3, JamesLeonardo32]
PaccuPaccuXG004.zip
(1.39 MiB) Downloaded 814 times

pre.png



[Update 2, TinTran]
download/file.php?id=8584

[Update 1, TinTran]
download/file.php?id=8594

[Original version]

Packpuck.zip
(396.34 KiB) Downloaded 410 times



Please note:
No ghosts,
No fruits,
Crappy level design!

I wonder what it would be like if someone tried to improve on that, since im highly lazy :roll:

Re: PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 2:49 pm
by Camper1995
Epic! I like it. Good coding at the movement.

I like the level changing system. Neat! ;)

Re: PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 6:19 pm
by JamesLeonardo32
Im glad someone was able to sit through atleast 1 level! ^ ^

Re: PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 8:59 pm
by Romol
Excellent! This is an original game idea, but you can make a prototype of the original? :wink:
classic-pacman.gif

Re: PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 9:22 pm
by JamesLeonardo32
Some time. Sometime...

Re: PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 9:32 pm
by tintran
tried adding a ghost but i can't figure out why the ghost is going through maze walls (even after adding collision scripts).

Re: PacMan GE (attempt)

PostPosted: Tue Oct 18, 2011 10:29 pm
by Jagmaster
Is there any way to make pacman and the ghosts "snap to grid" so they don't jam on the walls?

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 1:57 am
by jimmynewguy
@ trintan
turn repeat collision on
and it would be easier for the ghost to use moveto and avoid the walls rather than collide with them

@jagmaster
yes, but pacman doesn't usually have diagonals! :P

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 2:53 am
by Jagmaster
Sure. I was just trying to figure that out in my head, that's all.

I've tried to do this a couple of times by making triggers to disallow him to move along a certain axis, but that didn't work out well.
(But that was traditional, no diagonals :P)

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 6:04 pm
by tintran
twitchy ghost that touches you and send you back to starting location.
pac.zip
(391.5 KiB) Downloaded 227 times

the ghost rethinks direction everytime it touches a pellet or a wall so it's a little smarter ghost.

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 6:06 pm
by EvanBlack
Psstt... linked lists ;)

Learn them and coding AI and movement is faster, also collision detection works better. I wonder how many times I am going to reference these XD

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 6:20 pm
by tintran
Linked lists? how? have each location link to adjacent locations?

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 8:41 pm
by JamesLeonardo32
Oh wow, I never expected this much feedback!

I like the tweaks made thus far. + 1 Point tintran!
At the moment I was making a lil update:
pacti.png

Available.. some time!

Re: PacMan GE (attempt)

PostPosted: Wed Oct 19, 2011 9:24 pm
by EvanBlack
tintran wrote:Linked lists? how? have each location link to adjacent locations?


Exactly :)

Using nodes for positions on the map, Pac-man would move to grid locations, even placing the balls and random maps becomes easy. Even the AI becomes a lot easier because now the ghosts just go through the linked nodes.

This is also going to be one of my next projects inspired by this thread, but an ISO version using my map editor.

Re: PacMan GE (attempt)

PostPosted: Thu Oct 20, 2011 3:22 pm
by JamesLeonardo32
Um, im lost- but thats good because you know what your doing! =D

Anyway, Update!
See top post!