Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Pac Man Project
#1
Clearly not finished, but I wanted feedback on how it feels. I spent /ages/ getting complex ghost behaviour right. Compare with CDS gobble a ghost, for example.

<!-- m --><a class="postlink" href="http://dl.dropbox.com/u/4903664/DemoMan.tzx">http://dl.dropbox.com/u/4903664/DemoMan.tzx</a><!-- m -->

(Yes, I know you can't die. Or eat ghosts. Yes, I know it breaks on level 2)
Reply
#2
If this is related to your GDoc, yes I think it's en *excellent* tutorial! In fact I've moved this entire site (finally) to my own server (hope you didn't notice) and was fixing Wiki articles links, which were not working after the update (yes, I realized whilst reading your Google Doc tutorial).
Are you using just PRINT, or another graphic routine?

Update: How do you printed the double-sized ghost in the middle?
Reply
#3
The game is really good.

I imagine the behavior of the ghosts have to be very complicated :roll:

PAC-MAN responds very well to the keyboard, it moves very well
Reply
#4
JBGV Wrote:The game is really good.

I imagine the behavior of the ghosts have to be very complicated :roll:

PAC-MAN responds very well to the keyboard, it moves very well
I'm a bit intrigued about the Ghost Logic Tongue It's pretty good.
Reply
#5
Very nice and playable! Looking forward to finished version.
------------------------------------------------------------
http://lcd-one.da.ru redirector is dead
Visit my http://members.inode.at/838331/index.html home page!
Reply
#6
boriel Wrote:Are you using just PRINT, or another graphic routine?

Yes. Just plain old print. You've got a copy of the code to prove it Smile

boriel Wrote:Update: How do you printed the double-sized ghost in the middle?

<!-- m --><a class="postlink" href="http://www.boriel.com/wiki/en/index.php/ZX_BASIC:DoubleSizePrint.bas">http://www.boriel.com/wiki/en/index.php ... ePrint.bas</a><!-- m -->

boriel Wrote:
JBGV Wrote:The game is really good.

I imagine the behavior of the ghosts have to be very complicated :roll:

PAC-MAN responds very well to the keyboard, it moves very well

I'm a bit intrigued about the Ghost Logic Tongue It's pretty good.

Thankyou!

Actually, the behaviour is as authentic as I can get. Notice the border colour changes sometimes? That's for me to keep track of scatter/chase/frightened modes.

Behaviour algorithms stolen wholesale from the original, as written up at: <!-- m --><a class="postlink" href="http://home.comcast.net/~jpittman2/pacman/pacmandossier.html">http://home.comcast.net/~jpittman2/pacm ... ssier.html</a><!-- m -->

All except the fast cornering, which you can't really do in a character based game. No colour clash, though.

The most interesting thing, to me, is that it's all clock based. Interrupts are on, and something gets to move when the framecounter is past a certain point. Then it's moved, and a variable set as to the next time it's allowed to move. It makes for changing the speed of everything very easy (and in higher levels, you bet it speeds up and ghosts go blue for shorter and shorter times) - and also anything else you add to it (like test printout code) doesn't affect the speed. The downside is that sound will mess with the frames counter! So any sound effect longer than half a frame will have to increment the frame counter afterwards, to keep timing neat...

As you run out of dots, watch the speed of Red Ghost there... starts out moving every 10 frames, but just before the last dot gets eaten, he's zooming! (cruise elroy mode, in other words)
Reply
#7
I've updated the version. Getting close...

Solved the sound spoils the clock problem, with a small IM2 routine...

<!-- m --><a class="postlink" href="https://dl.dropbox.com/u/4903664/DemoMan.tzx">https://dl.dropbox.com/u/4903664/DemoMan.tzx</a><!-- m -->

Some serious bugs with power pills. Still. You can see where it's going.
Reply
#8
I think I've cleaned up most of the bugs. At least there's not a broken stray ghost of a blue ghost when you eat the red one. (Tip: Inside an If ghost=1 clause, don't move ghost 0). Still some issues with ghosts going back home after being eaten and breaking the big ghost display.

Added pacman munch when you eat a dot, and a lives counter.

How does it feel? Too easy? Too hard?
Reply
#9
Already very very good. Plays well...
------------------------------------------------------------
http://lcd-one.da.ru redirector is dead
Visit my http://members.inode.at/838331/index.html home page!
Reply
#10
Thanks, LCD.

I need a bugs list, now, really - all helpful.

Stuff like "big ghosts corrupted when you die/eat a ghost" I know.
I just found an oddity when you eat a ghost in the side tunnel.

Any others?
Reply
#11
Latest update: Attract screen.

Also...if you watch it long enough...it might reveal an easter egg. Or two. (Technically, there's 16)
Reply
#12
Last call for bugs. I've added polish. I've added an 18th thing for the title page to do.

Sans extra features, this is done, I think...

<!-- m --><a class="postlink" href="https://dl.dropbox.com/u/4903664/DemoMan.tzx">https://dl.dropbox.com/u/4903664/DemoMan.tzx</a><!-- m -->
Reply
#13
For me it's finished (and very well done!!!). Smile
I've noticed that when trying to eat two ghost in a row, if they overlap, sometimes you eat only one (this happened me near the "tunnel" zone, on the right side of the screen).
Reply
#14
Tell me you watched the title screen for a while Wink
Reply
#15
boriel Wrote:For me it's finished (and very well done!!!). Smile
I've noticed that when trying to eat two ghost in a row, if they overlap, sometimes you eat only one (this happened me near the "tunnel" zone, on the right side of the screen).

I can imagine that's the case; though since it's frame based, it ought to catch it if they stay in the same square for more than one frame. Hmm. I'll have a think about that.

Thankyou for your kind comments.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)