Pac-Man
Pac-Man Diary #07
I would like to get the Power Pills working tonight. They have have a different code from standard pills in the array so I know when one has been eaten. Changing the ghost sprites to the blue edible ones is Read more…
I would like to get the Power Pills working tonight. They have have a different code from standard pills in the array so I know when one has been eaten. Changing the ghost sprites to the blue edible ones is Read more…
My main task for this evening is to add some Artificial Intelligence (AI) to the ghosts. At the moment they’re just picking random directions and they’re not even doing that very well. My plan is to let them know the Read more…
Pills, pills…I need some pills! Well, at least for my game anyway. As I discovered earlier, the best method is to have the pills in the with the maze bitmap. I edit it in paint ( I will order PSP, Read more…
Found a problem with the maze collision. Pac-Man…err…I mean Wobman is able to turn a corner when he isn’t fully in the corridor. After some investigation I discover this is due to the calculations being in done purely in Integers Read more…
I spend some time screen dumping from M.A.M.E. to capture all the animations for Pac-Man and the ghosts. Pac-Man has 15 different poses. At first I’m fooled into thinking the ghosts are a complete sprite, then I realize that the eyes are Read more…
Today is collision detection day. Mmmm…my favourite. I use the term ‘day’ loosely, as it’s actually 10pm. I have to go to work you see, and this takes up all my day when I could be doing….anyway, I digress. Suddenly, Read more…
I’m not sure why, but I’ve decided to keep a diary of my development of a clone of Namco’s original Pac-Man using DarkBasic (this later changed to BlitzPlus – CG). Who knows, maybe someone will find it interesting or useful! Ok, first things first. Read more…