Unnamed Pathman (A Pac Man Clone)(UPDATED! 1)(+Youtube)

Show off your games, demos and other (playable) creations.

How many enemies do you play the game with? pick the 3 you play with most

1. loser lvl
2
17%
2. easy
0
No votes
3. normal
2
17%
4. hard
4
33%
5. harder
1
8%
6. devil number
1
8%
7. lucky number
1
8%
8. infinite on the side
1
8%
 
Total votes: 12

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Zer0
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Unnamed Pathman (A Pac Man Clone)(UPDATED! 1)(+Youtube)

Post by Zer0 »

[youtube]http://www.youtube.com/watch?v=70-gn7OWj7A[/youtube]

Image

As simple as it looks. You're probably screwed if you play with 4 or more enemies. ( the red thing's )
They're AI is simple so they take the fastest non-blocked route to the player.

Download it here http://zer0.webb.se/

I probably wont be very active here so but you can contact me via the contact page of http://zer0.webb.se/

There's also another game I made there just to try out the love API feel free to try that one as well.

EDIT: If someone know other places where I can upload the game I would apreciate if you told me I promised the one who drew the enemies and player to get it out to as many people as possible.

EDIT2: Updated the game now the buttons are smaller and there's another map. Ohh and there's a speed slider it changes the speed of the enemies in the game as they apparently moved to fast.
Attachments
UnnamedPathman1.love
Update1
(1.55 MiB) Downloaded 149 times
Last edited by Zer0 on Sun Oct 07, 2012 10:08 pm, edited 7 times in total.
If you can't fix it, Kill it with fire. ( Preferably before it lays eggs. )
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Larsii30
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Re: Unnamed Pathman

Post by Larsii30 »

Hey man,
first - welcome on the forums.

Nice Pac Man clone you got there. I like it.
I advise you to upload a .love file with the attachment function of the forum so everyone here is happy that he
don't have to click more then one time to get your game :)

One thing I noticed is that you discriminate the escape key :D
It would be cool to be able to leave the game back to the menu when you won't like to play anymore and to get back to
windows when you are in the main menu and press escape.

The bots are good, it's fun to play. They pathfind in an other way then in the original pac man but thats okay.

The game works a bit slow on my pc ( high end ) so I guess you should do some code optimisation,
with a uploaded .love we could help you if you wish so.

hm.. that's it, the graphics looks okay, the monsters are funny.
The menu buttons seems to be a biiiiiiit to huge.

edit:
Oh and the download is ~4 MB big but there is no music or such a thing ? Why is it so big, maybe there are files inside which
won't be used and can be deleted ?
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Zer0
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Re: Unnamed Pathman

Post by Zer0 »

Larsii30 wrote: One thing I noticed is that you discriminate the escape key :D
It would be cool to be able to leave the game back to the menu when you won't like to play anymore and to get back to
windows when you are in the main menu and press escape.
Done already I just didn't update
Larsii30 wrote: The bots are good, it's fun to play. They pathfind in an other way then in the original pac man but thats okay.
They're supposed to act differently and take the shortest path to the player.
Larsii30 wrote: The game works a bit slow on my pc ( high end ) so I guess you should do some code optimisation,
with a uploaded .love we could help you if you wish so.
Really? runs fine with atleast 6 of them on my 1-2 year old PC ( Wasn't that high end back then )
Thinking about switching to the jumper algorithm I noticed on the forum.
Larsii30 wrote: hm.. that's it, the graphics looks okay, the monsters are funny.
The menu buttons seems to be a biiiiiiit to huge.
Thanks I will tell the one who drew them.
Sry for the menu buttons my screen got a high PPI so things usually look small on it. I will change that.
Larsii30 wrote: edit:
Oh and the download is ~4 MB big but there is no music or such a thing ? Why is it so big, maybe there are files inside which
won't be used and can be deleted ?
I think it's the DLL's that comes with the love that's needed for it to run.
The only images in the game is the original artwork of the AI. you can see them in the game with. use mouse wheel to zoom in and out. Hold down mouse wheel and drag around the mouse to move the images.

Original Artwork.
1. Extras?
2. Original Artwork?
3. The images!
Other than that it's only code.

You can get the source code from the exe you know.
just unzip it. After all it's just made with the command
copy /b love.exe+game.love game.exe

I will upload the .love file when in 15 minutes I am looking into some OpenGL android stuff at the moment
If you can't fix it, Kill it with fire. ( Preferably before it lays eggs. )
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Larsii30
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Re: Unnamed Pathman

Post by Larsii30 »

Zer0 wrote:
I think it's the DLL's that comes with the love that's needed for it to run.
The only images in the game is the original artwork of the AI. you can see them in the game with. use mouse wheel to zoom in and out. Hold down mouse wheel and drag around the mouse to move the images.

Original Artwork.
1. Extras?
2. Original Artwork?
3. The images!
Other than that it's only code.
Didn't thought about that :) so sorry.
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Zer0
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Re: Unnamed Pathman

Post by Zer0 »

Larsii30 wrote:
Zer0 wrote:
I think it's the DLL's that comes with the love that's needed for it to run.
The only images in the game is the original artwork of the AI. you can see them in the game with. use mouse wheel to zoom in and out. Hold down mouse wheel and drag around the mouse to move the images.

Original Artwork.
1. Extras?
2. Original Artwork?
3. The images!
Other than that it's only code.
Didn't thought about that :) so sorry.
No problem. Uploaded .love file also some of the map editor I used left in it. ( Left click to switch the point type's, scroll to switch walls. ) i commented out the way to see their value.
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Nsmurf
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Re: Unnamed Pathman ( A Pac Man Clone )

Post by Nsmurf »

Nice game!

Fun to play, but A couple complaints:
  • No "you win" screen
  • Ghosts move to fast
Other then that, amazing!

Did you use a path finding lib? flood fill? what algorithm did you use?
Zer0 wrote:
Larsii30 wrote: The game works a bit slow on my pc ( high end ) so I guess you should do some code optimisation,
with a uploaded .love we could help you if you wish so.
Really? runs fine with atleast 6 of them on my 1-2 year old PC ( Wasn't that high end back then )
Thinking about switching to the jumper algorithm I noticed on the forum.
Same here. Unoptimized PC, 10 years old, runs fine. Are you using vsync? some computers don't like it.

Anyways, nice game! :awesome:
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Zer0
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Re: Unnamed Pathman ( A Pac Man Clone )

Post by Zer0 »

Nsmurf
Ghost's move to fast?
They move at the same speed as the player.

Nsmurf
I know there's no victory screen. If I may ask did you try at loser lvl or easy just to win? or did you play on normal or above?

My record us finishing stage 2 on Harder ( 5 )

Nsmurf
vsync is enabled in the config file.
I don't see a reason to disable it since I made the turning system count with the remainder of the Delta Time(dt) so it should move the same amount despite Fps

Posting from my phone sorry for not using the qoute system

EDIT: I made some drawing's of the pathfinding on paper its scanned in and you can see it in original artwork under the extras section of the game.
It basically goes out from the player in all available directions and comtinues on and mark every spot on the map with the amount of times it had to extend to get there. I got it from a way to get how many moves that was needed to get from one point to another in a grid .
If you can't fix it, Kill it with fire. ( Preferably before it lays eggs. )
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Nsmurf
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Re: Unnamed Pathman ( A Pac Man Clone )

Post by Nsmurf »

Zer0 wrote:Ghost's move to fast?
They move at the same speed as the player.
Yes, but that makes it WAY to hard on anything over 2 ghosts (at least for me).
Zer0 wrote:If I may ask did you try at loser lvl or easy just to win? or did you play on normal or above?
Played on loser lvl to beat it.
Zer0 wrote: vsync is enabled in the config file.
I don't see a reason to disable it since I made the turning system count with the remainder of the Delta Time(dt) so it should move the same amount despite Fps
Yes, it would move at the same rate despite FPS, but on some PC's it will make the FPS go really low.

@Larsii30:
Try disabling Vsync so we can see if that's the problem.
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Zer0
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Re: Unnamed Pathman ( A Pac Man Clone )

Post by Zer0 »

Nsmurf wrote:
Zer0 wrote:Ghost's move to fast?
They move at the same speed as the player.
Yes, but that makes it WAY to hard on anything over 2 ghosts (at least for me).
I didn't make it to be easy but i will see if i can do something about it.
Nsmurf wrote:
Zer0 wrote: vsync is enabled in the config file.
I don't see a reason to disable it since I made the turning system count with the remainder of the Delta Time(dt) so it should move the same amount despite Fps
Yes, it would move at the same rate despite FPS, but on some PC's it will make the FPS go really low.
I doubt it have such a big effect on Fps it goes something lik

Code: Select all

moving = moving + dt
if moving > 1 then
        moving = moving - 1
        --turning code here
end
the player has 4 variables for movement
x
y
direction ( 1 to 4 where 1 = left, 2 = up, 3 = right and 4 = down )
movement ( 0 and up is increased by Delta Time, it defines how long it's left until it goes with x and y to the next position )
the same goes for the ghost's so the code runs 4 times ( at average ) per frame
If you can't fix it, Kill it with fire. ( Preferably before it lays eggs. )
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Nsmurf
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Re: Unnamed Pathman ( A Pac Man Clone )

Post by Nsmurf »

Zer0 wrote: I doubt it have such a big effect on Fps it goes something lik

Code: Select all

moving = moving + dt
if moving > 1 then
        moving = moving - 1
        --turning code here
end
the player has 4 variables for movement
x
y
direction ( 1 to 4 where 1 = left, 2 = up, 3 = right and 4 = down )
movement ( 0 and up is increased by Delta Time, it defines how long it's left until it goes with x and y to the next position )
the same goes for the ghost's so the code runs 4 times ( at average ) per frame
I'm not sure if it will, i was just saying that that might be why Larsii30 was having problems.
Also, that is a fairly strange way to use dt (at least, to me it is.) i use it like this:

Code: Select all

--in love.update
if love.keyboard.isDown('up') then
        playery = playery - 20*dt
end
and the player would move at a rate of 20 pixels per second. (correct me if i'm wrong, but i think that's how it works)
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