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Pac Man [UPDATED 1/30/14] (Read 15478 times)

Started by Red Lunchbox, January 15, 2014, 08:21:43 pm
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Pac Man [UPDATED 1/30/14]
#1  January 15, 2014, 08:21:43 pm
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PAC-MAN


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Neat little idea I had for a MUGEN character. The gameplay is based on the origonal Pac-Man: You run around eating pellets/the opponent while avoiding ghosts/the opponent or else you die.

UPDATE 1/30/14:
Spoiler, click to toggle visibilty
Last Edit: January 30, 2014, 06:59:52 am by RedLuncbox
Re: Pac Man [BETA]
#2  January 15, 2014, 09:31:37 pm
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Wow, this is brilliant! Is there someway you might be able to nerf the opponent to only be able to walk somewhat slowly?
Re: Pac Man [BETA]
#3  January 16, 2014, 12:44:12 am
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This seems like a very neat idea.
Def going to test this when I can.  :yes:
Re: Pac Man [BETA]
#4  January 16, 2014, 01:07:19 am
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Okay this is awesome.

Have you considered turning it into a mini-game? (Like building a stage with a maze to go along with it?)
Re: Pac Man [BETA]
#5  January 16, 2014, 03:34:48 am
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Error, can't load SFF file.

Is this for 1.1 only? Cause tested this on 1.0 and got that error.

EDIT: Tested on 1.1, works fine. :)

Pac Man seems to move too fast. Maybe have some options to change his speed? Or at least have him go a little slower.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: January 16, 2014, 03:41:23 am by N-Mario
Re: Pac Man [BETA]
#6  January 16, 2014, 03:49:04 am
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yea....its not working for me....but from the screenies it looks like a cool concept.
WiiU Username: DJHANNIBALROYCE7
Re: Pac Man [BETA]
#7  January 16, 2014, 02:48:13 pm
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Pac Man seems to move too fast. Maybe have some options to change his speed? Or at least have him go a little slower.

I'll see if I can find a balance where he can be slowed down without being a sitting duck for his opponent.  And yes, it's 1.1 only, although I'll see if I can scratch that out in a future update. I haven't been on the MUGEN scene in a while, so I assumed 1.1 was the new hip thing that everybody switched to.

Okay this is awesome.

Have you considered turning it into a mini-game? (Like building a stage with a maze to go along with it?)

I might consider making a seperate character that can have anyone (including Pacman) run around the maze and essentiall behave like the origonal Pacman.

I'd be something akin to this crude photoshop:
Last Edit: January 16, 2014, 03:54:13 pm by RedLuncbox
Re: Pac Man [BETA]
#8  January 16, 2014, 03:49:03 pm
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^ Oh god, that looks so amazing.
This is how you recognize a character is polished or not : when small details are taken care of to provide the best experience possible.
Re: Pac Man [BETA]
#9  January 16, 2014, 09:03:29 pm
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"You must defeat my flaming
dragon punch to stand a chance."
Re: Pac Man [UPDATED 1/30/14]
#10  January 30, 2014, 06:57:55 am
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Character has been updated to Beta v2. Although there are a few more things I want to get done, I felt like there were a big enough changes to warrant a release.

Changelog:

NEW:
-No longer 1.1 exclusive - Now compatible with MUGEN 1.0.
-Added a black border so the sprites don't blend into the background as much.
-Ghost sprites now properly look towards the direction their going.
-Added a mini-game mode where the ghosts and pellets are disabled.
-Holding start when picking a palette enables Ms. Pac Man Mode.
-Added a rather buggy, unfinished AI.



BALANCING:
-Pac Man's speed has been halved.
-Ghosts can now only change direction every 20 tics to compensate, rather than 15. Shouldn't be too noticable, but it makes some split-second manuevers possible again.
-Pac Man now has infinite priority.
-The Ghosts now spawn at different times:
--Blinky when the player makes their first move.
--Pinky when the enemy is damaged once.
--Clyde when the enemy looses 1/3 of their health.
-The ghosts now have a 1 second delay before chasing after Pacman.
-Blinky will no longer scatter once the opponent reaches 25% health. (AKA "Cruise Elroy mode.")
-Pacman is immune to the ghosts when the AI is playing. (For now).

BUG FIXES & POLISHING:
-Touching a ghost the second pacman wins the round no longer triggers the death animation.
-Now has proper required sprites.
-Fixed Debug spam that resulted from eating ghosts or picking non-existant palettes.
-Fixed Pacman's sprite shifting over a pixel when the round ends.
-Pac Man now plays the death animation when loosing by Time Over.
-Touching a ghost in training mode now causes the ghosts to back off.
-Removed that 'pop' from the ambient music.