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Phantasia



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8th April, 2006 at 20:17:32 -

I've been working on a sort of a pac-man game (the sprites are currently all original) called Stoner-man, where he's trying to steal the weed plants and escape the cops.

Things i need - I need an A.I. program for the ghosts and some cop sprites.
I have pretty much everything else - music, pac sprites, working on mazes, etc.

The A.I. program i know is hard to do (unless you're experienced in this sort of thing) and i know i'm asking for a lot, but can ANYONE help me with this?

I know it's a fan-game. Don't rub it in!
Thanks.

 
ph33r t3h s1gg3!!!
*I guess hell froze over...*

Joe.H

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8th April, 2006 at 20:50:51 -

lol, pac-man

Image Edited by the Author.

 
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Silveraura

God's God

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8th April, 2006 at 22:32:32 -

According to 'Icons', Pac-Man almost became Puk-Man... but reason for the change to Pac-Man is rather obvious.

 
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AndyUK

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9th April, 2006 at 02:28:28 -

Puk comes from the japanese slang word Puku meaning eat Pukman was changed for the american market because there is always something changed to suit Americans.

About the ai, i would have done something like testing where the pacman is releated to the ghost when it his a wall, if pacman is further left, go left, if he is above, go up. you know that sort of thing.

 
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Noyb



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9th April, 2006 at 06:02:27 -

http://graphics.stanford.edu/courses/cs248-videogame-competition/cs248-99/pac2k/README.html
This website describes the original AI for pacman. Apparently, one always chases you, one moves fast but random, one moves slow but random, and one only chases you if you go near it frequently. That's a bit more balanced than four ghosts who constantly chase you.

 
"Omg. Where did they get the idea to not use army guys? Are they taking drugs?" --Tim Schafer on originality in videogames

Mr. Esch

Stone Goose

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9th April, 2006 at 12:38:32 -

If I was making a pacman game it would surely be a tilebased movement. Using this I would create 4 detectors at each junction in the road, this will tell the ghosts which possible directions it could go in. The comparison would be made every time it moves 16 or 32 pixels. Using the same sprite for the ghost I would set the alterable value A to speed of the ghost (would need to be divisible by 16 or 32 depending on the tile based movement)and value B to the maximum distance apart. Then when the ghost has finished moving its 16 or 32 pixels along it will test its x distance with the pacdude (pos x ghost - posx pacdude). Then whichever one is smaller it will take that route if its less than the max distance apart. One problem you may find is dead-ends, this could be accomodated for but generally there aren't dead ends in pacman games. The speed of the ghost would be set by a speed detector at the beginning i.e. at the start of the level + ghost overlapping speed 4 then set alt value A to 4, similarly you could do this with the max distance counter.

 
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Keatontech!

Possibly Insane

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9th April, 2006 at 20:47:51 -

Image

 
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Radix

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10th April, 2006 at 04:34:14 -

Holy shit dude, you rock at the spritings.

 
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DaVince

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10th April, 2006 at 08:10:08 -

Pukman was renamed due to the fear it would be called fuckman here. Really.

 
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Silveraura

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10th April, 2006 at 12:34:12 -

That's what I was hinting at...

 
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Joe.H

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10th April, 2006 at 13:02:27 -

lol, fuck-man

go make that game, phizzy!

 
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DaVince

This fool just HAD to have a custom rating

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10th April, 2006 at 19:40:06 -

What interesting things you say, Joe.

"lol, pac-man"
"lol, fuck-man"



 
Old member (~2004-2007).

Joe.H

Evil Faker

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10th April, 2006 at 19:42:07 -

lol, black man

 
My signature is never too big!!!

Hayo

Stone Goose

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11th April, 2006 at 17:55:45 -

PakiMon

 
www.hayovanreek.nl

Nova Soft



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17th April, 2006 at 01:09:08 -

"Pakimon, Gotta exile them all!"

 
By a route obscure and lonely,
Haunted by ill angels only,
Where an Eidolon, named night,
On a black throne reigns upright,
I have reached these lands but newly
From an ultimate dim Thule
From a wild clime that lieth, sublime,
Out of space
Out of time.
   

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