Pacman movement example

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  • Here I have, a pacman movement example. It all started 15 minutes ago when I decided to make a pacman movement example. I also decided to put a billion and a half detectors on the pacman movement example. So here is the pacman movement example. Really.

    Files

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  • I'm working on that now.

    Actually, the only reason I started this was because we didn't have a decent open source pacman engine with ghosts. There are quite a few for the movement, and I got the idea for an active based one from another engine made by someone who just used long lines that pacman could move on. I think they used Tiles' ghost sprites and only put on about 10 pacdots. Can't seem to find it again...

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  • After a day of sorting popcans(and I have a lot of those) I finally started on the AI. Seems to me that the hardest part about ghosts is getting them to leave their safe area. They seem to like that place too much.

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  • Started this Pacman style engine yesterday - using HWA. Although I've not had time to work on the player movement, I've managed to get the ghost's basic AI working.

    I've left a few notes with ideas on improving the AI.

    Note: this example uses fastloops/instances for the ghost. Also use HWA - otherwise, the ghost movements may not work correctly.

  • Looks nice. I might start back again on the ghosts for mine. A few comments though:
    1)The movement is a little buggy, you can get blocked from moving through openings due to the size of the detector.
    2)Unless you are exactly aligned with the passage, you can't get through.
    3)Your comment on the size says 'Caeser' twice(mispelling)

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  • DarkeSoft,

    Yes, my player movement still needs some work - I think I mentioned that in the engine. I just wanted to provide a decent example of the Ghost AI - thought it might help or give someone an example to work from.

    Caeser - OOPS! :blush: Thanks for spotting that.

  • "did you actually know the ghosts all behave differently - have different AI?" - Danjo

    Yes. I also know the ghosts are all different colors. Of course, it is a Pacman "STYLE" engine.

    "btw its a nice start, but the ghosts dont really seem any smarter than randomly finding you, and the movement is shocking." - Danjo

    If you read the comments in the file, you may have read the following:

    "Pacman Style Engine by Caeser. This engine uses fastloops and instances for the ghost. The ghost AI IS BASIC - permits the ghosts to find their way around the maze. Player movement problems need fixing..."

    And

    "Note: Because my main goal was to create Enemy AI, I didn't have time to correct the player movement problems in this release."

    The main reason I uploading the file was to provide an example of basic Enemy AI. I thought it would help, as most Pacman engines seem to lack any sort of ghost - as DarkSoft pointed out.

    I guess next time, I'll make the full game - save you guys from making it.

  • Quote from DarkeSoft

    3)Your comment on the size says 'Caeser' twice(mispelling)

    And nobody got the hidden joke here. (u_u, )
    Maybe nobody noticed o_o

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