*URGENT* Need help with a Pacman-type game

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  • *PROBLEMS SOLVED* Thanks, guys!

    So I've been building a video game based off of Pacman to use in the marketing for my local robotics team (part of the BEST program) and I've gotten most of the mechanics down, except for how to use the corner 'super' power-pellets and eat the ghosts. The ghosts are just path-type actives that destroy Pacman if he collides with them.

    Any ideas on how I can make the 'super' power-pellets work? I'd appreciate fast responses as I just found out I only have two days to finish this thing.
    Thanks! :pacman: :pacdot: :pacdot: :pacdot:

    Edited once, last by ArdsleyTank (October 31, 2016 at 4:50 PM).

  • Wouldn't a simple flag be able to do this? Colliding with ghosts and flag 1 is off...pacman dies...colliding with ghost and flag 1 is on...ghost dies. Touching the super pellets turns on the flag of course. You could also make a timer that every 1 second + flag 1 is on ---> add 1 to a counter. When counter reaches 10 or how long the effect should be working...you turn off the flag and set the counter back to 0 :)

  • Thank you so much!! :D That was REALLY helpful, it works awesome now! Although there's only one problem left in the game that I haven't really been able to find an answer to: Once the ghosts are destroyed, how can I respawn them at their original starting point?

    Again, thanks a lot. :D

  • One way this could be done is:

    Add an alterable string named "Status" for the ghost active starting with something like "Alive". Then add a condition to the ghost events that states to also only "kill" them when the string is equal to "Alive". When super pacman touches the ghost, change the animation to one with little eyeballs (like the original pacman i believe) and change the alterable string to "Dead" and also reverse the path of the ghost back to it's spawn location. Once it reaches the spawn location and it's path has ended, switch the string back to "Alive" and change the animation sequence (or frame) back to the one that looks like the ghost and also flip the eatable flag for that ghost back to where the ghost hurts pacman..

    Something to note:
    The "Status" string allows you to change a few things that make it like the real pacman by locking the ghosts up in "jail" for a small time when they die. That can be done by creating a jail path and a return path. The jail path is where they just circle an inaccessible place by pacman and setting the "Status" to "Jail" for a time period in milliseconds: RRandom(1000,4000). Once the timer for jail is up, set the ghost status to "Returning" and path the ghost back with the return path to the location that the original spawn path starts. Once the return path has ended set the "Status" back to "Alive" and set it's path back to the original one and it will continue it's route again.

    This way you do not have to regenerate ghosts and can use the same ones like the original pacman does.

  • EDIT: Aaaand there's the create tool, right in front of me, clear as day. :P I feel kind of stupid now. XD

    Thanks for responding - this is all really useful! There's just one problem with that, though. :( I might not have explained this thoroughly enough in my post, but the ghosts are set on their own, permanent track. The problem with your suggestion is that since there would be two separate movements, the ghost could be in one area and end up in an entirely wrong place by the end of the 'returning' movement. I could just be doing it wrong, and if I am please let me know. I just have to ask since all my problems are based around spawning, so *is* there at all a way to spawn an object? Please let me know as soon as you read this because the game has to be done by tonight, and I can't push it back any longer.

    Thanks again!

    Edited once, last by ArdsleyTank (October 25, 2016 at 10:58 PM).

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