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Work in Progress / My 3D pacman remake: "3D PAk-Person"

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Flindiana Jones
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Posted: 8th Jul 2005 06:27 Edited at: 8th Jul 2005 06:30
As the title says, it's a WIP PacMan remake. a qorkable demo is available: though just to warn you, if you try to turn left on the bottom open layer, it wont let you. The mazes are randomly generated, and the ghosts are dumb as rocks.
Screenies:




(these are old screenies: up to date ones coming soon)

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Dom
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Posted: 8th Jul 2005 16:39
Tis fun but you need some sort of over head map to see were your enemys and were the other dots are.


Thanks to Animeblood for the Logo!
Flindiana Jones
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Posted: 9th Jul 2005 01:23
Well, here is an updated demo, and screenies. New features: changeable views (1 and 2 to toggle) power pellets that allow you to eat the ghosts. Got rid of the movement bug, at long last. The greeen ghosts are edible, while the red ones are not. the ghosts have an invisible base, that they will go to in the event that they are eaten, after a little pause.



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PowerSoft
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Posted: 9th Jul 2005 01:31
That is really looking nice.

Always available to help
Sergey K
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Posted: 9th Jul 2005 01:31
im not sure it looks like packman

make some textures on it, mabye it will look more like packman

now this is packman


Working on my new scripting system for OnlineRPGs
over 120 commands have included to my scripting system!
Flindiana Jones
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Posted: 9th Jul 2005 02:22 Edited at: 9th Jul 2005 02:24
Yea, it's not much to look at yet, but that was another point of this thread. When it's a little bit better, I'll ask for some 3D modelers to help me out. Of course, if anyone is is interested now...


[edit] Where's that pac-manesque screenshot from? looks good...

Bizar Guy
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Posted: 9th Jul 2005 02:28
...That isn't what the real Pac Man looks like either.



That's the real Pac Man

Advancement Games
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Posted: 9th Jul 2005 02:29
It needs some graphics work, but it looks nice.

C. Nom De Plum
Flindiana Jones
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Posted: 13th Jul 2005 00:00
Update: have added different types of power pellets: A speed increaser, a normal, and one that lets you go through ghosts and walls with impunity.

Flindiana Jones
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Posted: 13th Jul 2005 03:02 Edited at: 13th Jul 2005 04:10
update: have added super jump power pellets, and am working on adding shooting bullets power pellets.

Flindiana Jones
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Posted: 20th Jul 2005 00:33
update: working on platforms

Sergey K
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Posted: 20th Jul 2005 00:56 Edited at: 20th Jul 2005 01:00
u should make an update on things that u already done..and not in progress updates, becouse its not an update


[EDIT] u should do something with the camera


Morning Online making in my scripting system
Baggers
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Posted: 20th Jul 2005 18:38
Flindiana Jones: Nice work mate, maybe It'lll get me into pacman again ! (the edit button still works though, dont be afraid of it !)

GogetaX: "u should do something with the camera" ... such as ?

Sergey K
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Posted: 20th Jul 2005 20:46
make the camera rotating with the object...

Bugger, check the mail


Morning Online making in my scripting system
Flindiana Jones
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Posted: 21st Jul 2005 00:13
I'll try, though my past attempts at this have been disasterous...

ADGamer
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Posted: 27th Jul 2005 01:57
hmm.. that's pretty neat!
you should add moving blocks if you didn't already. :p

(game in progress): "Escape from the Retirement Home"

Flindiana Jones
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Posted: 28th Jul 2005 06:16 Edited at: 1st Aug 2005 02:35
O.K, I finaly got the platforms for you to jump on working! As soon as I improve the ghost AI, I will post a new demo. No more screenies for now.


[edit]
all right, FINALLY got the ghost AI better! am now working on elevators, and would post a demo, but first would someone please host an .exe demo for me? RVSP.
[/edit]

Flindiana Jones
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Posted: 1st Aug 2005 16:02
*bump*

Nicholas Thompson
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Posted: 1st Aug 2005 18:04 Edited at: 1st Aug 2005 18:21
Are all those dots individual objects? Do you instantiate them, clone them or make them each? Instantiating would be quickest. I would have though that a quicker way than that would be to ass the circles as limbs of something like the map - but then you wouldn't be able to detect collision with them so easy...

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Flindiana Jones
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Posted: 1st Aug 2005 18:20
I make them each, using nested for loops, actually.

Nicholas Thompson
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Posted: 1st Aug 2005 18:33
try making one, then once one is create use INSTANCE OBJECT to duplicate the object and then position it like it was a normal object. This might give you a MASSIVE frame rate increase!

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Flindiana Jones
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Posted: 2nd Aug 2005 16:05 Edited at: 2nd Aug 2005 16:13
Since I use a sync rate of 30, and I pretty much hold at that, I'm not sure how this would help. Also, I haven't the slightest clue how to use the "Instance object" command.

[edit] some new screenies.


[/edit]

David R
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Posted: 2nd Aug 2005 17:03 Edited at: 2nd Aug 2005 17:04
Instance object is actually really easy to use, even with the scary sounding name

Your just do;


Make object cube 1,100
(or whatever)
Instance object 2,1 (which copies object 1 to a new object 2)

Its really easy, and is practically the same as just making a new object, however it is extremely fast. As Nick said above though, collision may be a *slight* problem.

Looking good

[url=www.lightningstudios.co.uk][/url]
Nicholas Thompson
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Posted: 6th Aug 2005 14:24
collision would only be an issue of you added as a limb. If you instance, I think each object still has its own collision sutff...

Why on earth are you limiting to 30fps?! Is this "so it can run at the same speed on everyone's PC"? If so, seriously (PLEASE) look into timer based movement... I find it often works out easier in the long run..

This is my standard code template I use:


In the main loop, if you wanna make something move at 1 unit per second (on ALL PC's!!!) then you'd do:
MOVE OBJECT 1, frameTime# * 0.001

Now, the *0.001 bit is because frameTime# is in milliseconds not seconds... Now if you have a speed variable (so, for exameple, you could get a powerup and make increment the players speed by 0.1 or something), you'd do:
MOVE OBJECT 1, frameTime# * 0.001 * speed#

Turning is just as easy, just multiply 0.001 by the amount of degrees you want per second, so a full turn every second would be 360 * 0.001 = 0.360
TURN OBJECT LEFT 1, frameTime# * 0.360

Its SUPER usefull to be able to do time based movements.. Also, bear in mind that the higher the framerate, the better your collision routines will be. If you have a low fps (30 is very low) then your "steps" for movement will be larger and you are more likely to be able to step past small things. Higher framerates uses smaller steps to achieve the same overall speed and so you're less likely to step over something... Its like saying 10*10=100 and 100*1=100. 10 steps of 10 gets the same distance and 100 steps of 1, however the 100 steps of 1 will give you 10x more "resolution"..

If you need anymore help with this - lemme know

Nick

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Zotoaster
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Posted: 6th Aug 2005 14:40
i do something like that too, the only problem is if there's a bit you cnat jump over (say it's too far or something), then when your steps get larger you will be able to jump over it, and you might not want to be able to do that

Your signature has been erased by a mod because it's larger than 600x120...
Flindiana Jones
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Posted: 8th Aug 2005 15:34 Edited at: 9th Aug 2005 15:35
All right, I'll mull this over, Nicholas. Thanks for the info!
[edit]
have added instance objectness: I just wish you had told me that if you delete the source object, the objects instanced off of it would go away to! Will work on timer based movement...[/edit]

Flindiana Jones
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Posted: 12th Aug 2005 01:11
Here it is: the first official demo release. added features are: a menu, a level that will actually be in the game, and floor textures. I tried texturing the walls, but it didn't work. any help on this would be appreciated.

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Baggers
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Posted: 12th Aug 2005 14:15 Edited at: 12th Aug 2005 14:16
<Ignore Post>

discostu
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Posted: 13th Aug 2005 12:51
wht do ya model in just darkbasic(i dont program lol.) um as for wall textures i can help ya there if the models are made in milshape or some other modelling program you could export em and send um to me. i use 3dsmax 7. Nice game buy the way real fan of pacman.


Ps. @anyone who models and programs: is it even possible to do wht i mentioned above.

Pss@Flindiana Jones i dunno if its meant to be part of it but if you press shift the walls dissappear, its kinda kwl lol

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Flindiana Jones
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Posted: 14th Aug 2005 05:19
discotsu, I created the walls by first using "make object cube" then "instance object". for some reason, when i say "texture object i, 2" nothing happens. (note: yes, i IS the correct number.) Also, the shift key to make the walls disappear is in the readme, which nobody reads apparently.

Peter H
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Posted: 15th Aug 2005 00:50
sweet beans

"We make the worst games in the universe."

Flindiana Jones
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Posted: 16th Aug 2005 15:42
Got the Wall texutres done...Here's a screenie!


Alkaline
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Posted: 17th Aug 2005 09:36
ooo nice! now that you got some textures dont you think its time for some models

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Satchmo
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Posted: 17th Aug 2005 17:22
Hey great game though theres problem in the demo it quits before the last 2 dots.

New episodes of family guy sunday!
Flindiana Jones
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Posted: 17th Aug 2005 18:15
Yeah, some problem with the dot-count-algorithm that is now fixed. also, it was supposed to "exit without further ado" (quoting the readme) when you ate all of the pellets. next update will come when the ghost AI is fixed again, and I have the models which ARE being worked on. Right now.

Flindiana Jones
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Posted: 18th Aug 2005 19:01
YAY! I thought the AI was ifxed last itme, but it wasn't. Now, it is! Here's the new update, with better graphics, and lives, and score. Have fun!

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Satchmo
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Posted: 18th Aug 2005 19:18
tis game sux all it is is a runtime error wat kind of good grphix is tat idiot!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?
nah jk yeah but i got a runtime error

New episodes of family guy sunday!
Flindiana Jones
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Posted: 18th Aug 2005 21:29
Hmmm...what type of error?

Peter H
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Posted: 19th Aug 2005 16:17 Edited at: 19th Aug 2005 16:18
Last version was still the broken one

here's the fixed one. .rar, 1.59 MBs
http://www.hellmutharts.com/downloads/PAKPERSON.rar

(BTW flynn had me compile it and upload it because i have DSL + webspace )


--Peter

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Flindiana Jones
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Posted: 19th Aug 2005 23:45
update: have added teleports, screenies comin' soon!

Flindiana Jones
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Posted: 22nd Aug 2005 15:37
Here's the screenie of the teleport, as promised.


discostu
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Posted: 22nd Aug 2005 17:11
THis game is so much fun hehe lol i love it. good work and keep the updates coming by the way when are you adding sound because that i feel can make or break a game and is it gunna be like the bit music of the clasic pacman


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Peter H
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Posted: 24th Aug 2005 17:57 Edited at: 24th Aug 2005 17:57
Here's a pic of one of the baddies...(there will be 4 types, this is just the first)

"Inside DBPro" screen shot...note: extreme closup...he is much farther away in the game...

i modeled and textured him...(i'm doing non-sound related media and flynn's doing everything else )

oh, and he's already been animated...we're just waiting to finish up the pak-person model before we release a new demo (at least i think so... )

--Peter

"We make the worst games in the universe."

Flindiana Jones
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Posted: 24th Aug 2005 21:10
you're right, Peter_. After you finish the Pak Person model, and I finish the new puzzle element I am coding, the final demo before the actuall release will be uploaded.

Flindiana Jones
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Posted: 1st Sep 2005 16:45
Well, work has slowed to a grinding halt, thanks to my modeler. I suppose I will release a new demo soon, without a model I want. On the other hand, I suppose there are a few things I need to do that have nothing to do with that particular model: anyhoo, a new demo should be posted soon.

[img]http://i4.photobucket.com/albums/y134/flindiana/HelmuthArts2.gif[img]
Peter H
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Posted: 1st Sep 2005 20:58 Edited at: 1st Sep 2005 20:58
? What model do you need? i thought i gave you the pak-person model

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Bizar Guy
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Posted: 1st Sep 2005 21:28
This is pretty cool and I can't wait for the models to be put in, but could you slow the game down or lower the sync rate? It ran a bit too fast for comfort on my computer.

Flindiana Jones
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Posted: 1st Sep 2005 22:59
@ Peter_ I would like to have the ghost respawn point model.

@Bizar Guy I will probably implement timerbased movement in the next release. It will be in the final version, though I'm not sure about the next demo release...

Peter H
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Posted: 2nd Sep 2005 02:28
Ah, yeah, i completely forgot about that thingy :/

i'll get to work on it, it's late tonight, but if i'm not to busy with these crazy 17 college students then i should have it done tommorrow

"We make the worst games in the universe."

Flindiana Jones
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Posted: 2nd Sep 2005 03:33
Good, my young apprentice... I mean Darth Vader... I mean Peter!

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