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05-15-24 03:49 PM
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Acmlm's Board - I3 Archive - The Pit of Despair - The Pac Man concept New poll | | Thread closed
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Heian-794

Red Paratroopa


 





Since: 01-02-06

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Posted on 01-26-06 01:41 PM Link
My God, that's a beautiful idea you've got going!

How about using a Mario sprite normally, but then -- as a power-up -- making use of those little triangular blocks that let Pac-Mario (for this is what we must call him) sprint vertically up a wall? Then you could alternate between Mario-style platform jumping and Pac-Man-style "grab dots by turning in four directions" running. Of course you'd have to cleverly manipulate Mario and Pac-Mario to obtain all the dots.
Simon

Red Paragoomba








Since: 11-18-05
From: Lund - Sweden

Last post: 6494 days
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Posted on 01-26-06 07:14 PM Link
Originally posted by Heian-794
How about using a Mario sprite normally, but then -- as a power-up -- making use of those little triangular blocks that let Pac-Mario (for this is what we must call him) sprint vertically up a wall? Then you could alternate between Mario-style platform jumping and Pac-Man-style "grab dots by turning in four directions" running. Of course you'd have to cleverly manipulate Mario and Pac-Mario to obtain all the dots.

I don't think I'd like that, power-ups are too far off from the original Pac Man feeling. Besides, wall-running means just going straight really fast and then we'd suddenly have more of a Sonic style that hardly needs any higher level of thinking. That's not what I'm going for, I want to keep the tactical element of the original Pac Man and add a lot of puzzling situations.
Glyphodon



 





Since: 11-18-05

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Posted on 01-26-06 08:09 PM Link
Uh, no. You can't even travel up ceilings and Mario is considerably slower with more hazards than Sonic, so going Sonic fast would be impossible. Using triangles to scale instead of ledges might give things a smoother, more Pac-manish feel to things.
Simon

Red Paragoomba








Since: 11-18-05
From: Lund - Sweden

Last post: 6494 days
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Posted on 01-26-06 09:36 PM Link
Originally posted by Roc Lettors
Uh, no. You can't even travel up ceilings and Mario is considerably slower with more hazards than Sonic, so going Sonic fast would be impossible. Using triangles to scale instead of ledges might give things a smoother, more Pac-manish feel to things.

Well, Sonic is of course much faster, but speed was never the real issue here. The thing is that all you do when running up a wall is running, and that's not really what I would call an interesting gaming experience.
BenSerwa
Newcomer


 





Since: 01-26-06

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Posted on 01-26-06 10:05 PM Link
What I think would match the theme you've got going, with the spikes and such, would be using Thwomps, and replacing their graphics with solid steel blocks. That would be another thing that would add interest and difficulty and yet be basic enough to fit the theme, along with those spikes.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

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Posted on 01-27-06 12:49 AM Link
Originally posted by Simon
I don't think I'd like that, power-ups are too far off from the original Pac Man feeling.


Two words. Power pellet. You could use those in the place of the starman item, I suppose. After all, those things were an important part of Pac Man. Fruit could also be thrown in somehow, although I don't see any practical use for them at the moment.


(edited by asdf on 01-26-06 11:50 PM)
Koitenshin +∞

Moblin


 





Since: 12-24-05
From: Misery

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Posted on 01-27-06 04:27 AM Link
I see obvious use for the fruit, varying forms of extra lives.
Kailieann



 





Since: 11-18-05

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Posted on 01-27-06 08:27 AM Link
Originally posted by asdf
Originally posted by Simon
I don't think I'd like that, power-ups are too far off from the original Pac Man feeling.


Two words. Power pellet. You could use those in the place of the starman item, I suppose. After all, those things were an important part of Pac Man. Fruit could also be thrown in somehow, although I don't see any practical use for them at the moment.


Originally posted by Simon
The ghosts would kill you if you touched them or tried jumping on them but the super pellets would activate invincibility. Also, the time you're invincible should be a bit shorter than in SMW.
Simon

Red Paragoomba








Since: 11-18-05
From: Lund - Sweden

Last post: 6494 days
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Posted on 01-27-06 08:59 AM Link
Originally posted by asdf
Two words. Power pellet. You could use those in the place of the starman item, I suppose. After all, those things were an important part of Pac Man.


Yes, of course there would be power pellets, they're in the very first picture in this thread . Though they would not replace the starman, they would instead (as Xeruss suggested) activate the silver pow. This way, the ghosts could change into scared ghosts (silver coins with new graphics) and Pac Man would still be hurt by environmental hazards.
When I said that power-ups didn't fit the theme, I meant permanent power-ups that change the appearance of Pac Man (mushroom, flower, feather).
Cruel Justice
I have better things to do.


 





Since: 11-18-05
From: At my house!

Last post: 6296 days
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Posted on 01-27-06 12:12 PM Link
You've just landed on a neo-classic goldmine Simon! I'm even more impressed that you aren't one of those people who screw it up. Although the background could use a tiny, minor adjustment, everything (especially the spikes, I mean, wow )looks fantastic!
Simon

Red Paragoomba








Since: 11-18-05
From: Lund - Sweden

Last post: 6494 days
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Posted on 01-27-06 01:51 PM Link
Originally posted by BenSerwa
What I think would match the theme you've got going, with the spikes and such, would be using Thwomps, and replacing their graphics with solid steel blocks. That would be another thing that would add interest and difficulty and yet be basic enough to fit the theme, along with those spikes.


Something like that?

I also made this, it's what I would use for a boss level:

The ghost would replace big boo. Speaking of which, could anyone tell me if the big boo's only using one 8x8 tile for the whole white area on it's body, or does it use several different 8x8 tiles that looks exactly the same?
Originally posted by Cruel Justice
Although the background could use a tiny, minor adjustment, everything (especially the spikes, I mean, wow )looks fantastic!

What kind of adjustment would that be?
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6297 days
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Skype
Posted on 01-27-06 02:34 PM Link
It reuses tiles.

However, don't fear. 184F8 is the start of the Big Boo (Both normal and boss) tilemap.

It's stored like this:

(Please ignore the green palette)

The frames are like this: Normal, Turning 1, Turning 2, Hiding

The first three ones are stored like this:
Eyes, Mouth, Arm 1, Body, Arm 2
The last one is like this:
Arm 1, Arm 2, Eyes, Mouth, Body

(Each byte controls a 16x16 block)

The body is stored like this:
AEIM
BFJN
CGKO
DHLP
Where A is the first body byte and P the last.

(Note that the screenshot does not show the flipping, since it's stored somewhere else)


(edited by Smallhacker on 01-27-06 01:35 PM)
BenSerwa
Newcomer


 





Since: 01-26-06

Last post: 6682 days
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Posted on 01-27-06 03:05 PM Link
Originally posted by Simon
Originally posted by BenSerwa
What I think would match the theme you've got going, with the spikes and such, would be using Thwomps, and replacing their graphics with solid steel blocks. That would be another thing that would add interest and difficulty and yet be basic enough to fit the theme, along with those spikes.


Something like that?


Wow, awesome! Yes, indeed, that was what I was thinking of.
Cruel Justice
I have better things to do.


 





Since: 11-18-05
From: At my house!

Last post: 6296 days
Last view: 6295 days
Posted on 01-27-06 03:08 PM Link
The background could use a little cleaning up.
The monolithic rectangular prisms have a gritty pixelated gradation. Maybe if you changed that grainy area into a paralellogram with that dark green on there it would look better. But you don't have to take my word for it, the progress you're making is excellent.
Bloodstar

660
blue boar boobies
Fatal error: Allowed memory size of 8388608 bytes exhausted (tried to allocate 35 bytes) in /var/www/acmlm.org/board/profile.php on line 42


 





Since: 11-17-05

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Posted on 01-27-06 04:47 PM Link
Originally posted by Smallhacker
It reuses tiles.

However, don't fear. 184F8 is the start of the Big Boo (Both normal and boss) tilemap.

It's stored like this:

(Please ignore the green palette)

The frames are like this: Normal, Turning 1, Turning 2, Hiding

The first three ones are stored like this:
Eyes, Mouth, Arm 1, Body, Arm 2
The last one is like this:
Arm 1, Arm 2, Eyes, Mouth, Body

(Each byte controls a 16x16 block)

The body is stored like this:
AEIM
BFJN
CGKO
DHLP
Where A is the first body byte and P the last.

(Note that the screenshot does not show the flipping, since it's stored somewhere else)


Eh...? What's this, an unreleased program?
And the halves of Torpedo Ted... Pretty confusing.
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6297 days
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Skype
Posted on 01-27-06 06:02 PM Link
Originally posted by Bloodstar
Eh...? What's this, an unreleased program?

It's a very very very very very very very very very very very very very very very early version of Sprite Paint 3. (No. It's not done. It's can't even edit anything. It have only got one palette. It haven't even got a GUI.)
Originally posted by Bloodstar
And the halves of Torpedo Ted... Pretty confusing.

That's the crap stored after the tilemap.
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