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Introduction
Well I attempted a pacman game a few years ago, which was written in C and good old 320x200 DOS mode [Grab a copy here 77kB]. It never ended in a finished state. Anyway I started getting into OpenGL and began a new version, the hope is to actually finish it this time, maybe within a month.

The code was written with Visual C++ 6, uses the Fmod API for sound, DirectX8 for input, and OpenGL for graphics.

Download
You will need Fmod library file to compile this, which goes into the visual c++ lib directory.
Also the DirectX8 SDK.

Grab the latest binary and source code here [1,158kB].

Quick bug fix

24/5/02

Looks like I've passed my deadline again, as can be expected, tonnes of work turned up.

Anyhow, I've just fixed a few minor issues tonight and uploaded the latest package.

  • Monsters coping with dead ends.
  • Get Ready! at the beginning of levels and respawning added.
  • Pacman animation when changing direction improved.
  • Stopped multiple instances of speedups being picked up using bit masks.

Update

16/5/02

Well since I've worked pretty hard on it today I thought I'd make an update.

I've fixed many small bugs and furthered things past their prototype stage. It's finally looking like a finished game!

  • Added 2 power ups - power pills and speed up. And the sounds and animation that go with them. Looks nice!
  • Changed the player character to a traditional pacman looking figure. I was trying other things but I'm not the best artist yet....practice practice.
  • Highscore table added with loading and saving. The hardest part was writing a function to type text in using the font engine. Luckily someone has done some hard work and created something I could modify for my own needs. Thanks to whoever you were on NeHe's forum.
  • Simple intro added that alternates with the highscore table

I attempted to add some evasive AI when a monster is eaten, but it didn't make the game look that great so I decided to leave it out.
Also timing movements with the speed of the computer is harder than I thought. The movement seemed to be really erratic the way I was doing it. It would be much easier if it wasn't a tile based game. This is one thing I need to work on eventually.

The game is going to getting larger, disk space-wise, than I'd hoped when I start adding a few more levels. The way I've created the levels using a picture overlay makes it pretty hard without getting too ugly.

I guess all that needs to be done is create some better levels, an end game screen, and fix a few more of the smaller bugs that don't affect game play much. Wonder if I'll get it all done in the next 10 days like I was hoping...

Update

26/4/02

I guess I could have documented this project earlier but anyhow, here's the general run down and how it's going....
  • Basically a 2D OpenGL tile based game. Based around Nehe's basecode.
  • Uses DirectInput for keyboard control.
  • 6 Levels currenty, I could add more easily but there's more pressing issues to implement.
  • Levels can be modified using a text editor, new levels require a background to be drawn or program can generate basic graphics for maps.
  • Loads compressed TGA images for backgrounds, and 32bit uncompressed images for sprites (black is used for the transparent colour).
  • Fmod API used for sound. Very easy API to use, only took an hour or so to get what it has now happening.
  • Needs some new sprites, the current ones were grabbed from some sprite package as a temporary fix.
  • Pausing, Gameover, and other game states added but not very complete.
  • There's plenty that needs to be added - highscores, extras (eg. power pills, bonuses). Alot of things are a basic prototype.

Screenshots:

screenshot1.jpg (28921 bytes) screenshot2.jpg (26377 bytes)