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| Introduction |
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| 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. |
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| Download |
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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]. |
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| Quick bug fix |
24/5/02 |
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| 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.
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| Update |
16/5/02 |
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| 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... |
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| Update |
26/4/02 |
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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:
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