My new game. It doesn’t have sound yet, nor much of anything else, but I got it working on Mednafen, and I thought I’d show level 1 for you. I don’t know if anyone remembers or knows about Pac-Guy 1-3, but it was a PC game released in the mid and/or late ’90s. This is my homage to these games, as I’m continuing the series. The title screen needs to be updated, but at least level 1 is fully working. If you beat it, it just goes back to level 1. Have not tested on real hardware yet.
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Very cool. My one friend was working on a Pac-Man clone for the PC, and he was planning to call it “Pac-Guy.” He must not have known that this title was already in use. I’ll have to inform him.
Some more info on the other games. I have this, so I was able to take the Pac-Guy and make him appear on the Virtual Boy. He is originally yellow/orange. Now he’s red.
http://www.mobygames.com/game/windows/pac-pack
I added music and fixed a few bugs. Let me know if you find any new ones, though.
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Please, please learn how to structure code properly and how to use arrays.
Again, you only need to call PlaySound to start playing a sound, not to keep playing it. The music is great though.
There is a bug where you can go through the walls near the lower left dot, but it’s hard to reproduce. I found it the first time I ran the previous version though.
Also, why does the title screen say 2011?
I was also able to go through the wall near the lower left rather easily on the Red Dragon emulator, but I cannot do it at all when I play the game on the Virtual Boy itself. Thus, it seems to run better on hardware than it does on the emulator.
This looks like the start of what could be a very fun game.
Added a new level, this time with an enemy. The enemy has the ability to go through walls. To exit level 2 is the same as level 1. After you beat level 2, though, it goes back to the title screen. I also tried to work on the going through walls part again, so tell me if you have trouble with this. Next on the list of things to do is compose a tune for level 2 (a longer one since you stay in level 2 longer.)
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I’m getting kind of burned out, so I’ll take a day or two to rest and think of new ideas and levels for this game. Among the changes in this one:
+Added new level 2 tune.
+Added an “eat dot” sfx (which was the hardest thing to do!)
+Reduced size of game from 8 Megabits down to 4. I just want to see how much stuff I can cram into 4. If necessary, I’ll bump it back up to 8. Game is the same size as Mario’s Tennis and Panic Bomber.)
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I added level 3 along with a level select at the title screen. I figure when the game is done, I should include it as a secret code, accessible with a combination of button pushing at the title screen, which would be cool.
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Please can you add some pic from your game 🙂 i cant play it bacaus My flachboy is at another place 🙂
Thanks fore those pictures. I have to test the game later :-D. Keep going
Here’s the latest build. I somehow ruined the level select by introducing a new enemy, so when you start the game (which is now Start), you’ll go directly to the newest level.
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I like that the border on the second level is the Pac-man from the Atari 2600 version.
OK, I need help again. Whoopee. I tried a whole bunch of things and nothing seemed to work. I’m using this:
HWORD getBGMapChar(bgmap, x, y) { return (BGMM[(0x1000) + (y * 64) + x]&0x7FF); }
as a means of wall collision detection. Say I want the enemy to go in the direction shown in the photo whenever a wall is hit (flip the picture horizontally, vertically, and vertically+horizontally to see what I mean). How would I do that? The part of the code in my code is from lines 313-330, most of it is blank right now since I don’t know how to do this.
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