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Pacman

Archive: 9 posts


Hello community,
I've been playing around with this Pacman mechanism for some time and I would love to collect some ideas and suggestions how to make things work better. I kinda want to make the perfect Pacman for this platform one day.

So I have this: Simple placeholder map. Very simple point system. Controllable Pacman with direction memory so it pretty mutch feels like a Pacman. And I have two types of ghost. Inky moves in random directions and Pinky has simple AI.

The biggest problem is with ghost. If they collide they are pretty mutch stuck. So I was thinking if it would be possible to move them between layers if they are close to eachother. And respawn them if they somehow get stuck for some time.
There is at least one place where Pacman get stuck for some reason so it needs some unstuck mechanism as well.
And it needs better scoring system. But I don't really know how is this being worked around.

You can find level here http://lbp.me/v/k53ffy

Original LBP1 level is here http://lbp.me/v/cqc550

Cheers
2012-07-09 15:31:00

Author:
zlovkvetinaci
Posts: 4


Welcome to LBPC ! I will check out your level soon Queued.2012-07-09 19:58:00

Author:
Pyrotrooper91
Posts: 337


Hey there
Ok, so, this isnt exactly the same as pac man, the ghosts are just on pistons, so it's basically a point fest level, to try and get as many point bubble multipliers as possible. Nice sound effects, shame you couldn't make it in lbp2 with a little more logic and gameplay variation...keep it up, you'll get there

Feel free to fancy play my level 'Tank commander (http://lbp.me/v/cn8hww)'
2012-07-09 22:39:00

Author:
Shade_seeker
Posts: 328


I know it is just simple lbp survial rather than "real" thing. I just wanted to know how to improve it like it is...
But ok. I'll do lbp2 remake instead of those next stages...
I actually may have an idea how to simulate "pacman movement" which does not feel good when I use just advanced mover in maze... I hope it will work. But I still do not know how to make ghost to follow player precisely in mazes. So waypoints still would have to do the job.
2012-07-11 09:20:00

Author:
zlovkvetinaci
Posts: 4


Use followers to make the ghosts follow you, use the movinator to give them movement the movinator may be tricky to get them to move in a straight line, perhaps adding a gyroscope will help.
Set the movinator to make them move in their set patern wired to a player sensor inverted, and a not gate attached to the out put of the player sensor that attaches to the follower. So... When you are not in the player sensor radius, the movinator works, when you are on the player sensor radius, the ghosts follow

I hope that helps?
2012-07-11 12:02:00

Author:
Shade_seeker
Posts: 328


I played it a few times, it gets pretty hard when the ghosts start shooting plasma balls through the walls. Also, i think you should make it a little less heavy on the PS3 processor. It tends to be laggy! Anyway, have fun creating more levels. I find making levels on LBP2 easier than making levels on LBP1 to be honest.2012-07-11 13:48:00

Author:
Deurklink1
Posts: 346


So I've been working on my lbp2 pacman lately.
I have actual pacman with simple animation and fluid pacman-like controls and I have quite complex point system with multiple stage support.
But i still have no clue how to make those ghost-thingies to work properly.
Move-recorder is not an option because it works only with Move and I need to be very precise in order to not get them stuck. And follower works quite fine only when following waypoints. So I was thinking about some switching predefined tracks based on players position. But I do not really know how make them switch fast and reliably.
Any thoughts?
2012-08-10 11:07:00

Author:
zlovkvetinaci
Posts: 4


Ok... here is "tech demo" of some basic mechanisms. Specifically moving around level and my ghost "ai" solution.
Moving around should be very fluid and responsive... but sometime you just stuck. I don't think that this can be fixed. I'll probably add some stuck help button. You can change your speed with R1 (use only when you are not moving). I plan to use that to that to increase difficulty with that when player gets higher score.
And ghosts use same moving mechanism as player. So they sometimes get stuck too. But they are actually quite smart. They have four 45? sensor zones to dettect pacman. And randomly use 2 buttons depending on pacman position (for example they randomly press up and right when pacman is in upright corner), when they are stuck (by natural obstacle) they can use another buttons after while as well.

So what do you think? Any suggestions?
http://lbp.me/v/ghj3xr
2012-11-16 13:51:00

Author:
zlovkvetinaci
Posts: 4


very nice, welcome, and will try2012-11-17 02:17:00

Author:
Rixsch
Posts: 239


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