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DarkBASIC Discussion / Game for the retro compo finished! Screenshots!

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cusoi
22
Years of Service
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 21st Mar 2003 23:46
My game for the retro compo is finished! It's packageman. If you want more info about the game look on http://home.wanadoo.nl/emailmark/

Screenshots!



Current project: Packageman, a remake of pacman.
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 22nd Mar 2003 00:08
The game is send in already know so I can give you the download link. Source is included already. http://home.wanadoo.nl/emailmark/packageman.zip

Current project: Packageman, a remake of pacman.
kfoong
22
Years of Service
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Joined: 28th Jan 2003
Location: Australia
Posted: 22nd Mar 2003 00:14
your program is good though there is one small problem. other than the speed when the package man eat one of those blue things it says 'yum' after a while when you play it for a long time you just here the boring yum...yum...yum... All im suggesting is not put only that sound put something like 'mmm...' or 'delicious!' or something else. and randomize between the sounds. well thats just a small suggestion from me i think...

--------
http://www.stellarblue.vze.com/
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 22nd Mar 2003 00:24
You're right I think, but I've sent it in already. And I just thought: "Now the game is ready!" And if I change things after I think that kind of things I just ruin the game... :-s

Current project: Packageman, a remake of pacman.
Hamish McHaggis
22
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Mar 2003 00:24
You certainly fixed the framerate problem! How'd you fix it? Its a good game, kind of hard though and yeah, the 'yum yum yum yum' does get a bit repetitive. But very good.

Why the hell'd you ask me for crying out loud!?!
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 22nd Mar 2003 00:29 Edited at: 22nd Mar 2003 15:12
Thank you! I don't think it runs fast now on all computers but I've done the folowing things. I reduced the texture size and I've found out another thing. When I set framerate to 50. It just runs around 40-45. When I set it to 60, it runs on 60. I don't know why but it helped.

Pentium IV 2.4 GHZ 256 MB Ram Geforce 4 TI 4200 128 MB
www.cuso.tk
kfoong
22
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Joined: 28th Jan 2003
Location: Australia
Posted: 22nd Mar 2003 00:32
overall im impressed at your work. its slow for me probably because i got an old computer . AMD 800Mhz 256MB RAM 32MB graphics card.

good luck to your future games!

--------
http://www.stellarblue.vze.com/
lcfcfan
22
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Joined: 19th Feb 2003
Location: North East, UK
Posted: 22nd Mar 2003 00:59
Said it before and i'll say it again this is an excellent game, the yum yum don't really bother me, good luck in the retro comp!

2ghz, ati radeon mobility 32mb DDR, 30gb, 256mb DDR ram, Win Xp
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 22nd Mar 2003 15:06
Thank you all!


Pentium IV 2.4 GHZ 256 MB Ram Geforce 4 TI 4200 128 MB
www.cuso.tk
freak
22
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Joined: 20th Jan 2003
Location:
Posted: 23rd Mar 2003 01:42
its quite hard, I can't finish the third level

it might be nicer when you have an extra life after each level, or after each 50 (just an example number) dots

when it's game over, in a little moment you see lives: -1
this is just a little bug I know

its quite difficult to look where the remaining dots and the enemy are... a radar screen might be interesting, or an option to look around with the mouse
kfoong
22
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Joined: 28th Jan 2003
Location: Australia
Posted: 23rd Mar 2003 07:02
challenging. its fun too. when you accidentally meet the enemy packageman you see him turning to face you, you know you cant turn around in time he comes closer and closer opening his mouth... then suddenly you reappear in the beginning with one less life! Like i said its a fun and challenging game.

--------
http://www.stellarblue.vze.com/
Danmatsuma
22
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Joined: 2nd Mar 2003
Location: Australia
Posted: 23rd Mar 2003 08:12
Nice effort RT, but I wouldn't stop there just because you've already submitted it, there are a couple of improvements which could make your game more playable, In the original pacman, one of the things that made it challenging was the fact that pacman would not stop moving until he hit a wall, and he also had "power pills" which energized him for a few seconds so he could eat the ghosts. That's what gave the original it's action, "Got to get the power pill!!! Oh nOOOOOOOOOOOOOOOOOO!!", you get the drift, but I like the "fear factor" in your game, and it's a nice take on the thing, though it reminds me more of "pacland" than pacman because of the more leisurely pace.
Nice work

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Hamish McHaggis
22
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 23rd Mar 2003 11:19
Yeah, the leasurely pace is good though, you can't really have the ghosts hunting you down loads because you can't see the whole maze, like pacman.

Why the hell'd you ask me for crying out loud!?!
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 23rd Mar 2003 11:39
Thank you all for your ideas. They are very good. You're right that Power Pills would add a bit more excitement. But howmany should I place in a level? And how long should they 'work'? And I will also add that you get a life once you've finished a level. Then you will be more pressed(good word?) to finish the level. Thank you!
@Danmatsuma:
So I will add the power pills. But I don't think I will add the thing that you can't stop moving till you hit a wall. Because of this:

A--------
I
I
B

If you are in point A you could never get to point B. But it was a good idea.

Pentium IV 2.4 GHZ 256 MB Ram Geforce 4 TI 4200 128 MB
www.cuso.tk
Danmatsuma
22
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Joined: 2nd Mar 2003
Location: Australia
Posted: 23rd Mar 2003 13:43
Well the way that worked in the original was that if you didn't have the joystick turned when you came up to a corner you missed the turn, made things very frantic... Power pills hmmm with your game they should probably be set so you can pick them up but not have to use them until you want to, but only be able to carry one at a time, so that they are very "precious". It would give you one chance to escape a ghost, and eat him too, scoring extra points. The ghosts respawn in a kind of ghost bank somewhere in the level, and that's a place you don't wanna find yourself in! if you made the ghost bank you could make it ultra creepy, but I think I'm making too many suggestions now... Goes to show that it's an inspiring thing.
In the original there were 4 pills to a level but your game has quite different gameplay, maybe one is enough. As far as the turning goes I don't think it matters, just trying to let you know what I remember from the game.
Do you have the original pacman? Just curious.

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
freak
22
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Joined: 20th Jan 2003
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Posted: 23rd Mar 2003 16:16
respawning on a random position could be a good idea for your game
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 23rd Mar 2003 20:20
Yes I have the original pacman. But how about this for the power pills. You can eat a power pill and once you eat it it works imidiatly, like in the original. But it works for about half a minute, so you are searching the monster know! And after you found him he will be dead forever! So you'll be hunting too sometimes.

Pentium IV 2.4 GHZ 256 MB Ram Geforce 4 TI 4200 128 MB
www.cuso.tk
cusoi
22
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Joined: 3rd Jan 2003
Location: Netherlands
Posted: 26th Mar 2003 10:18
Ok, i've finished it! There are power pills and you get one life at the end of each level. There's even a tutorial now. The tutorial learns you everything about the game. You can download it in the same location http://home.wanadoo.nl/emailmark/packageman.zip

I've set this in the program announcements too.

Pentium IV 2.4 GHZ 256 MB Ram Geforce 4 TI 4200 128 MB
www.cuso.tk

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