Pacman DX Championship Edition Maps?
Posted: 13 Jan 2013, 04:33
is it possible to have the maps from DX CE made for Not pacman? those are challenging maps so more pellet action :D
We make games and get in discussions
https://forum.stabyourself.net/
I feel like it'd be possible for someone on these forums with enough programming experience to throw together a map editor. Maybe if you unzipped the code and had a program that could read and write directly to the lua files. Maybe a GUI where you could load in an image (draw the walls in paint or something) and draw in the collision boxes, pellets, and other objects on top of the image. Then it would take the positions of all the things you made and rewrite it into the code.Mr.Q.Marx? wrote:I'm going to go ahead and say it IS possible. First you need to download the source code. Change the mapsize and warp points. Then change the map. It's alot harder than in mari0 and you can only have one map but you can do it if you feel like all the mods are worth it.
Funny, but I'm currently doing a level editor, which save levels as json files, draw automatically the collision boxes (so that you don't need to provide an image), support pellets (even out of the level area!), start point of pacman and of the ghosts.RabidJellyfish wrote:I feel like it'd be possible for someone on these forums with enough programming experience to throw together a map editor. Maybe if you unzipped the code and had a program that could read and write directly to the lua files. Maybe a GUI where you could load in an image (draw the walls in paint or something) and draw in the collision boxes, pellets, and other objects on top of the image. Then it would take the positions of all the things you made and rewrite it into the code.
Within Not Pacman.Superjustinbros wrote:So Automatik, how exactly does this level editor work? Is it an external application or something that works within Not Pac-Man?
That made me think, I need to implement custom wall & pellets colors.Superjustinbros wrote: Anyways I may finally have use for this after all:
http://i.imgur.com/C8Vht.png
Nope.Bonko wrote:Also, if Automatik suceeds, mappacks and tilesets would be made. Yay!
Something you may want to think about is how the high score table is going to handle multiple levels. I noticed when I played the x8 mod that even though it was a mod, my high scores were all carried over from the original game. Maybe you'll want to add high score tables for custom levels.Automatik wrote:No, it don't require it's own game.
And no, because it don't use a .png to draw the level. But I will permit custom walls color.
That was just SJB being too lazy to change the save location of the game.RabidJellyfish wrote:Something you may want to think about is how the high score table is going to handle multiple levels. I noticed when I played the x8 mod that even though it was a mod, my high scores were all carried over from the original game. Maybe you'll want to add high score tables for custom levels.Automatik wrote:No, it don't require it's own game.
And no, because it don't use a .png to draw the level. But I will permit custom walls color.
...Or maybe because I know nothing about programing? I just used Bob's mod as a template and just replaced every instance of a 4 I found that was a 3 in vanilla NPM with an 8, and added on four extra slots to what image files are used so the game read the sprites of the four ghosts. Besides, Bob's Four-Ghost mod didn't change where or how the high-scores were changed, and that was in particular the mod I used to get the scores you saw on Bonko's high score thread.Camewel wrote:That was just SJB being too lazy to change the save location of the game.RabidJellyfish wrote:Something you may want to think about is how the high score table is going to handle multiple levels. I noticed when I played the x8 mod that even though it was a mod, my high scores were all carried over from the original game. Maybe you'll want to add high score tables for custom levels.Automatik wrote:No, it don't require it's own game.
And no, because it don't use a .png to draw the level. But I will permit custom walls color.
Code: Select all
function loadhighscores()
if love.filesystem.exists("highscoreB") then
local s = love.filesystem.read("highscoreB"):split("#")
Code: Select all
function savehighscoresA()
--stuff
love.filesystem.write("highscoreB", s)
end