Kevans's mod's [New mod WIP 24/JUl/13]

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kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 15 Jan 2013, 10:04

Kevansevans mods

Not Pacman Plus (1.2)
http://www.mediafire.com/?b3yrxkz11pujml3

Mod I thought would be cool. Credit towards BobTheLawyer for the focus mod.

For those of you who do not know, Pacman Plus was sort of a spiritual successor to the original Pacman. The maze had been given a softer color so it's easier to see, and a few tweaks here and there.

Obvious changes in graphics.
Fourth ghost was added.
Levels!
Score is based on points and number of boards cleared.
Ghosts give you points when eaten!
Extra lives!
Increasingly difficult actions when eating power pellets.
Separate file save to keep the original safe ;)

More details:

Power pellets:
Level 1: Everything acts as exspected
Level 2 and above: blinky doesn't change, and can still kill you
level 3 and above: Pellets will turn invisible
Level 7 and above: Maze will turn invisible (except for outline)
Level 14 and above: Ghosts will turn invisible (except for Blinky)

Extra lives:
First awarded at 3,000 points, second awarded at 9,000 points, then adds 6,000 points to the previous requirement afterwards for every life earned after that.

If you make it to level 256, killscreen ;)
WARNING! This isn't the pacman bomb, this intentionally causes a script error in the source, scores will not be saved.


Not Pacman Kill screen
http://www.mediafire.com/?ymwd00rl1cdfupp

Silly mod I came up with. Replicates the pacman bomb/splitscreen/killscreen. Alters the collision physics of the boxes. More or Less. No focus on points for this one. Uses separate save file

Not Pacman: Championship Edition:

Holy cow a new mod, wtf?

I was working on this mod before I left for bootcamp, and I figured I might as well get right back to work on it:

The idea was to introduce new modes similar to Pacman Championship Edition DX, and some other modes.
So of course there will be the classic clear the maze as fast as possible, now labeled time attack. Challenge mode will be the follow the trail of dots seen in the video. Points mode will be clear the maze and rack up as many points as possible. Both challenge and Points mode will let you choose from 5 minute run, 10 minute run, and an infinite run. other updates include graphical tweaks and zoomed in maze. Also, if someone could help me with audio management, I'd love that. I want to eliminate as much loading as possible and keep high quality sound at the same time.

Change log:
-Menu Updated
-Zoomed in maze
-Maze graphics tweaked
-Ghost graphics tweaked
Time attack:
-TBH, there's nothing to change here besides the name
Challenge:
-Implemented 3 iterations of dot trails
Points:
-Timer replaced with point score
-Maze restores dots

To Do:
Separate highscore tables for each mode
actually implement time modes
add fruits for challenge
add pellet iterations for challenge
ghost must give points for point based scoring
other graphical tweaks

Concept demo:
https://www.dropbox.com/s/lb8w4dtqf9u450h/NPCE.love
Last edited by kevansevans on 25 Jul 2013, 03:28, edited 14 times in total.

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 16 Jan 2013, 04:58

Okay, so I'm deciding to take this beyond the simple graphics conversion and different pellet behaviors, this will be a full conversion with points, infinite levels, and fruits.

What's done:
~Time replaced with score counter.
~Made maze translucent to you can see lives and points.
~Edited ghost graphics to look like Pacman Plus ghosts.
~After clearing maze, level resets instantly (score doesn't change).
~Added extra life system. First life awarded at 3,000 points, then at 9,000, then adds 6,000 to the previous requirement for each life earned.
(Includes sound effect)
~changed local storage to it's own separate file.
~Reformatted highscore to disregard time.
~Power pellets will make maze and/or dots invisible. I haven't figured out a proper threshold to determine which one, but obviously in the latter levels, both will be invisible. As of now, both occurs.
~Highscore is remembered by points and boards cleared (see posts below)
~Ghost chaining
(Since ghosts respawn scared, it would be really cool to allow the points given to infinitely double each time until the power pellet wears off)
~Fourth ghost.
(One thing that was unique about plus is that one ghost would not be scared when eating a power pellet. If I add a fourth ghost under it's own separate set, I can treat it as such, allowing for this effect)

What will be added:
~Fruits with same effect as Pacman Plus, and physics.
(All four ghost will turn invisible when, but points added will be doubled. Starting at 400, to 800, to 1600, to 3200. I'll have to use regular sprites from pacman, since I can't find the Plus fruits.)
Fuck it, no fruit.

All that's left is the final polishing.

Here's a preview download:
http://www.mediafire.com/?dcw9dkoch3iq20r
Last edited by kevansevans on 16 Jan 2013, 10:13, edited 6 times in total.

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Superjustinbros
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Joined: 29 Mar 2012, 20:39
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Post » 16 Jan 2013, 05:10

This looks like it's going to be one heck of a project.

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 16 Jan 2013, 06:23

Superjustinbros wrote:This looks like it's going to be one heck of a project.
Meh, depends on how you look at it. I've worked with actionscript 2 a lot (Yes, I know it's not lua), and the languages are about 70 percent similar imo. There's occasionally a time where a simple math function in as2 doesn't work in lua, but I can figure it out ;)

EDIT: Finished the save system

Image

Image

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BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 16 Jan 2013, 14:28

This looks like it is going to be amazing!
I find it funny that I am being credited in this because of my one variable change mod when you are making this. (not that I'm mad to be credited)

Can't wait to see the completed project!

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Firaga
Posts: 931
Joined: 02 Jul 2012, 16:05
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Post » 16 Jan 2013, 16:03

Looks like it's going to be amazing, but my OCD kicked in. In my opinion, the "Modded by Kevansevans" should be in the same text as the "Play" and "Options".

(Oh, and you misspelled 'Modded' =P)

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 16 Jan 2013, 17:36

BobTheLawyer wrote:I find it funny that I am being credited in this because of my one variable change mod when you are making this. (not that I'm mad to be credited)
It's only fair that I credit you :P
Firaga41 wrote:Looks like it's going to be amazing, but my OCD kicked in. In my opinion, the "Modded by Kevansevans" should be in the same text as the "Play" and "Options".
I was never really good at graphic arts to begin with. What you see there was drawn in Flash Cs4. I can go back in and turn on my pixel editor plugin for it, but that seems to like to cause a shit ton of errors in Cs4. The only neat pixel font I have is Pokemon (which is what you see), and it doesn't come with any anti-aliasing. I'll see what I can do about fixing it.
(Oh, and you misspelled 'Modded' =P)
Whoopsies, thanks for pointing that out.

EDIT: Fourth ghost added, and intentionally doesn't get scared.

Image

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 16 Jan 2013, 21:32

http://www.youtube.com/watch?v=6nYVnKGeZA0

Woot.

And before anyone points out that final score, I fixed it. As of this upload, I have added the points being displayed after eating a ghost. Will be working on final touches, so expect release today.

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 17 Jan 2013, 02:06

Finished!

http://www.mediafire.com/?p4th8gbx3i5cobf

What's different:

Obvious changes in graphics.
Fourth ghost was added.
Levels!
Score is based on points and number of boards cleared.
Ghosts give you points when eaten!
Extra lives!
Increasingly difficult actions when eating power pellets.
Separate file save to keep the original safe ;)

More details:

Power pellets:
Level 1: Everything acts as exspected
Level 2 and above: blinky doesn't change, and can still kill you
level 3 and above: Pellets will turn invisible
Level 7 and above: Maze will turn invisible (except for outline)
Level 14 and above: Ghosts will turn invisible (except for Blinky)
and if you make it to level 256, killscreen ;)

Extra lives:
First awarded at 3,000 points, second awarded at 9,000 points, then adds 6,000 points to the previous requirement afterwards for every life earned after that.
Last edited by kevansevans on 17 Jan 2013, 03:49, edited 1 time in total.

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Legend_of_Kirby
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Joined: 14 Oct 2012, 05:37
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Post » 17 Jan 2013, 02:11

Put the download up in the first post.

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BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 17 Jan 2013, 02:36

Ghost collision doesn't seem to work as well...

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 17 Jan 2013, 02:39

BobTheLawyer wrote:Ghost collision doesn't seem to work as well...
Please be more specific.

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Bonko
Posts: 458
Joined: 13 Jun 2012, 00:59

Post » 17 Jan 2013, 02:42

Feedback:
- Great job on making the file completely seperate from Not Pacman, so my original highscores aren't affected.
- I suggest a better level transition, as currently after you get the last pellet the next level starts immedietly.
- When you start a new level, the direction the board was facing at the end of the last level stays the same. Try fixing that.
- I suggest something I've always wanted in Not Pacman: A pause button.
- Awesome job on Blinky. The white eyes are very, very, creepy.

Also, if peple upload their highscores, make a highscore chart in the first post.
Great mod!

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BobTheLawyer
Posts: 2232
Joined: 01 May 2012, 21:00

Post » 17 Jan 2013, 02:49

Blinky gets white eyes when you swallow super pac-dot!

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 17 Jan 2013, 03:54

Bonko wrote:Feedback:
- Great job on making the file completely seperate from Not Pacman, so my original highscores aren't affected.
Thanks :D
- I suggest a better level transition, as currently after you get the last pellet the next level starts immedietly.
This is intentional, slightly. I did try once to make a transition, but then I realized I don't know lua well enough and gave up. I think this gives a bit of challenge to the game.
- When you start a new level, the direction the board was facing at the end of the last level stays the same. Try fixing that.
Got it.
- I suggest something I've always wanted in Not Pacman: A pause button.
Not a bad idea
- Awesome job on Blinky. The white eyes are very, very, creepy.
Haha, that wasn't intentional in the first place xD
Also, if peple upload their highscores, make a highscore chart in the first post.
Great mod!
got it.

EDIT: 1, this place needs a multi-quote button. 2, your spoiler tag sucks

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 17 Jan 2013, 09:10

http://www.mediafire.com/?b3yrxkz11pujml3

Bugs resolved:
Maze rotation after clearing level.
-Rotates back to its original position
Level wont advanced past 2
-When you cleared board 2, nothing would happen. Fixed
Points being miscounted when eating ghosts
-I noticed this when extra lives where earned a couple hundred below the requirement

Added:
Better Life counter

Image

EDIT: New mod, Not Pacman Killscreen
http://www.mediafire.com/?ymwd00rl1cdfupp

Image

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 09 Jul 2013, 05:25

Holy cow a new mod, wtf?

I was working on this mod before I left for bootcamp, and I figured I might as well get right back to work on it:

The idea was to introduce new modes similar to Pacman Championship Edition DX, and some other modes.
So of course there will be the classic clear the maze as fast as possible, now labeled time attack. Challenge mode will be the follow the trail of dots seen in the video. Points mode will be clear the maze and rack up as many points as possible. Both challenge and Points mode will let you choose from 5 minute run, 10 minute run, and an infinite run. other updates include graphical tweaks and zoomed in maze. Also, if someone could help me with audio management, I'd love that. I want to eliminate as much loading as possible and keep high quality sound at the same time.

Change log:
-Menu Updated
-Zoomed in maze
-Maze graphics tweaked
-Ghost graphics tweaked
Time attack:
-TBH, there's nothing to change here besides the name
Challenge:
-Implemented 3 iterations of dot trails
Points:
-Timer replaced with point score
-Maze restores dots

To Do:
Separate highscore tables for each mode
actually implement time modes
add fruits for challenge
add pellet iterations for challenge
ghost must give points for point based scoring
other graphical tweaks

Concept demo:
https://www.dropbox.com/s/lb8w4dtqf9u450h/NPCE.love

kevansevans
Posts: 56
Joined: 30 May 2012, 18:27

Post » 25 Jul 2013, 03:12

So I've been working on points mode, and holy cow this is addicting. As a way to make each level harder, the speed increases. Well, actually the gravity increases, but it gives the illusion it's moving faster.

https://www.dropbox.com/s/hbkj1wk90zuuw ... -04-40.avi

Ignore the lag, that was caused by Fraps. Game runs like butter none-the-less.

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