Not Pacman ++ : Level Editor, More options. (v1.22)

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Superjustinbros
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Post » 16 Feb 2013, 18:15

New error...
I try to open up the "Custom Mazes" menu and I get slapped by this:
Image

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Automatik
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Post » 16 Feb 2013, 18:20

Broken level.
In the next version, the level selection screen won't crash if it can't open a level.

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Superjustinbros
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Post » 16 Feb 2013, 20:56

Automatik wrote:Broken level.
In the next version, the level selection screen won't crash if it can't open a level.
Even when I take out the broken level(s), the screen still appears.

Will the next version of the editor allow you to select multiple/all maze walls and move them with the keyboard? And maybe rid of the "X/Y/W/H numerical vaules that have to be set individually and can just be moved/resized by using the mouse and/or keyboard?

EDIT: Found out that the editor's load screen is picking up an error level that I do not have in the maps folder: ".^_^TORE"
2nd EDITOR: Pretty much solved that issue. Now I'm only hoping in the future NPM++'s editor becomes more user-friendly and simple yet still effective, just like Mari0's Better Editor.
Last edited by Superjustinbros on 16 Feb 2013, 21:17, edited 1 time in total.

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Automatik
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Post » 16 Feb 2013, 21:12

".^_^TORE"?
Must be an hidden file (the point at the start is used in unix systems to hide a file).

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Superjustinbros
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Post » 16 Feb 2013, 21:25

Okay, here's my NPM++ mod.
http://www.mediafire.com/?jh7u1wosd1f5j27

Anyway to reveal that hidden file so I can remove it?

EDIT: Why no way to change the colors for normal (non-fire) Power Pellets?
Last edited by Superjustinbros on 17 Feb 2013, 00:01, edited 1 time in total.

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Automatik
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Post » 16 Feb 2013, 23:40

1.http://windows.microsoft.com/en-IN/wind ... dden-files
2.Because there is no separate fire pellets. (It's currently just a graphical effect.)
Edit: Hey, I noticed that there is a hidden file in your mod called .DS_Store : It's a file made by Mac Os X .
In that case, to show hidden folders under a mac, type in a terminal:

Code: Select all

defaults write com.apple.finder AppleShowAllFiles TRUE
killall Finder
Then to disable:

Code: Select all

defaults write com.apple.finder AppleShowAllFiles FALSE
killall Finder

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Superjustinbros
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Post » 17 Feb 2013, 08:17

Thanks. :)

It may be worth mentioning that the option to add additional ghosts should only be for the default classic maze. For other mazes they'd have to be added in manually.

Hopefully the next version will ignore files that start with a period.

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Qcode
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Post » 17 Feb 2013, 16:12

...
Last edited by Qcode on 21 Oct 2021, 09:07, edited 1 time in total.

Chris0neilson
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Post » 17 Feb 2013, 20:29

Superjustinbros wrote:So has anyone been able to create a custom maze for NPM++?

For the curious, here's what I was trying to recreate, the middle maze in the top row:
Image
Hey, Where you get maze from?

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Superjustinbros
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Post » 17 Feb 2013, 21:15

Chris0neilson wrote:
Superjustinbros wrote:So has anyone been able to create a custom maze for NPM++?

For the curious, here's what I was trying to recreate, the middle maze in the top row:
Image
Hey, Where you get maze from?
TwoBitScore's "Super ABC", it's a multi kit for Ms. Pac-Man that adds in a bonus game with original mazes known as "Ultra Pac-Man". It recolors the ghosts and adds in a bonus butterfly item (really just a peach-colored Pac-Man with a looped and speedy death animation) that awards a free credit upon pickup.

It's available in MAME, however you have to combine it's ROM with tidbits of the Ms. Pac-Man ROM to get it working properly.

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TheJonyMyster
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Post » 18 Feb 2013, 17:33

How do you get the code for the classic level?

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Automatik
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Post » 18 Feb 2013, 17:46

If you wanted to modify it or something, you can't, because the level is hardcoded.
It's in normal.lua, and the "physics part" of the level start at about line 493.

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TheJonyMyster
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Post » 18 Feb 2013, 17:54

I can't count straight to 493. Is there any sort of keyword by it, so I can command f it?

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Automatik
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Post » 18 Feb 2013, 18:01

It's the code that look like this:

Code: Select all

	--Not to be masked: 1, 2, 3, 4, 5, 6, 20, 21, 23, 26
	--No, I wrote a program to grab these for me easily.
	
	worldshapes[1] = love.physics.newRectangleShape( 0.0*scale+1, -110.5*scale+1, 220.0*scale-1, 11.0*scale-1)
	worldshapes[2] = love.physics.newRectangleShape( -112.5*scale+1, -61.0*scale+1, 11.0*scale-1, 94.0*scale-1)
	worldshapes[3] = love.physics.newRectangleShape( -112.5*scale+1, 54.0*scale+1, 11.0*scale-1, 108.0*scale-1)
	worldshapes[4] = love.physics.newRectangleShape( 0.0*scale+1, 110.5*scale+1, 220.0*scale-1, 11.0*scale-1)
	worldshapes[5] = love.physics.newRectangleShape( 112.5*scale+1, -61.0*scale+1, 11.0*scale-1, 94.0*scale-1)
	worldshapes[6] = love.physics.newRectangleShape( 112.5*scale+1, 54.0*scale+1, 11.0*scale-1, 108.0*scale-1)
	worldshapes[7] = love.physics.newRectangleShape( -80.0*scale+1, -84.0*scale+1, 26.0*scale-1, 14.0*scale-1)
	worldshapes[8] = love.physics.newRectangleShape( -36.0*scale+1, -84.0*scale+1, 34.0*scale-1, 14.0*scale-1)
	worldshapes[9] = love.physics.newRectangleShape( 0.0*scale+1, -91.5*scale+1, 10.0*scale-1, 29.0*scale-1)
	worldshapes[10] = love.physics.newRectangleShape( 36.0*scale+1, -84.0*scale+1, 34.0*scale-1, 14.0*scale-1)
	worldshapes[11] = love.physics.newRectangleShape( 80.0*scale+1, -84.0*scale+1, 26.0*scale-1, 14.0*scale-1)
	worldshapes[12] = love.physics.newRectangleShape( -80.0*scale+1, -59.5*scale+1, 26.0*scale-1, 7.0*scale-1)
	worldshapes[13] = love.physics.newRectangleShape( -48.0*scale+1, -38.5*scale+1, 10.0*scale-1, 49.0*scale-1)
	worldshapes[14] = love.physics.newRectangleShape( -31.5*scale+1, -38.5*scale+1, 25.0*scale-1, 7.0*scale-1)
	worldshapes[15] = love.physics.newRectangleShape( 0.0*scale+1, -59.5*scale+1, 58.0*scale-1, 7.0*scale-1)
	worldshapes[16] = love.physics.newRectangleShape( 0.0*scale+1, -46.0*scale+1, 10.0*scale-1, 22.0*scale-1)
	worldshapes[17] = love.physics.newRectangleShape( 48.0*scale+1, -38.5*scale+1, 10.0*scale-1, 49.0*scale-1)
	worldshapes[18] = love.physics.newRectangleShape( 31.5*scale+1, -38.5*scale+1, 25.0*scale-1, 7.0*scale-1)
	worldshapes[19] = love.physics.newRectangleShape( 80.0*scale+1, -59.5*scale+1, 26.0*scale-1, 7.0*scale-1)
	worldshapes[20] = love.physics.newRectangleShape( 88.5*scale+1, -28.0*scale+1, 43.0*scale-1, 28.0*scale-1)
	worldshapes[21] = love.physics.newRectangleShape( -88.5*scale+1, -28.0*scale+1, 43.0*scale-1, 28.0*scale-1)
	worldshapes[22] = love.physics.newRectangleShape( 0.0*scale+1, -7.0*scale+1, 58.0*scale-1, 28.0*scale-1)
	worldshapes[23] = love.physics.newRectangleShape( -88.5*scale+1, 14.0*scale+1, 43.0*scale-1, 28.0*scale-1)
	worldshapes[24] = love.physics.newRectangleShape( -48.0*scale+1, 14.0*scale+1, 10.0*scale-1, 28.0*scale-1)
	worldshapes[25] = love.physics.newRectangleShape( 48.0*scale+1, 14.0*scale+1, 10.0*scale-1, 28.0*scale-1)
	worldshapes[26] = love.physics.newRectangleShape( 88.5*scale+1, 14.0*scale+1, 43.0*scale-1, 28.0*scale-1)
	worldshapes[27] = love.physics.newRectangleShape( 0.0*scale+1, 24.5*scale+1, 58.0*scale-1, 7.0*scale-1)
	worldshapes[28] = love.physics.newRectangleShape( 0.0*scale+1, 38.0*scale+1, 10.0*scale-1, 22.0*scale-1)
	worldshapes[29] = love.physics.newRectangleShape( -80.0*scale+1, 45.5*scale+1, 26.0*scale-1, 7.0*scale-1)
	worldshapes[30] = love.physics.newRectangleShape( -36.0*scale+1, 45.5*scale+1, 34.0*scale-1, 7.0*scale-1)
	worldshapes[31] = love.physics.newRectangleShape( 36.0*scale+1, 45.5*scale+1, 34.0*scale-1, 7.0*scale-1)
	worldshapes[32] = love.physics.newRectangleShape( 80.0*scale+1, 45.5*scale+1, 26.0*scale-1, 7.0*scale-1)
	worldshapes[33] = love.physics.newRectangleShape( -72.0*scale+1, 56.0*scale+1, 10.0*scale-1, 28.0*scale-1)
	worldshapes[34] = love.physics.newRectangleShape( -99.5*scale+1, 66.5*scale+1, 17.0*scale-1, 7.0*scale-1)
	worldshapes[35] = love.physics.newRectangleShape( 72.0*scale+1, 56.0*scale+1, 10.0*scale-1, 28.0*scale-1)
	worldshapes[36] = love.physics.newRectangleShape( 0.0*scale+1, 66.5*scale+1, 58.0*scale-1, 7.0*scale-1)
	worldshapes[37] = love.physics.newRectangleShape( 0.0*scale+1, 80.0*scale+1, 10.0*scale-1, 22.0*scale-1)
	worldshapes[38] = love.physics.newRectangleShape( 99.5*scale+1, 66.5*scale+1, 17.0*scale-1, 7.0*scale-1)
	worldshapes[39] = love.physics.newRectangleShape( -48.0*scale+1, 74.0*scale+1, 10.0*scale-1, 22.0*scale-1)
	worldshapes[40] = love.physics.newRectangleShape( -56.0*scale+1, 87.5*scale+1, 74.0*scale-1, 7.0*scale-1)
	worldshapes[41] = love.physics.newRectangleShape( 48.0*scale+1, 74.0*scale+1, 10.0*scale-1, 22.0*scale-1)
	worldshapes[42] = love.physics.newRectangleShape( 56.0*scale+1, 87.5*scale+1, 74.0*scale-1, 7.0*scale-1)
By the way, the pellets map look like this:

Code: Select all

pelletmap ={{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, --shit man
				{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, --26x29
				{2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 2}, --1 = pellet
				{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, --2 = super pellet
				{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, --244 total (240 normal + 4 super)
				{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1}, --It's [y][x]!
				{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1},
				{1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
				{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
				{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1},
				{2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 2},
				{1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1},
				{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},
				{0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0},
				{1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1},
				{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
				{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
				{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}}

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Qcode
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Post » 18 Feb 2013, 18:03

...
Last edited by Qcode on 21 Oct 2021, 09:15, edited 1 time in total.

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TheJonyMyster
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Post » 18 Feb 2013, 18:34

I do, but logo doesn't list lines.

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Superjustinbros
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Post » 18 Feb 2013, 18:42

You know that same glitch level file?

I tried saving a non-glitch level to it; the last few times I tried that it loaded the level select screen flawlessly, but now I got this:
Image

EDIT: Wait, I think I have a ZIP file in there... And the game is picking it up.

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Automatik
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Post » 20 Feb 2013, 13:19

Hop, here is the 1.2 version of Not Pacman!
https://www.dropbox.com/s/9jyracbmeqxz4 ... nPP12.love
Mirror:http://www.mediafire.com/?5at9ldx5jo0pasj
Changelog:

Code: Select all

-Loading progress bar
-In select level Don't crash when broken level
-Game don't use love.timer.getTime(), but dt
-Variable ghosts number
-With separate highscores!
-Color palettes
-Warps
-Message in editor "Really exit"?
=Cheats
	-Bullet time
	-Camera
	-Ghost roll eyes

-Classic mode's stuff now load from a json file.
-Sounds now in a table
-override love.errhand
-vector mode
-Now actually change the background color
-New Icon
-Ghosts now don't have colors hardcoded
-View Decalage
-Pellets Decalage
=Changed how editor work
	-Tools are now Create/Edit/Pellets/Remove
	-Color Flags can use the palette 

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Qcode
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Post » 20 Feb 2013, 15:47

...
Last edited by Qcode on 21 Oct 2021, 09:15, edited 1 time in total.

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Automatik
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Post » 20 Feb 2013, 16:25

Ok, I fixed the crash:https://www.dropbox.com/s/e875fe83yadew ... PP121.love
But that bug... I don't even know what's the line "0" . And I didn't touch to the json lib.
Did you modified the default maps? If so, can you give me them?

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Qcode
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Post » 20 Feb 2013, 16:31

...
Last edited by Qcode on 21 Oct 2021, 09:14, edited 1 time in total.

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TheSeek
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Post » 20 Feb 2013, 16:49

I get this when right-clicking on a placed wall in the editor:
Image

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Automatik
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Post » 20 Feb 2013, 16:56

Yeah, they seems normal. I have no idea why it crash.
@TheSeek : fix coming ASAP.
Edit:https://www.dropbox.com/s/ceuccc9h54kuf ... PP122.love
Last edited by Automatik on 20 Feb 2013, 17:07, edited 1 time in total.

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Superjustinbros
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Post » 20 Feb 2013, 17:05

Ermm...

The colors the ghosts use in vulnerable state in arcade mode are not correct. It uses 255 Blue for the body, and the same color the pellets used in the original arcade version as the eyes and mouth.

The colors for the ghosts are proper, but you're only using very few than I had provided earlier with the 30 colors, here you're only using 12, and they're sorted incorrectly, swapping Inky and Clyde's positions and moving Inly to fifth ghost while in the fourth slot we have a pastel blue ghost (NES Inky). Please for the next reversion add in the color palettes I provided earlier, which all use true arcade colors I got from several other Namco games.

Also, please incorporate the tile-based editor I mentioned several posts back. I'm not too ken of the new First-Person view, where Pac-Man now is not defaulted to just the center of the screen. It just feels really awkward. :{

Please enable the Z/U keys during gameplay to zoom and unzoom respectively.
Last edited by Superjustinbros on 20 Feb 2013, 18:47, edited 1 time in total.

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TheSeek
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Post » 20 Feb 2013, 17:33

Automatik wrote: @TheSeek : fix coming ASAP.
Edit:https://www.dropbox.com/s/ceuccc9h54kuf ... PP122.love
Perfect.
Superjustinbros wrote: Please enable the Z/U keys during gameplay to zoom and unzoom respectively.
This, just cuz i just realized it locks the zoom once you get out of the editor(if you zoomed all in and get out of the editor, it'll stay zoomed in game too)...this, or just make it so the zoom resets to default once you get out of the editor.

I think I said "get out of the editor" too much...

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Superjustinbros
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Post » 20 Feb 2013, 18:46

Okay, since you probobly didn't see my request to add in the remaining several ghost colors, how can I mod them in myself (including the correct scared colors) since now it doesn't use the traditional RGB color numbers?

In regards to the first-person camera, have an additional setting, "Center" that will always keep Pac-Man in the center of the screen, rather than the sloppy new FP-camera.

EDIT: I'm noticing the thinner walls are a little glitchy; thin walls now seem to stretch out an extra pixel on each end. See for yourself:
Image
Image

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Automatik
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Post » 20 Feb 2013, 19:18

Okay, since you probobly didn't see my request to add in the remaining several ghost colors,
I saw that, and I'm adding it.
how can I mod them in myself (including the correct scared colors) since now it doesn't use the traditional RGB color numbers?
It still use them, it's just that now, it also support string, and since I want to be able to use these colors for other things (gui, flags...) I put these colors in flags.json.
Also, Maurice said on IRC that Not Pacman was based on the NES version, not the arcade version.
In regards to the first-person camera, have an additional setting, "Center" that will always keep Pac-Man in the center of the screen, rather than the sloppy new FP-camera.
On the todo-list, along the wall wizard and "being able to edit the zoom in-game".

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Superjustinbros
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Post » 20 Feb 2013, 19:37

So what do I have to change to make the ghosts into the 255 blue when scared and add the additional normal ghost colors until the next version?

Colors displayed on http://i913.photobucket.com/albums/ac33 ... b7b504.jpg are named as following:

Code: Select all

Red
Pink
Cyan
Orange
Purple
Green
Yellow
Grey
Brown
White
Peach
Light Green
Light Brown
Light Blue
Cream
Teal
Tan
Blue
Fuscha
Lime
Dark Red
Light Red
Dark Yellow
Dark Blue
Maroon
Dark Orange
Pale Purple
Indigo
Flesh
Dark Green
Automatik wrote: Also, Maurice said on IRC that Not Pacman was based on the NES version, not the arcade version.
If it was based on the NES version, why have the arcade sound effects and the (slightly squished down) arcade maze?

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Automatik
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Post » 20 Feb 2013, 19:55

At the end of gamefunctions.lua you have something like this:

Code: Select all

function drawscaredghost(x,y,i,r)
	r=r or 0
	-- ghostscared
	love.graphics.setColor(tocolor('blue'))
	if i then
		love.graphics.setColor(tocolor('white'))
	end
	love.graphics.draw(ghost,x,y,r,scale/41, scale/41, 256, 256)
	love.graphics.setColor(tocolor('yellow'))
	if i then
		love.graphics.setColor(tocolor('red'))
	end
	love.graphics.draw(ghostscared,x,y,r,scale/41, scale/41, 256, 256)
end
Replace tocolor('blue') with your color.
As for the ghosts colors, see the color you made?

Code: Select all

ghostcolors={{255,000,000},{255,185,255},{000,255,255},{255,185,081},{183,071,255},{000,151,000},{255,255,000},{128,128,128},{103,071,000},{222,222,255},{255,183,174},{000,255,000},{183,103,081},{071,183,255},{255,255,174},{071,183,174},{222,151,081},{000,000,255},{255,033,174},{151,255,000},{103,000,000},{255,151,174},{183,183,000},{000,000,174},{183,033,081},{222,103,000},{103,071,174},{330,103,255},{255,222,174},{000,071,000}}
Well, in main.lua, line 143, replace

Code: Select all

ghostcolors={
	"red",
	"pink",
	"orange",
	"light blue",
	"cyan",
	"purple",
	"green",
	"yellow",
	"gray",
	"light gray",
	"light red",
	"light green",
	"brown",
	"blue"}
with that.
If it was based on the NES version, why have the arcade sound effects and the (slightly squished down) arcade maze?
"because I don't have OCD and I can live with using whatever resource pops up on google first"

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Superjustinbros
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Post » 20 Feb 2013, 20:35

Alright, the custom colors now are in full working order. By now it'll just be improvements to the editor (such as hitting backspace/delete on your keyboard while hovering the mouse over a wall removes it and using the "Erase" will conform with the user first before removing everything), and the addition of the "fixed/center" camera.

Maybe an easier way that allows a part of the maze to be copied/pasted and define if Pac-Man and the ghosts can fit inside a tunnel.

And when exiting from editing a wall's position/width/height, it doesn't default back to "add".

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Mari0Maker
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Post » 20 Feb 2013, 21:05

Yay, we have cheats! :D
You should add a infinite lives cheat too.

EDIT: Just thought of another cheat. 2 Pac-Mans on screen.
Last edited by Mari0Maker on 20 Feb 2013, 21:08, edited 1 time in total.

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Superjustinbros
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Post » 20 Feb 2013, 21:07

Mari0Maker wrote:Yay, we have cheats! :D
You should add a infinite lives cheat too.
As long as having it turned on disables high scores, it could make it in. I can see people abusing it and the Bullettime cheats to break the leaderboards.

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Mr.Q.Marx?
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Post » 20 Feb 2013, 22:56

Image
Just made this in the style of the Ms. Pac-Man Special Color Edition logo. It's cool if you don't want to use it, just thought I'd share.

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Superjustinbros
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Post » 21 Feb 2013, 00:18

Okay, more errors I'm running into with the editor other than the edges of the maze becoming very bumpy, mostly with the warps.

Fir one thing, in the custom maze I'm making, the warp I laid down works properly on one end of the maze, but not the other. Placing two different warp systems in exactly the same place didn't fix it.

Also, I'm unable to erase the warps with the eraser tool.

I still think there should be a way to define the delete tool to delete only one type of object, so if you place a pellet down where you can't reach it, you'd have to move/delete walls in front of it just to clear that one pellet away. The "Erase" option should be changed to a "New" option, since it's clearing the whole map and not just one board feature or such.

For the record, the larger pellets are called Power Pellets, not Super Pellets. Super Pellets were the green pellets from Super Pac-Man that doubled Pac-Man's size, enabled speed boosting by holding down a button, and made him invulnerable to the ghosts.

EDIT: Aside from adding the rest of the colors that are featured on the additional ghost colors I defined, I did notice there is a duplicate color in the default color selector pallette.
Image
2nd EDIT: Can we make the walls/ghosts/warps/pellets/power pellets subtools of the "Create" tool so it's more convent to add/modify/remove each of the five objects at one time?

3rd EDIT: If you want, Automatik, I can whip up a quick color pallette with all the colors used in Pac, Ms. Pac, Pac Plus, Jr. Pac, Super Pac, and Pac & Pal (including a select few from Namco's own Mappy, Motos, Rally X, and The Tower of Druaga) that has every color sorted into a rainbow so it'd be a little easier to find what color(s) you're looking for. And I'll put in that NES Inky color.

4th EDIT: Here's what I've rounded up. It's not in a proper rainbow, and I forgot to put in the NES Inky color, but I'm sure it can be added in nonetheless.
Top two rows are from games in the Pac-Man series, the others are from other Namco games.
Image<--Outdated

Updated version with corrections:
Image

5th Edit: The editor really needs an "Undo/Redo" function badly, And the option to move/erase warps, as defined before.
Edit 5 1/2: Here are the palettes from Champ Ms. Pac-Em's editor and the NES system palette.
ImageImage

6th Edit: I was just thinking, if you decide to include all the DOS/NES colors, there would be a way you could categorize them, and choose whenever to use only Arcade (Pac-Man game palette or all) only , DOS, NES, or all the palettes when creating a custom maze.

Final Edit: For the last feature, what I was thinking would be good would be a free selection tool to select, modify, and rotate (at 90-degree angles) maze walls, as well as duplicating and removing selected wall(s) with delete or Backspace. This could also be used to edit multiple ghosts and warps at one time.

Speaking of warps, you should not only add the ability to modify/remove them and make then work from both entrances, but also have them shrunk down to 14 game pixels wide and high so they can fit inside the maze in any area.
Last edited by Superjustinbros on 01 Mar 2013, 20:20, edited 6 times in total.

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Superjustinbros
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Post » 23 Feb 2013, 23:35

Until Automatik returns with v1.3 which should fix/implement most, if not all the features/errors I mentioned in my lat few posts, here's my updated mod.

http://www.mediafire.com/?sktl1le5hunmsyz

P.S. If Maurice is focused on making core vanilla NPM more like the NES version than the arcade version, he can always just record the sounds from the Pac-Man NSF file (and the victory theme from Ms Pac-Man's NSF) I found on Akumu's Archive. You can see it below.
http://akumunsf.good-evil.net/dir.php?dir=P

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Superjustinbros
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Post » 26 Feb 2013, 14:03

I feel like I'm the only one around here that is still anticipating 1.3.

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Sky
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Post » 26 Feb 2013, 18:19

Superjustinbros wrote:I feel like I'm the only one around here that is still anticipating 1.3.
You most certainly are not.

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Superjustinbros
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Post » 28 Feb 2013, 21:59

I certainly hope Auto returns someday to upload v1.3.

P.S. Redid the color palette rips from before:
Image
EDIT: Updated the above palette. Now there should be no duplicate colors.
Last edited by Superjustinbros on 01 Mar 2013, 20:21, edited 1 time in total.

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Automatik
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Post » 28 Feb 2013, 22:23

Well, I'm really lazy, and not really motivated in working on Not Pacman++ .
About your 6th Edit, I made it so that, for example, you choose the "red" relative color, and it use the "red" of the current palette. Then you can switch from "NES" to "Arcade" colors with a simple option in the options menu, and it use in every level that use "Relative" colors.

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Superjustinbros
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Post » 01 Mar 2013, 03:25

Well, if you don't plan on any more versions of NPM++ after 1.3 for some time, you can always just focus on bug fixes since 1.1 didn't have some of the errors that 1.2 added (such as more convent ways of adding/removing ghosts and pellets and walls that didn't auto-adjust themselves when the game began beyond their set length/width). Everything else I'd like fixed for 1.3 is listed in the above message I had to edit six times.

Sorry but I want this to really kick off, I know it got a mention on the StabYourself devblog, but I want the editor to be as convent and easy to learn/use as the Mari0 Better Level Editor.

EDIT: I thought of a more convieant way of erasing walls (especially the outside ones), an "anti wall" feature that you place down like a normal wall, but it removes walls instead of adding them. Or maybe a "Tunnel Editor" a square brush that is 14x14 pixels in shape and can be used to trim walls perfectly so Pac-Man and the ghosts will always fit through. And a way to move the pellet/camera offset with the mouse.

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Superjustinbros
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Post » 06 Mar 2013, 02:02

Okay, here are the new editor icons and subicons.
Image

First Row: Modify Flags, Open Walls Submenu, Open Character Submenu, Open Pellet Submenu, Open Warps Submenu, Open Camera Submenu.

Second & Third Rows: Walls Submenu
Recalibrate Offsets, Vertical Symmetry On/Off, Horizontal Symmetry On/Off, Snap On/Off, Add Wall, Add Anti-Wall, Free Selection, Move/Modify Walls, Tunnel Editor, Add/Move Ghost Pen, Check (checks what tunnels are wide enough for characters to travel through), Wall/BG Color Editor, Undo, Redo, Eraser, Clear All Walls.

Fourth & Fifth Rows: Characters Submenu
Recalibrate Offsets, Snap On/Off, Define starting position, Add/Modify ghosts, Ghost Color Editor (uses default or custom colors for up to 50 ghosts), Undo, Redo, Eraser, Reset to default.

Sixth & Seventh Rows: Pellets Submenu
Recalibrate Offsets, Vertical Symmetry On/Off, Horizontal Symmetry On/Off, Add/Remove Pellets, Add Power Pellets, Add Super Pellets, Free Selection, Pellet Color Editor, Undo, Redo, Eraser, Clear All Pellets.

Eighth & Ninth Rows: Warps Submenu:
Recalibrate Offsets, Vertical Symmetry On/Off, Horizontal Symmetry On/Off, Snap On/Off, Add Warps, Modify/Remove Warps, Undo, Redo, Eraser, Clear All Warps.

Tenth & Eleventh Rows: Camera Submenu:
Snap On/Off, Set Center Camera View, Undo, Redo, Reset Camera to Default.

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Superjustinbros
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Post » 09 Mar 2013, 23:30

So I'm going to assume NPM++ is dead. (-__-¡¡¡)

Camewel
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Post » 10 Mar 2013, 02:27

Superjustinbros wrote:So I'm going to assume NPM++ is dead. (-__-¡¡¡)
Oh no! Someone hasn't posted an update to their free mod that they've put a load of their free time into in a while! Let's be an entitled prick about it!

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Superjustinbros
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Post » 16 Mar 2013, 18:05

>be an entitled prick about it!
Not what I was aiming for.

Danfun64
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Post » 25 Mar 2013, 17:21

Superjustinbros wrote:So I'm going to assume NPM++ is dead. (-__-¡¡¡)
Say it isn't so!
Image

gdfsgdfg
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Post » 04 Jun 2013, 23:51

Make an option for a normal non-physics mode and I will love you.

HAPPYFACES
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Post » 05 Jun 2013, 00:20

gdfsgdfg wrote:Make an option for a normal non-physics mode and I will love you.
Pac-Man is an old game. It's everywhere. Go find the original someplace else, this is NOT Pac-Man. Which means it won't ever be Pac-Man.

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TheJonyMyster
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Post » 13 Jun 2013, 20:00

Bug:
If you pause and then unpause the game, ghost sounds don't play.

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Automatik
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Post » 13 Jun 2013, 20:23

I'm not working on that anymore.

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TheJonyMyster
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Post » 13 Jun 2013, 20:35

Well, okey dokey.
Wasn't a big bug anyway.

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