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Pac-Man, but you're the ghost

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11–20 of 90 posts

Re: Pac-Man, but you're the ghost

#11
Sometimes I manage to make the ghost move on mobile but I don't understand how to do it in a consistent way. Maybe there should be a tap area of 90 degrees above the ghost (from -45 to +45) to move it upwards, 90 to the right to move it rightwards, etc.

Re: Pac-Man, but you're the ghost

#12
post #7
post #4

pretty nice. I had a multiplayer demo a decade back where one player would be pacman and rest would be ghosts. and it would swap as you cycle. Whoever collects most coins won.

I think at one point Namco had a multiplayer Pacman Party Game which had a similar premise - whoever manages to eat Pacman gets to be him in the next round. EDIT: Found it. https://en.wikipedia.org/wiki/Pac-Man_Vs%2E

[deleted]

Re: Pac-Man, but you're the ghost

#17
post #11

Sometimes I manage to make the ghost move on mobile but I don't understand how to do it in a consistent way. Maybe there should be a tap area of 90 degrees above the ghost (from -45 to +45) to move it upwards, 90 to the right to move it rightwards, etc.

On mobile, you just swipe in the direction you want to move (e.g. swipe up to go up). You can also queue the move ahead of time. So even if you are nowhere near the intersection yet, you can swipe up and trust that the ghost will automatically turn once it reaches the intersection.

Re: Pac-Man, but you're the ghost

#20
Why are people still upvoting obvious AI slop garbage?

1. Claude couldn’t do a proper fence algorithm for the walls?

2. Controls feel horrible.

3. It’s literally impossible to catch Pac-Man? You do not move fast enough and the Pac-Man AI is programmed for perfection so it does not make deliberate mistakes for the human player to take advantage of.

4. The tile based movement is not smooth, very stuttery.

Fine for a prototype, but we could do so much better. This is not a particular hard game to code up in an afternoon or even an hour if you’re experienced.

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