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Pac Man's Adventure Home (open beta/demo test, 40% complete)

Started by fadark, April 01, 2007, 04:21:29 AM

0 Members and 1 Guest are viewing this topic.

Jalkson


Rukishou

waaah, the beta demo doesn't work! why doesn't it work?  :'(                         ( xP )

if you could send teh link in a pm or something... plizz?

~Kesshomaru :bean:


Rukinet. - the dot's included!

Horror BN

The link to the demo doesn't work :'(

fadark

#78
im not in town right now, so i'm not on my normal computer. my normal computer has the game data on it though. so i cant fix the link right now. you will all have to wait until saturday when i get home (to play the beta/demo test). sorry everyone. :-\

[edit]
i used www.sharebigfile.com for my download link. can someone give me a more reliable one to host my game on?

[edit#2]
when i get home, i still dont want to put up the beta/demo again until i get the boss ghost from someone. it looks kinda wierd compared to the other new ghosts.

just so everyone knows, im 15 years old.

SirJackRex

Give it to me, and I might be able to do it...

:bean:

Mr.Bean says:

You're so lazy, you can't even post it for Mexie to fix it for you! Joking!  ;D

Anyway, Mexie will fix it for you, if you post it, post it!

ataraxy2


fadark

QuoteGive it to me, and I might be able to do it...
here it is:


just so everyone knows, im 15 years old.

SirJackRex

? That's the boss ghost?

Eeeeewwwweeeell! Ok...

ataraxy2

You could use my ghosts as a template (search this topic).

SirJackRex


Irgna

I don't know if you want to use them, but here is a site with some Pac-Man sprites. You will have to edit them for use with RMXP, though.

http://www.spriters-resource.com/other/namco/pacman/
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

SirJackRex

sorry man, but I couldn't get anywhere with that....  ;9

I mean, the boss ghost.

fadark

Quote from: Mexneto on April 29, 2007, 04:04:27 AM
sorry man, but I couldn't get anywhere with that....  ;9

I mean, the boss ghost.

:'( can someone else help please?

just so everyone knows, im 15 years old.

fadark

#88
[poll]
im taking a poll that is asking:
When you are playing the game, and standing still (not in movment), should pacman's mouth be open or closed?
post here or pm me to tell me what you think. the results of this poll will be keep getting updated when i have time to.

votes:
Mouth closed while standing still:
2

Mouth open while standing still:

0

just so everyone knows, im 15 years old.

Irgna

PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

SirJackRex


fadark

im, kinda glad that everyone's choosing 'closed' because the pacman sprite that i have already made (on paint) is closed (while standing). if the poeople wanted it 'open' then i would have to re-arange it. (which i could do, but don't want to :P ;))

just so everyone knows, im 15 years old.

fadark

#92
omg, holy crapage
the beta/demo test is back! yay!
and it has half of the levels on it! (not including Side Quests) I hope you all like it!

ps. i'm still requesting a boss ghost (not to sound rude).
pss.  pps. dont forget to tell me what you think, regarding the poll (if you haven't yet).

just so everyone knows, im 15 years old.

SirJackRex

Good, I'll be looking forward to downloading it.

P.S. It's P.P.S., P.S. = Post Script

fadark

QuoteGood, I'll be looking forward to downloading it.
thanks!
QuoteP.S. It's P.P.S., P.S. = Post Script
oh, lol, thanks.

just so everyone knows, im 15 years old.

fadark

#95
Beta/Demo test Updated
(version 0.4)

ps. level 25 is awesome! it's so fun! (in my opinion)

just so everyone knows, im 15 years old.

fadark

#96
Beta/Demo test Updated
(version 0.5)

just so everyone knows, im 15 years old.

SirJackRex

Cool, but I advise you to stop double posting so much.

Also, I'm looking forward to the complete game...I think I'll stick with not having the demo until the full game is released.

P.S., did you do the scripts your self? Or find them somewhere? And are you a scripter?

Irgna

I'm with mex, I'll wait for the finished thing.
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

fadark

QuoteI think I'll stick with not having the demo until the full game is released.
QuoteI'm with mex, I'll wait for the finished thing.
:'( but i want people to try out this one first so i can see what they think of it. :'( please play this one. :'(

QuoteAlso, I'm looking forward to the complete game
thanks!

QuoteCool, but I advise you to stop double posting so much.
is it really considered a crime, when im just telling people that the game has been updated?

Quotedid you do the scripts your self?
no. but im good enough (at scripting) now, that i probably could make it myself (if someone didn't make it for me, before i knew how to script)

QuoteOr find them somewhere?
yes, from italianstal1ion
here it is:
#==============================================================================
#  Basic HUD Window
#------------------------------------------------------------------------------
# By Italianstal1ion - thanks yeyinde for tutorial!
#==============================================================================


class Window_MGHUD < Window_Base
  def initialize
    super(0, 0, 340, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 145 #sets how transparent the window is
    refresh
  end
  def refresh
    self.contents.clear
   
    # Displays Gold
    self.contents.font.size = 18
    self.contents.font.color = normal_color
    self.contents.draw_text(12, -8, 120, 32, $game_party.gold.to_s, 2)
    #Show Map Name
    map_infos = load_data("Data/MapInfos.rxdata")
    name = map_infos[$game_map.map_id].name.to_s
    self.contents.draw_text(0, 8, 340, 32, name.to_s)
    self.contents.font.color = system_color
    self.contents.draw_text(-76, -8, 120, 32, $data_system.words.gold, 2)

  end
  def update
    super
    refresh
  end
end

class Scene_Map
  alias mghud_main main
  alias mghud_update update
  def main
    @mghud = Window_MGHUD.new
    mghud_main
    @mghud.dispose
  end
  def update
    @mghud.update
    mghud_update
  end
end

thats the hud that tells you your points and location

i also have an anti-lag script, but it doesn't work very well. its by Near Fantastica
here it is
#======================================
# ¦ Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 3
#======================================

#======================================
# ¦ Game_Map
#======================================

class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update
if $game_map.need_refresh
  refresh
end
if @scroll_rest > 0
  distance = 2 ** @scroll_speed
  case @scroll_direction
  when 2
    scroll_down(distance)
  when 4
    scroll_left(distance)
  when 6 
    scroll_right(distance)
  when 8 
    scroll_up(distance)
  end
  @scroll_rest -= distance
end
for event in @events.values
  if in_range?(event) or event.trigger == 3 or event.trigger == 4
    event.update
  end
end
for common_event in @common_events.values
  common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
if @fog_tone_duration >= 1
  d = @fog_tone_duration
  target = @fog_tone_target
  @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
  @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
  @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
  @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
  @fog_tone_duration -= 1
end
if @fog_opacity_duration >= 1
  d = @fog_opacity_duration
  @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
  @fog_opacity_duration -= 1
end
end
end

#======================================
# ¦ Spriteset_Map
#======================================

class Spriteset_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update
if @panorama_name != $game_map.panorama_name or
   @panorama_hue != $game_map.panorama_hue
  @panorama_name = $game_map.panorama_name
  @panorama_hue = $game_map.panorama_hue
  if @panorama.bitmap != nil
    @panorama.bitmap.dispose
    @panorama.bitmap = nil
  end
  if @panorama_name != ""
    @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
  end
  Graphics.frame_reset
end
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
  @fog_name = $game_map.fog_name
  @fog_hue = $game_map.fog_hue
  if @fog.bitmap != nil
    @fog.bitmap.dispose
    @fog.bitmap = nil
  end
  if @fog_name != ""
    @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
  end
  Graphics.frame_reset
end
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
i=0
for sprite in @character_sprites
  if sprite.character.is_a?(Game_Event)
    if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
      sprite.update
      i+=1
    end
  else
    sprite.update
    i+=1
  end
end
#p i
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
for sprite in @picture_sprites
  sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end


Quoteare you a scripter?
im a newb at scripting but i can do a little. probably nothing that you need, but feel free to ask (i can't do abs,ams,cms,or cbs)

just so everyone knows, im 15 years old.