New version of PacMan (PuckMan) for the BBC Micro

developing/porting a new game or gaming framework? post in here!

Should I keep full Res' or go 3/4 to simulate 60fps?

Stick with full resolution
16
80%
Reduce to 3/4 resolution
4
20%
 
Total votes: 20

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tricky
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Re: New version of PacMan (PuckMan) for the BBC Micro

Post by tricky »

I might do s little splash screen first.
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tricky
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Re: New version of PacMan (PuckMan) for the BBC Micro

Post by tricky »

Fixed the PacMan gets the top of his head cut off.
Still has a fast blue ghost.
Some reports of corrupt digits when eating all four ghosts, but I haven't been able to reproduce this!
byte free 80.
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Arcadian
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Re: New version of PacMan (PuckMan) for the BBC Micro

Post by Arcadian »

tricky wrote:
Sat Dec 19, 2020 10:37 am
Fixed the PacMan gets the top of his head cut off.
I don't think I ever noticed this when playing on b2 - was it an emulation issue affecting BeebEm/jsbeeb, that you've managed to fix via tweaking the Pacman code? Or was there definitely something up?
For a "Complete BBC Games Archive" visit www.bbcmicro.co.uk
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tricky
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Re: New version of PacMan (PuckMan) for the BBC Micro

Post by tricky »

The problem is that the lives remaining get drawn at the character vertical offset that PacMan was last at.
If you start a game when PacMan is half way between dots vertically, the lives will be drawn vertically offset.

If you are using beebjit, add -opt video:render-every-ticks=128 to the command line to stop PacMan from hiding. You can use this all the time AFAIK and remember, beebjit isn't even version 1.0 yet.
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