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Discussion (36 Comments)Read Original on HackerNews
Interesting! I found them mostly ok, but I was playing with a keyboard. They definitely remind me of the controls of Pacman games I grew up with where (as sibling comment notes), you have to decide where you're going before you get there.
I wonder if tweaking the input buffering or adding some frames after the turn where you 'snap-back' would help, similar to ghost jumps in Mario.
The controls in this version are, for lack of a better word, sluggish compared to the tight responsiveness of the originals on a four-way joystick or using a keyboard with MAME. Even when you press an arrow key to "move" the ghost, there’s a noticeable delay, almost like it’s polling for the key-up event instead of the key-down.
Once I got that figured out, it was mostly a race to catch pacman along the long straight path at the bottom edge with the ghost's superior speed.
https://www.smbc-comics.com/index.php?db=comics&id=2736#comi...
EDIT: Found it.
https://en.wikipedia.org/wiki/Pac-Man_Vs%2E
For reference - it's a Gamecube game where the other players play as ghosts released all the way back in 2003.
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.
I caught him! So it's definitely possible. You move a little bit faster than he does so you need to anticipate where he's going.
It's not impossible. I just did. You just have to corner the man into an impossible situation. But I agree on the AI-slop or lack of quality production.