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Pac Mar Demo - Playable Game by ~Kroc:iconKroc:


Creative Commons License
Some rights reserved. This work is licensed under a
Creative Commons Attribution 3.0 License.
:iconkroc:

Artist's Comments

:megaphone: =Kroc and =InvaderMar present: :pacman: Pac Mar: Public Demo! :w00t:
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                                                :greenprobe: Click Here to Download the Demo :greenprobe:
                                                        (514 Kb - five minutes @ dialup)

:police: Important: Computer Requirements
:bulletred: Pac Mar will only play on :windows: Windows 2000 or Windows XP. Pac Mar does not run on Winodws 98 or ME yet, but may for the final version.


:blahblah: About the Game:
Pac Mar (or the completed game) is my gift to =InvaderMar for being a friend, an inspiration and kind person. I fell indebted to her for so much that this is the only way I could think of to really show how much it means to me.

I was inspired to create the game after seeing a drawing done by Mar [link] and I knew that to make it into a playable game would be one thing I could do that would be a unique gift.

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:meditation: Final Features: What to expect from the completed game
:bulletblue: Lots of levels, with increase difficulty.
:bulletblue: Different level themes as the game progresses
:bulletblue: A level editor to create your own levels and share them with friends!
:bulletblue: High Scores table
:bulletblue: Power-ups and power-downs to enhance gameplay!
:bulletblue: Opensource - the full code for the game will be available to download!

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:faq: Frequently Asked Questions
:pointr: Q: How long until the full game is complete?
:bulletgreen: A: This demo represents approximately 15% of the final game. Due to other tasks, it may be between 3 and 6 months to be completed 100%. (Read "Final Version Features" above for details)

:pointr: Q: Why must I download and install the game - why can't I play it online?
:bulletgreen: A: I do not have any Macromedia Flash skills and thus cannot make flash animation / games. My game is a standard Windows program and thus needs to be downloaded and installed to play, there is no way around this other than to learn flash and remake the entire game again :dead:

:pointr: Q: Will installing / uninstalling the game damage my computer?
:bulletgreen: A: No, absolutely not. Due to many people's concerns with installing software - or instruction from their parents to not install software, I have specifically made Pac Mar to be ultra safe to install and uninstall. In short it does not change any system settings at all and is 100% safe to install.

:pointr: Q: How did you make the game? / What is it made with?
:bulletgreen: A: Pac Mar has been written from scratch in Visual Basic 6. It is over 2'800 lines of code long. The graphics were all made by myself (with the help of =InvaderMar) In Paint Shop Pro 7. It has taken approximately one month to create thus far.

:pointr: Q: There is no music / SFX?
:bulletgreen: A: At the moment - no. The final game will feature music and sound effects. If time permits, Tanner Helland may be writing the music for the game!

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:trash: Known problems with the Demo
:bulletred: There is a rare bug whereby a Ghost will move through a wall, and sometimes get stuck on very rare occasions
:bulletred: The Kroc and Dib ghosts are not fully animated. The final game will feature much more animation.
:bulletred: Mar has no death animation. The final game will feature an animated death.
:bulletred: The How to Play screen is very basic. The final version will detail scoring, gameplay tactics and much more with animated examples.
:bulletred: There are no power ups in the demo.

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Software © Copyright Kroc Camen of Camen Design 2005. All Rights Reserved
Pac Mar © Invader Mar, PacMan © Midway 1980, Namco 2005.
Invader Zim © Copyright Nickelodeon, Jhonen Vasquez

Comments


love 1 1 joy 3 3 wow 0 0 mad 0 0 sad 0 0 fear 0 0 neutral 1 1
:iconcerhiunnhn:
Oh wow, this is awesome!

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For Jark
:iconlysistrata:
Ooo that looks so awesome! Props on all your hard work :nod:

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-Lysistrata :threaten:
[meditate & destroy]
:icontimmi-1:
:w00t:

I love it!

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.:Anewleaf:.
:iconcrazyquesadilla:
:aww: It's great so far. It's a little slow though... it may just be my computer.

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... That's what she said.
:iconinuyasha20:
COOL!!!!!!!!!!!!!!!!!!!!=D

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gallery--->[link]

;peace!!!♦=P
:iconpowerpuff-hunter:
Not bad. Not bad at all. My only complaint is that it runs slowly in fullscreen mode, and I dunno if that can be helped.

Now, being a certified Pac-Fan, here's some advice I can give you on how to improve the experience:

* PERSONALITIES: Blinky, Pinky, Inky, and Clyde all had unique patterns. I didn't notice any particular difference between your four ghosties, though I could be wrong.
* CHEW, DAMMIT!: In the original Pac games, it takes longer to plow through a line of dots than to go through an empty corridor. Would it be possible for you to implement that somehow?
* RUN AWAY, RUN AWAY: Pac-Man had one advantage over Ms. Pac-Man. Every so often, the ghosts would stop chasing you and spread out. This would make it harder to lure them together.
* TAKE YOUR TIME: If you're going to include time limits, make sure they're lenient. This game shouldn't be a race against the clock. It should, however, punish people who wander the maze and refuse to complete the level.

That's all the advice I can think of for now. Other than that, I like what you've done with the franchise. The status bar is especially cool. ("Aw, no more lovin'!") Reminds me of the wise-cracking score display from Sonic Spinball.

--
Andrew N.P. -- the Powerpuff Hunter!

31 Jan 2007. Never Forget. We are ALL Mooninites now.
:iconkroc:
Wow, you know your PacMan. Thanks for your comment

:bulletblue:personalities: Indeed I know that the ghosts have unique patterns. My ghosts also have patterns to avoid them always following the same route as each other. Dib will always head directly towards Mar. Zim focuses on the spot three tiles ahead of Mar, Kroc focuses on the spot three tiles behind Mar and Gir is entirely random. This means that they often cross each other and take different routes upwards/downwards.

:bulletblue: chew This could be implemented, I will have try it in place to see if it works well here.

:bulletblue: time limits. Indeed, the time limit to begin with will be very leniant - like 5 minutes, but as the player progresses onto the most difficult levels it will begin to reduce to make things tighter and differenciate the learning curve a bit more. With all the time in the world, there's not much more difficulty you can add between the last few levels, so the final level will likely take a lot of practice to totally master.

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camendesign.com - code is art
:iconmiksago:
hhmmmm nice i wish i could test it out
lol

keep it going it looks good and cool

what about making theme packs form the game so says thes the (hot) pink theme and a (baby/light) blue may like #00699C cept lighter
:iconenglishgirl:
wow awesome! i love it and the smoothness and running of it is very cool :)

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a buh?
:iconinvadermar:
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEE!!!!!!!!! THIS IS SOOOO AWSOME!!!!!!!!!!!!!!!! :omg::wow::excited: I SOOOOOO *explodes* XD LOVE IT!!!!!!!!!!!!!!!!!!!!!! This is fantastic!!!!!!!!! WOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!! THANK YOU SOOOOOOOOOOOO MUCH FOR MAKING THIS!!!!!!!!! :glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::glomp::hug::heart::heart::heart::heart::heart:

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October 8, 2005
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