Description:
"Pax-Man" is a project that I started a while back
before "Jungles of Maxtheria". The goal was to learn grid-based
programming using tiles with arrays. This is how the old school
arcade games did it. They used tiles in a grid then they moved the
objects from tile to tile. Today, we just move game objects and
put colliders (invisible walls) around the objects for interaction.
So what better way to learn this than to clone the most popular arcade
game of all time. This game is not emulated (such as using MAME). It is
all original
code. The arcade version was written in the 1970s in assembly
machine language with limited resources(which, BTW, is extremely hard to
do). "Pax-Man" was written in Unity with C#. So there would
be small differences. One obvious difference to me is the slash
mark in-between CHARACTER and NICKNAME on the opening title screen.
The font I am using is close, but not perfect. The arcade
version's slash was more horizontal so it was rotated clockwise
a little more.
Obviously, the game can not be released in the
current form with the graphics or audio. However, once complete,
then the graphics and audio can easily be replaced with new ones.
So we'll just say they are temporary placeholders. The maze too can be redone real fast. Finally, the gameplay would
switch over to "Pax-Man" which has a few new twists. This would still be a maze-based game,
but far enough away to be considered original. What you see has
taken only 4-5 days of work. As far as completing the project, I am not
sure. This was just something to do to learn programming.
Whenever I get around to it then I might mess with it some more.
For now, it is just a demo.
Copyright and
Trademark:
"Puck-Man" is a trademark of Namco(Japan) and
"Pac-Man" is a trademark of Bally/Midway(USA). Its graphics and
audio are also copyrighted to Namco and Bally/Midway. The software
code and this original version are copyrighted to SlifkerGames. No
relation between SlifkerGames and Namco/Bally/Midway is implied.
- A new
gameplay video was uploaded to YouTube. This is in HD 2K and the
length of the video is a little shorter that the first one.
- Someone
wanted to see this project so I added it to this web page. As this is a
demo project, who knows if or when I'll ever mess with it any more.
This does show that I can port a game over faithfully. So what
needs to be done? 1)Finish the movement around the grid,
2)Power Pills, 3)Ghosts. It seems like a lot but really isn't.
The big part is the programming the grid for movement.
Alphabet
Google
Android: - Android 10+ (Quince Tart)
(API 29+).
- ARM or ARM64.
- OpenGL ES2.0+, OpenGL ES3.0+, Vulkan.
- 1GB+ RAM.
Alphabet
Chrome OS: - Most Chromebook
models starting from late 2016 should have the Google Play Store
pre-installed to be able to download and run Android or Chrome apps.
- There
are some Chromebook models that will run Linux apps natively as well.
Apple iOS (iPhone/iPad):
- Apple iOS 12.0+.
- Metal graphics.
Apple Macintosh: - macOS 10.13+ (High Sierra)
- Apple Silicon, x64 with SSE2.
- Metal capable Intel & AMD GPUs.
Microsoft Windows (EXE): - Window 7 (SP1+) +.
- x86, x64 with SSE2 instruction set.
- DX10, DX11 or DX12.
- This will work on Windows operating systems after Windows 7 (Windows
10 & 11). Microsoft Windows 10/11 (UWP): - Windows 10 or Windows 11.
- x86, x64 with SSE2 or ARM, ARM64.
- DX10, DX11 or DX12 GPUs.
- This
version will not work on Windows operating systems before Windows 10
(See .exe).
Windows 10/11
(Linux): - Newer build versions of Windows 10 can run Linux apps but may
require addtional setup first (WSL).
- Windows 11 can run Linux apps (WSL) and Android apps but may require
additional setup first (App Store).
- "Windows Subsystem for Linux" (WSL) is available on the Windows Store.
COMING (Uncertain Release)
- Currently under development with a
multi-platform release.
(c) This page and the entire site
including all text, graphics, videos are copyrighted by SlifkerGames,
LLC