The NEW Build Your Own Arcade Controls
Main => Project Announcements => Topic started by: Sjaak on September 19, 2012, 07:25:01 am
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I'm seeking the help of all creative people on this forum.
I've created a clone of the "Pac Man Battle Royale" game (http://forum.arcadecontrols.com/index.php/topic,119032.0.html) from Namco. For obvious reasons I cannot distribute the game, but if I change the characters/graphics and alter the game play enough, it shouldn't be too much of a risk.
So fire up your favorite graphics design software and help create a new original game. Anything goes, even monkeys chasing 4 sentient bananas.
Pac Man Battle Royale (PC Version) (http://www.youtube.com/watch?v=fJrePoh4b7k#ws)
Design specs:
Good guys (4)
6 (120px x 120px) frames for when the main character is powered up, this is scaled down to 50% when the character is not powered up
6 (120px x 120px) frames for when the main character is blinking (just before powerdown)
6 (60px x 60px) frames for when it is being chased
15 (60px x 60px) frames for the death sequence
15 (60px x 60px) frames for the death sequence when it is being chased
Example:
(http://www.xs4all.nl/~hansolo1/royale/player.jpg)
Bad guys (4):
2 (60px x 60px) frames for the main animation
1 (60px x 60px) frame for a fading trail
2 (60px x 60px) frames for the main animation when it's being chased
1 (60px x 60px) frame for a fading trail when it's being chased
2 (60px x 60px) frames for the main animation when it's blinking
Example:
(http://www.xs4all.nl/~hansolo1/royale/ghost.jpg)
Pills (2)
1 or more (60px x 60px) frames for the normal pill
1 or more (60px x 60px) frames for the power up pill
In the game the pills are also animated, like this:
(http://www.xs4all.nl/~hansolo1/royale/powerpill.gif) (http://www.xs4all.nl/~hansolo1/royale/pill.gif)
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Reserved
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Sjaak, you've done an absolutely amazing job building this game so far! Thanks for offering this redesign contest!
I'd like to know if it would be possible to get examples of the good guys, bad guys, and pills you've used in your version of PBR ... just to get an idea of what to build.
Also, is Banana Royale the finalized theme for this contest?
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:applaud: :applaud: :applaud:
This is going to be awesome!!!!!!
:cheers:
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Sjaak, you've done an absolutely amazing job building this game so far! Thanks for offering this redesign contest!
I'd like to know if it would be possible to get examples of the good guys, bad guys, and pills you've used in your version of PBR ... just to get an idea of what to build.
Also, is Banana Royale the finalized theme for this contest?
I've put up some examples and there's a lot more stuff to design (sparkles, flashes, wooshes and the parts of the maze). Banana Royale is not the finalized theme. I really hope someone comes up with something better.
I'm thinking Alien Royale: Your alien ufo spacecraft is stranded on earth and you're being chased by generic men in black costumes. Abduct a cow to power up your spaceship and destroy the other aliens.
(http://www.xs4all.nl/~hansolo1/royale/alien.gif)
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There is nothing better than Banana Royale. Just wait. You'll see!
Oh, and I don't think a pill redesign is necessary as its hard to copyright a yellow circle. Can that be optional?
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This is really awesome. Would it be at all possible to have your program read the images from a folder upon start-up? That way folks could customize the game as they see fit.
Thanks for doing this. :applaud:
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Very cool idea for this contest. It would also be super cool to make the game skinnable so users could have a bunch of different themes to select from on the fly. Obviously you'd probably have to have a more generic name for the game like "Pellet Plunder" or something that wasn't theme specific... just thinking out loud here. Either way great work so far!
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I'm thinking Alien Royale: Your alien ufo spacecraft is stranded on earth and you're being chased by generic men in black costumes. Abduct a cow to power up your spaceship and destroy the other aliens.
Steven Spielberg called. He wants E.T. back. ;D
This contest should be a ton of fun for the forum. Great stuff.
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And I am just guessing, since the point of this is to not infringe on copyright, that all designs need to be original to qualify. So no Teenage Mutant Ninja Turtles: Sewer Royale, as well as no using the sprites from an old NES game and plopping them in as-is.
Obviously you'd probably have to have a more generic name for the game like "Pellet Plunder"
how about "Period Munchers" ;D
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how about "Period Munchers" ;D
I can see it now... A mustached hero being chased by bloody rags...
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how about "Period Munchers" ;D
Sounds like something PBJ has been mulling over... >:D
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I don't want to reveal my theme but I'd just like to say it's super hard to render nihilists at that resolution and Jeff Bridge's beard looks terrible, but the White Russians looks great!
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I don't want to reveal my theme but I'd just like to say it's super hard to render nihilists at that resolution and Jeff Bridge's beard looks terrible, but the White Russians looks great!
The dude abides. :lol :cheers:
I'm as much luck as you are. Those topless photos of Kate Middleton do not translate well to the low resolution. I am having similiar troubles with Alf and the Hamburgler doing a 3 legged race. However it is surprising how dapper Grover Cleveland looks in a 120 pixel frame. You can even make out the Kazoos I put in his ears.
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I don't want to reveal my theme but I'd just like to say it's super hard to render nihilists at that resolution and Jeff Bridge's beard looks terrible, but the White Russians looks great!
I think you're missing the whole avoid copyright infringement thing . . . Dude.
It could be an interesting aftermarket skin, though. Are you including the rug?
Scott
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http://forum.arcadecontrols.com/index.php/topic,122705.msg1303045.html#msg1303045 (http://forum.arcadecontrols.com/index.php/topic,122705.msg1303045.html#msg1303045)
(http://i577.photobucket.com/albums/ss219/Louis_Tully/0902121502.jpg)
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Meme Royale
Troll faces would make good ghosts. :lol
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Meme Royale
Troll faces would make good ghosts. :lol
X2 Warz!
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I'd just like to state that this is no joke. Even using keyboard shortcuts and working from a template it's taken me a long ass time to get through the characters and this is just a rough draft to see how it'll look. My monkeys had better look awesome or I'll be severely put out.
Sjaak, how do you want everything? Each frame individually? What's the naming convention you're looking for? If I send you my monkeys can you drop them in and tell me if they look like hammered ass or not?
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Just make it K.C. Munchkin Battle Royale :lol
Very cool that this is happening... been a big fan of the project and it sounds like replace-able graphics will make it ok to release... love it!
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Working idea for those artistically inclined:
"Queen Anne's Revenge"
Since 60x60 pixels is plenty of room for emoticons, use a rendition of the common 3d smilie face. http://forum.arcadecontrols.com/Smileys/classic/blank.gif (http://forum.arcadecontrols.com/Smileys/classic/blank.gif)
"GOOD GUYS"
Pirates of course! Blackbeard and any others from the golden age.
"BAD GUYS"
Naval officers from various countries (change their hat colors). Pick historically accurate names for each.
"Pellets" look like a coin (assuming they are skinnable) and power pellets are big coins spinning around a vertical axis.
All kinds of options for cut scenes/death scenes/bonus items. Boats, skulls, chests, etc.
See attached image for excellent example [stolen off my internetz]
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Rather than sentient bananas being chased by monkeys I'm doing monkeys chased by witch doctors. I stuck with Blue, Yellow, Red, Pink as the player colors and the flash is a negative of the character. Chased version for all monkeys is the purple. Death is a fade to skeleton with a collapse. Banana power pill animation sequence is at the bottom. Oh and if you can't tell it is extremely Monkey Island inspired. Think of it as a mash-up. Sjaak, let me know how you need this all broken up if you want to give it a try. I'm curious to know if the monkey crawl looks legit. Well, as legit as you can get with blue monkeys. Maybe it's too legit. I still think Banana-Royale has a nice ring to it.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=268767;image)
If I'm feeling really froggy I'm going to do 4 astromech droids being chased by Jawas. Maybe "Tatooine Royale". If anybody else wants to jump on that golden nugget of a bad ass idea feel free. Geogie-pie loves fan based stuff anyway.
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Rather than sentient bananas being chased by monkeys I'm doing monkeys chased by witch doctors. I stuck with Blue, Yellow, Red, Pink as the player colors and the flash is a negative of the character. Chased version for all monkeys is the purple. Death is a fade to skeleton with a collapse. Banana power pill animation sequence is at the bottom. Oh and if you can't tell it is extremely Monkey Island inspired. Think of it as a mash-up. Sjaak, let me know how you need this all broken up if you want to give it a try. I'm curious to know if the monkey crawl looks legit. Well, as legit as you can get with blue monkeys. Maybe it's too legit. I still think Banana-Royale has a nice ring to it.
If I'm feeling really froggy I'm going to do 4 astromech droids being chased by Jawas. Maybe "Tatooine Royale". If anybody else wants to jump on that golden nugget of a bad ass idea feel free. Geogie-pie loves fan based stuff anyway.
If you get me the image without a transparent background instead of a black, I can run some tests.
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That is awesome, Le Chuck, but wouldn't using Monkey Island characters defeat the purpose of making it not copyright infringing?
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Trip, everything has been altered past what is generally required for image use. No where in MI do any of the images appear as shown here. It's fan based and inspired by. If I had full images of four different ghost LeChucks chasing Guybrush, Elaine, Voodoo Lady, and Herman Toothrot then I'd probably be in a red area but even then, LA doesn't really mind stuff like this.
Sjaak, attached rar has all the transparencies.
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you've got some 8 bit pixel art chops, Le.
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you've got some 8 bit pixel art chops, Le.
Thanks but it isn't a contest... what's that? It IS a contest!? Ah man, now I've got stress related bubble guts!
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Been thinking about Droid Royale/Tatooine Royale more. I have good shots of R2 and R5 and even a good GONK to work with but I'm having trouble coming up with a fourth candidate and I don't really want to do C3P0 because as a stand up hominid form he tends to waste a lot of the usuable pixel area, ditto that bug eyed imperial droid. Any other good droid recommendations? Need one more. Also, rather than four jawas I was thinking about trying to do a tusken raider, a sand trooper, a jawa, and summink else.
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Make a gif of your monkeys Chuck. I want to see them animated.
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Make a gif of your monkeys Chuck. I want to see them animated.
I don't work for you!
Okay.
Yellow monkey stationary - looks odd to me this way
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=268817;image)
Red monkey moving - lot better this way
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=268818;image)
And the witch doctors
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=268820;image)
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Le, please have an animation of the dying monkey/skeleton on my desk by 8:00 am tomorrow. Dismissed.
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Don't you people have your own themes do be designing?
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Here's my submission. It's called Half assed Heroes.
Here are the heroes:
Captain clap :applaud:
Sir shocked: :o
Sad Sal: :'(
and the Condescending Crusader: ::)
Here is the Death sequence: :blowup:
Power pellet: :spam:
Bad guy: :burgerking:
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Don't forget the PBJ: :oldman
Nice work, Le Chuck. A new skin for this game makes it a lot more interesting to me. Pac-Man's been done to death.
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Don't forget the PBJ: :oldman
Nice work, Le Chuck. A new skin for this game makes it a lot more interesting to me. Pac-Man's been done to death.
Thanks man, I thought about four Konkey Dongs chasing a Ms. Pac-Man but in that game Ms. Pac-Man always loses.
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I've contemplated having Opt2not doing some Konkey Dong artwork for this, but he reasonably expects to be paid and I want to make sure I like the actual gameplay first.
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I generally like being paid. :)
Cool idea for this! I was thinking Fat Kid and Smarties as a theme myself. "Like a fat kid on a smartie" has been a phrase I've been hearing lately, and Pacman being a bottomless pellet pit seems to fit!
The ghosts could be jocks with letterman jackets. :-)
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Been playing around with two different Star Wars themes. These aren't original work but instead are sprite rips from the SNES games. They have been altered in a minor way but these should not be construed as being original works. Still, I think it'll be a fun theme and while I'm waiting for parts to arrive it gives me something to do... plus I think it would be totally fun to have a few SW skins for this great game.
Droid Royale: Four droids are lost in the sands of Tatooine. Seems that everybody is after our favorite droids. Help R2, C3P0, Gonk, and R5 (bad motivator) get away from Jawas, Gamorrean guards, Storm Troopers, and Tusken raiders.
So far I've finished the baddies. I'll up load more.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=268974;image)
My other SW theme is going to be the bounty hunters chasing Luke, Leia, Han and Chewy. Baddies finished for that one as well.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=268975;image)
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I have good shots of R2 and R5 and even a good GONK to work with but I'm having trouble coming up with a fourth candidate . . . . Any other good droid recommendations?
How about a MSE-6-series repair droid (http://starwars.wikia.com/wiki/MSE-6-series_repair_droid) like the one Chewie barked at on the Death Star?
(http://images1.wikia.nocookie.net/__cb20080318141839/starwars/images/thumb/b/b7/MSE-6_btm.jpg/250px-MSE-6_btm.jpg)
Scott
Edit: Related video.
Robot Chicken: Mouse Droid (http://www.youtube.com/watch?v=qbBdixsqC3U#)
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Awesome work Le Chuck!
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I have an idea for a theme that makes "sense" (at least more than the original Pacman). Unfortunately, I have no artistic skills (the attachments are not my own work and are only here for example). Anyway, here it goes:
4 pirates have a disagreement about the loot they've plundered and kill each other in the process. These pirate ghosts play the role of the ghosts in the game (throwback to the original). They now haunt the graveyard in the middle of the screen but come out whenever someone touches their gold. The parrots of the pirates are the only one's who remember where their masters have hidden the gold. The parrots play the role of Pacman and have the same base color as their master (hence 4 total colors). So the parrots go around collecting the loot (coins) and the power pellets are represented by treasure chests that contain weapons/armor that can be used against the ghosts and the other parrots (or you could just call it a magical potion and stick with enlarging the parrot).
P.S. I sent a message to skudfisher (he made the last ghost pirate) but either he wasn't interested or he didn't get the message but I really like his animation style
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Han, Luke, Leia, and Chewy are ready. I need to do their death sequences but don't want to put an assload of work into deaths for them if this isn't going to get skinned. It's fun anyway, now I have my own little custom SW gifs to mess with as needed.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=269092;image)
Sjaak, any word on my monkeys?
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I just want to say that Le Chuck is kicking ass here. :applaud: :applaud:
That is all.
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Quick test with yellow monkey. At full hd resolution the monkey looks a bit blocky, but I think the animation works.
http://youtu.be/CbcJVKavcH4 (http://youtu.be/CbcJVKavcH4)
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I don't think it looks bad, but it makes be a bit dizzy looking at a monkey walking upside down.
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Been quite some time since the last update on this! Any word on how things are going? Any more submissions?
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I am also *really* interested in this project and would love to hear how it's going. would it be possible to add a setting so that all text is right side up (for those of us not playing on a cocktail cab)? thanks again for the terrific work - your cab looks fantastic!
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Wow, makes me wish I had any sort of art skills. Great job Sjaak, the game looks fantastic :applaud:. And +1 for LeChuck's Monkey theme.
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I would love a 4:3 version of this... I saw the pedestal version at Dave and Buster's a few weeks ago and it looked like a lot of fun! Maybe after my 21" crt dies I'll swap in a 1080p monitor :)
I also think that a skinnable version of this would be great. That way you can distribute it as Banana Royale, avoiding any legal issues, and it could be customized to fit the theme of anyone's cabinet if they had the skills/motivation to create the artwork/sounds.
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+1 for the skinnable version.
I was in the making of a coffee table with a 24" or a 27" touch screen, but then I stumbled on your AMAZING Battle Royal cabinet project, and... I badly need one now!
So I am considering buying a 32" LCD screen and converting it in a touch screen...
:dunno
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I am quite excited by this. Need a new project, could see myself making a 4 player cocktail for it.
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please shareeeeeee!!!!!!!!!! :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
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Sjaak, ou owe us a status update before you are carried away by other tasks. Sept 28 was like 3 months ago *ahem cough cough*
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Sjaak, ou owe us a status update before you are carried away by other tasks. Sept 28 was like 3 months ago *ahem cough cough*
I am really sorry about the lack of updates. I was hoping to get a bigger response with lots of different ideas and sprites. But the only one that came close to a working skin, was the monkey island theme. So not much of a contest there.
I would like to thank all the people that supported this thread personally, so please send me a pm with your email information.
Also I have a bit of off topic news. I recently spoke to someone at Namco. They had seen my cab and software and told me I had done an excellent job and had a great eye for detail.
I thought that was really cool of them, because they could also have sent me a completely different letter...
So a big +1 to the amazing people at Namco :applaud:
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Sjaak, ou owe us a status update before you are carried away by other tasks. Sept 28 was like 3 months ago *ahem cough cough*
Also I have a bit of off topic news. I recently spoke to someone at Namco. They had seen my cab and software and told me I had done an excellent job and had a great eye for detail.
I thought that was really cool of them, because they could also have sent me a completely different letter...
So a big +1 to the amazing people at Namco :applaud:
:cheers:
That is ridiculously awesome of them!
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You could cut down on the animations by using car sprites. I googled GTA car sprites and came up with a ton of stuff like this:
(http://img224.imageshack.us/img224/6135/redcarnicerh4.png)
and
(http://www.gouranga.com/images/gta/sa-cars.jpg)
Take your pic, I can animate the lights and do up crushed car animations for the ones that people like. Super easy and super fast. I'll just change the power pill to a nitro tank or fuel can or something.
I'm leaning towards 4 cop cars chasing 4 different colored open wheeled racers - that way when they supersize they look like monster trucks and it fits in the theme a bit.
Thoughts?
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Just an idea, I'll complete if there is interest
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=274609;image)
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I was hoping to get a bigger response with lots of different ideas and sprites. But the only one that came close to a working skin, was the monkey island theme.
So, no luck with Droid Royale (http://forum.arcadecontrols.com/index.php/topic,122718.msg1304081.html#msg1304081)?
Scott
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Just an idea, I'll complete if there is interest
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=274609;image)
I actually think this one is a winner, Chuck.
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I was hoping to get a bigger response with lots of different ideas and sprites. But the only one that came close to a working skin, was the monkey island theme.
So, no luck with Droid Royale (http://forum.arcadecontrols.com/index.php/topic,122718.msg1304081.html#msg1304081)?
Scott
I'm still willing to finish out the sequence on that one but only if it'll be completed. I can feel Sjaak's pain as doing all that art is an undertaking. Besides it's kind of awkward when the characters end up running around upside down.
Just an idea, I'll complete if there is interest
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=274609;image)
I actually think this one is a winner, Chuck.
I think so too, one huge issue it solves is the character upside down issue that we ran into with the monkeys. Plus the animations are really easy, at most I can do three frames for the cars to make it look like the wheels are spinning, anything more than that is overkill. The bottom row is the flash sprite row so those cars would only be seen when flashing to change size. The white car by the cop car set is the "scared" car. I figure the ghosting trails will be real easy too as they'll just be skid marks and smoke. Still, I'm waiting on word from the boss man before I take this any further. Maybe the "scared' cop cars could turn into taxis, that's be fun. Also I can do a few different cop cars but I thought I'd just keep them the same at do 4 different number sets on the trunk...yes there will be a car 54.
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Also I can do a few different cop cars but I thought I'd just keep them the same at do 4 different number sets on the trunk...yes there will be a car 54.
Several more TV/movie callsigns for the suggestion box:
1A12 - Adam-12 (http://en.wikipedia.org/wiki/Adam-12) (Pete Malloy and Jim Reed)
Unit 91 - Super Troopers (Foster -- fishing cop during the opening chase)
Unit 23 - Super Troopers (Thorny and Rabbit)
8L30 - Die Hard (Al Powell)
* 3W56 - Lethal Weapon (Riggs and Murtaugh -- * unmarked car)
** 14-60 - Lethal Weapon 3 (Murtaugh -- ** armored car)
I'm still willing to finish out the sequence on that one but only if it'll be completed. I can feel Sjaak's pain as doing all that art is an undertaking. Besides it's kind of awkward when the characters end up running around upside down.
Is it possible to set a "player control side" option so that each player's sprites are oriented to their control positions? Display a color band on each side of the monitor during the setup screen and select the corresponding color for each player position.
If player 1 controls are on the "bottom" side of the monitor, you could take the right walk animation and rotate it 90 degrees CCW for up, 270 degrees CCW for down, and mirror it for left.
For Left and Right the feet are toward the player, for Up the feet are on the right, for Down the feet are on the left.
Not sure if it would look goofy on a cocktail setup like Sjaak's with players on opposite sides -- your sprites rightside-up, the opposite player's sprites upside-down. :dunno
Scott
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I animated some stuff. Thanks PL1 for the car numbers, I added a personal fav, 55 - from the Blues Brothers.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=274660;image)
You might have to double click to get it to load up. Just noticed I messed up the wheel animation for the scared roadster. They flash rather than spin, easy fix. I can do the death sequence a few ways, I'm thinking just a quick crushed car should be good.
Hey Sjaak, will this work? Also is there an issue using fewer frames than the alloted? I stuck to two for the cop cars and am only using two for the player cars now. I don't want to keep working on this if I'm just spinning my wheels. Spinning my wheels, get it! Nobody gets my humor. :angry: :laugh2:
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I'll do a version with one car to see how it looks.
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Okay, I'll get some files posted up for you right quick.
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Lookin' good, Le Chuck. :notworthy:
One question: Why are the lights on the cop cars in a chevron formation instead of in a straight line?
Scott
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Red car - large size, two frames, should have transparent backgrounds
PL1 - dunno. That's the one that I downloaded to mess with and I didn't bother to change it.
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Don't have the right software to edit animated .GIFs, but this is my MS Paint-thetic attempt to explain what I had in mind. :lol
Center red light gone and the other 4 lights brought onto one line.
Scott
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Don't have the right software to edit animated .GIFs, but this is my MS Paint-thetic attempt to explain what I had in mind. :lol
Center red light gone and the other 4 lights brought onto one line.
Scott
I understood. That train already left the station. At this point I'd either have to regenerate all 20 needed cars from scratch or alter each one individually and that's way to much work to make a happy/glad change.
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This is an amazing project and an amazing idea.
I wish I had the skills to help out in some way.
If I had the skills you'd have some slick ass looking Penguins.
I like Penguins..........sadly........no skills !
None the less awesome thread.
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This is an amazing project and an amazing idea.
I wish I had the skills to help out in some way.
If I had the skills you'd have some slick ass looking Penguins.
I like Penguins..........sadly........no skills !
None the less awesome thread.
For some reason this post struck me as oddly poetic so I composed a haiku
Penguins frolick
And avoid killer whales
Alas, can't program!
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wow. i dont know how i missed this thread. i remember seeing your build thread and saying, i hope he gets copys of the game out to the community.
is it possible to release a version of the game, with the sprites in a folder that we can edit as we see fit?
pacman or not, this looked like a fun game, id love to have it on my cab... whenever i finish building it.
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Found this (http://www.lostgarden.com/2007/05/dancs-miraculously-flexible-game.html), maybe I can do something with that.
is it possible to release a version of the game, with the sprites in a folder that we can edit as we see fit?
I think there are more than 300 sprites in the game, all divided in a dozen spritesheets. I don't think anyone will take the time to create that amount of graphics. Otherwise this thread would have been full of people making sprites. And the sounds would also have to be replaced.
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ahh. thank you for the clarification. I wish i was an artist, would create something.
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Sjaak,
If you made a version that just loading in a set of png files to get the sprites that would work probably best. Someone could then create their own sprites if they wanted. You could release the game right now if it were skinable and then let the community have at it.
-Syco54645
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Sjaak,
If you made a version that just loading in a set of png files to get the sprites that would work probably best. Someone could then create their own sprites if they wanted. You could release the game right now if it were skinable and then let the community have at it.
-Syco54645
Yeah, the problem is that there are more than 300 sprites in the game and I would have to describe all the spritesheets, coordinates and sizes. And then there's the sound effects...
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Couldn't you release all the sprites as blanks with sizes specified?
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Couldn't you release all the sprites as blanks with sizes specified?
Ideally it would be a complete example set of sprites, and a complete example set of sounds, completely unrelated to Pacman, with a license agreement allowing us to use his sample artwork however we wish.
From those example sets we could do whatever we wanted for our own purposes.
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whatever happened with this project? i was so looking forward to it
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whatever happened with this project? i was so looking forward to it
I suspect this (http://forum.arcadecontrols.com/index.php/topic,129479.0.html) has something to do with the slow progress.
Scott
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whatever happened with this project? i was so looking forward to it
I suspect this (http://forum.arcadecontrols.com/index.php/topic,129479.0.html) has something to do with the slow progress.
Scott
That is a shame, this game is a lot more fun imho...
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Man i hope this project comes back, I cant wait to build my own!
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whatever happened with this project? i was so looking forward to it
I suspect this (http://forum.arcadecontrols.com/index.php/topic,129479.0.html) has something to do with the slow progress.
Scott
That is a shame, this game is a lot more fun imho...
Well, there is some real graphics, sound, and programming talent on display over there. If that team comes over here next then good things will happen.
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Well, there is some real graphics, sound, and programming talent on display over there. If that team comes over here next then good things will happen.
Now that is a brilliant idea :applaud:
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If there were only 48 hours in the day
1. I'd be better at pixel art
2. I'd already have done this :)
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Well, there is some real graphics, sound, and programming talent on display over there. If that team comes over here next then good things will happen.
Now that is a brilliant idea :applaud:
I was thinking the same thing while witnessing the work and community effort shown in the Fix-it dropbox.
A while a go I started on my own Pacman Battle Royale clone. The project is currently on hold (started work on my coffeetable project), so I might as well post the stuff I've written in my notebook about what I had in mind.
First, the gameplay is exactly as the Pacman B.R. so keep that in mind.
So:
The theme is halloween (my prototype C# project was named 'Candy Nightmare').
Replace the pacmen with human characters. Replace the pellets with candy (sugarcanes, chocolates) the powerpills are replaced by bigger candy (lollypops) .
Now here is the biggest change: when a player eats a powerpill they turn into a big monster (vampire, mummy, werewolf, frankenstein). So the large pacmen are actually unique monsters. The bumping and eating mechanism will still be in tact.
The ghosts are ghosts in the same graphic style as the rest of the game. I used the same maze layout but with graphics like a park or a graveyard (tried to get a style similar to ghouls'n ghosts).
Other notes I made was to have a character select screen, and instant join mini selection (much like in the game Rampage). The player can pick the monster they want to be (unless allready taken by another player). The characters would be linked to their monster (for example the female human will turn into a vampire, the blackhaired guy named Victor turns into frankenstein).
I did some tests for special effects, such as a comicbook lightning crash when a player eats a powerpill and an animation for the transition between human and monster while keeping control over the character as not to interrupt the gameplay.
Another thing I hoped to incorporate was configurable player (score) positions, as not everyone will have a 4 player cocktail table such as the origional. Ofcourse it has to act like a real arcade game ("insert coin to join in" and Cab friendly controls).
I have made more notes and did some experimental code but this is the basic outline.
If Sjaak wants to join in, the biggest portion of the game is there- with a community effort we could have our own PacMan Battle Royale version!
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Well, there is some real graphics, sound, and programming talent on display over there. If that team comes over here next then good things will happen.
Now that is a brilliant idea :applaud:
ill be more than happy to help with any project Sjaak would want to dirty his hands with, as soon as the FIFJ proj. is complete all i would need is an invite to work on the next big thing. I'm no professional at making games but i am a firm believer that what is your best, can be better, and to always strive for more. so I take it that a "re-sprite" for this is the next project?
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Also I have a bit of off topic news. I recently spoke to someone at Namco. They had seen my cab and software and told me I had done an excellent job and had a great eye for detail.
I thought that was really cool of them, because they could also have sent me a completely different letter...
So a big +1 to the amazing people at Namco :applaud:
I was thinking with the above in mind, why not just release it with the Pac-Man theme in-tact, when it's finished?
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Also I have a bit of off topic news. I recently spoke to someone at Namco. They had seen my cab and software and told me I had done an excellent job and had a great eye for detail.
I thought that was really cool of them, because they could also have sent me a completely different letter...
So a big +1 to the amazing people at Namco :applaud:
I was thinking with the above in mind, why not just release it with the Pac-Man theme in-tact, when it's finished?
Because they would sue me in a heartbeat...
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So I guess the guy you talked to was not that "high up" as it were? I wonder why this would be a problem, but not so much Felix? Just because it's not commercially available?
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So I guess the guy you talked to was not that "high up" as it were? I wonder why this would be a problem, but not so much Felix? Just because it's not commercially available?
Anyone can create anything copywritten for their own use. It is not a copyright violation for Sjaak to create HIS OWN Fix-It Felix Jr. machine.
It would be a very large crime indeed for Sjaak to distribute the finished product, outside of a single 1-on-1 sale of the machine he is now creating.
For example, (according to US law; I don't know where sjaak lives) Sjaak can create this cabinet and game and everything, sew it up into a nice little package and keep it for himself or sell it without any repercussions. If, however, Sjaak decides to continue producing more, and selling them (at a loss, or at a profit, or whatever) then he is in violation of US copyright law.
It is not related to profit, it is not related to use, it is related to distribution. distributing copyrighted works is against the law, in the US. Sjaak is avoiding the entire issue by not distributing the final form of his work (though Sjaak is violating copyright by distributing the beta, it's pretty small-fry violation and is not going to be enforced.)
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So I guess the guy you talked to was not that "high up" as it were? I wonder why this would be a problem, but not so much Felix? Just because it's not commercially available?
Anyone can create anything copywritten for their own use. It is not a copyright violation for Sjaak to create HIS OWN Fix-It Felix Jr. machine.
It would be a very large crime indeed for Sjaak to distribute the finished product, outside of a single 1-on-1 sale of the machine he is now creating.
For example, (according to US law; I don't know where sjaak lives) Sjaak can create this cabinet and game and everything, sew it up into a nice little package and keep it for himself or sell it without any repercussions. If, however, Sjaak decides to continue producing more, and selling them (at a loss, or at a profit, or whatever) then he is in violation of US copyright law.
It is not related to profit, it is not related to use, it is related to distribution. distributing copyrighted works is against the law, in the US. Sjaak is avoiding the entire issue by not distributing the final form of his work (though Sjaak is violating copyright by distributing the beta, it's pretty small-fry violation and is not going to be enforced.)
This is all already well trodden ground from the original PMBR thread FYI but you're right personal no distributional use is fine. I'm just patiently waiting for the promised art revamp. I'll be in the corner with a magazine.
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ill be more than happy to help with any project Sjaak would want to dirty his hands with, as soon as the FIFJ proj. is complete all i would need is an invite to work on the next big thing. I'm no professional at making games but i am a firm believer that what is your best, can be better, and to always strive for more. so I take it that a "re-sprite" for this is the next project?
You have been invited!
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i'm in like Flynn... (no arcade pun intended).
Really excited to get this going. :cheers:
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Sjaak I left you a pm offering my assistance .
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Sjaak I left you a pm offering my assistance .
Received and replied :)
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I'm a professional graphic designer (full time Creative Director) and an arcade junkie.
I own Persudio Design:
http://www.persudiodesign.com (http://www.persudiodesign.com)
and know Photoshop, Illustrator, Indesign, etc like the back of my hand.
This project looks intriguing. Love the Pac-Man Battle Royale clone idea. How can I help?
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We have a small project group with ideas for the game. For now we've mostly juggled some ideas, but we seem to struggle on getting the graphics where we want. So if you want to help out and Sjaak (he manages the project) is okay with this, I would like to have a professional take on the graphics for the game. It's mainly the pixel work that is holding us back I think.
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We have a small project group with ideas for the game. For now we've mostly juggled some ideas, but we seem to struggle on getting the graphics where we want. So if you want to help out and Sjaak (he manages the project) is okay with this, I would like to have a professional take on the graphics for the game. It's mainly the pixel work that is holding us back I think.
I've invited Wade to join the project. His help would really be appreciated.
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Thanks for the invite. I got the link to the Dropbox and the Zoho Projects portal.
I was able to see the assets in the Dropbox but I wasn't able to link up to the Portal. Got busy (real life) and by the time I got back the portal URL had expired. How do I get back into the portal to get my marching orders? Resend the portal invite?
Looks like a cool conversion so far.
Thanks.
[Edit] OK, I got the new link and logged in but it there's no forum or list. Kinda blank outside of the site branding. Could be because I'm on a Mac. Let me check this tonight on my PC.
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Welcome Wade :-)
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Glad to see this continuing along... Still want to build a machine for this game...
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http://www.joystiq.com/2013/06/12/pac-man-museum-collection-coming-to-digital-platforms-includes/ (http://www.joystiq.com/2013/06/12/pac-man-museum-collection-coming-to-digital-platforms-includes/)
Well if you can wait, it will be coming out this summer on steam...... awesome
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Still I'd like to get the custom version tailored to our cabinet needs.
I'm just so stuck with work and family things that I have little time to spend on my arcade hobby at the moment :angry:
To Sjaak: Hopefully my home situation will get better in a few weeks, so I'll pick up the sprite work again. It's still on my list.
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http://www.joystiq.com/2013/06/12/pac-man-museum-collection-coming-to-digital-platforms-includes/ (http://www.joystiq.com/2013/06/12/pac-man-museum-collection-coming-to-digital-platforms-includes/)
Well if you can wait, it will be coming out this summer on steam...... awesome
The Pac-Man Championship Edition DX update is coming this summer, Pac-Man Museum won't hit until Q4 (winter) this year :(
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Never before has a stickied thread produced less :lol
^ is meant to be motivating rather than chiding FYI
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Just to throw this in, I'm a musician, arcade game nerd since the beginning and have a ton of pro gear. I would be more than happy to do sound effects and in-game music for the remake. I've got old school synths from the 70's to current gear along with a ton of odd and end sound effect making stuff.
-Mc
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Preordered this for myself and My brothers kids aswell..
(Dx+)
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Just to throw this in, I'm a musician, arcade game nerd since the beginning and have a ton of pro gear. I would be more than happy to do sound effects and in-game music for the remake. I've got old school synths from the 70's to current gear along with a ton of odd and end sound effect making stuff.
-Mc
How about something very inspired by Benny Hill? :lol
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Hi :)
is there some news on the project ?
i have build a 4 players tabletop for personal use : i play bomberman on it :)
but i really like to test this one :)
cya
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The official version (Pac-Man Museum) comes out I think Dec 5th or so! Can't wait! If Sjaak never releases his version, I guess Namco's will have to do!
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So ironic .... I just ran across a pic of a "Pac Man Battle Royale" setup and thought to myself ... "I wonder if anyone has/will try to build one of these bad boys." And then I find this thread. :applaud:
Here's hoping to see an update soon.
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I posted this already in the other (http://forum.arcadecontrols.com/index.php/topic,119032.msg1413321.html#msg1413321) thread. I'm almost done with a skinnable simplified version of the Banana Royale game. To show what can be done with this, I made a "Pac Man Battle Royale (1987)" skin:
Pac Man Battle Royale 8 bit (http://www.youtube.com/watch?v=Pw8IE6-TQQ4#)
It's playable on most windows pc's and supports all resolutions. It has HLSL shaders to simulate a crt, but can also be run in a 'clean' mode, if you own a real crt.
You can download the EMPTY spritesheet here (http://www.xs4all.nl/~hansolo1/spritesheet.png). The software will be available in a couple of days...still beta of course, with just one level and no sound. Please note that no spritesheet is included with the software, so if you don't create one, you cannot play the game.
Without a skin, the game will look like this:
(http://www.xs4all.nl/~hansolo1/nothing.jpg)
Please share your own spritesheet creations in this thread.
Spritesheet uses a 32x32 pixel grid
Row 1
Row 2: 1-4, player 1 animation, 5-8, player 2, etc...
Row 3: 1-4, player 1 animation (scared mode), etc...
Row 4: 1-4, player blinking, 5-15, palyer dying
Row 5: 1-2, enemy 1 right, 3-4, down, 5-6, left, 7-8 up, 9-10 enemy scared
Row 6: 1-2, enemy 2 right, 3-4, down, 5-6, left, 7-8 up, 9-10 enemy blinking
Row 7: 1-2, enemy 3 right, 3-4, down, 5-6, left, 7-8 up
Row 8: 1-2, enemy 4 right, 3-4, down, 5-6, left, 7-8 up
Row 9: 1 enemy dead up, 2 enemy dead down, 3 right, 4 left
Row 10
Row 11
Row 12: 1-8 bonus items
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Excellent Sjaak! :applaud: :notworthy:
While I still hoped to complete Candy Nightmare, I have so many projects going on right now ...
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I totally forgot about my SW skins and the car skins. Too cool Sjaak. Might be able to bring those to life now. Looking forward to the skinnable version being available!
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Download Banana Royale (http://www.xs4all.nl/~hansolo1/BananaRoyale.zip)
To run the game, you need the following runtimes:
- Microsoft .NET Framework 4 (http://www.microsoft.com/en-us/download/details.aspx?id=17718)
- Microsoft XNA Framework Redistributable 4.0 (http://www.microsoft.com/en-us/download/details.aspx?id=20914)
You might also need DirectX 9.0c (http://www.microsoft.com/en-us/download/details.aspx?id=35).
To play the game, you need to add your own sprites to spritesheet.png first.
Please post your designs in this thread.
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Download Banana Royale (http://www.xs4all.nl/~hansolo1/BananaRoyale.zip)
It's 404'ing. :dunno
Scott
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It's 404'ing. :dunno
Scott
Fixed
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Fixed
Thanks. :notworthy:
Scott
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Which direction do characters need to be oriented? Don't want my cars driving sideways or backwards lol
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Okay, here's my first run at a very VERY rough sprite sheet. You can use this one as a template for yours (didn't do car deaths or special items)
Tip, use a transparent PNG, you can see black blocking around the cars when you use this.
Sjaak, what's the plan for boarders and music?
With this sprite sheet the cars all drive backwards so I'm guessing they need to be facing left in the character animations, also the cars are oriented as the sheet says for the baddies but aren't behaving right on screen (a lot of cop cars powersliding) so I'll have to play with some colors so I can identify what's going on.
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Sjaak, what's the plan for boarders and music?
Borders were included in the sample spritesheet. Music/sounds will be customizable in a next version.
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Man this is excellent... the potential fun with this project is just huge. One question is it supposed to be closing out after 1 round or am I having issues?
Also, I'm almost done with a "Pac Family" skin for this. It has Pac Man as p1, Ms Pac Man as p2, a boy Baby Pac as p3 and a girl Baby Pac as p4. It uses the Ms Pac Man sprites for bonus items, ghosts, and death animations so if posting it is a problem I won't distribute it.
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Man this is excellent... the potential fun with this project is just huge. One question is it supposed to be closing out after 1 round or am I having issues?
It only runs for about a minute. It's still a beta version.
Also, I'm almost done with a "Pac Family" skin for this. It has Pac Man as p1, Ms Pac Man as p2, a boy Baby Pac as p3 and a girl Baby Pac as p4. It uses the Ms Pac Man sprites for bonus items, ghosts, and death animations so if posting it is a problem I won't distribute it.
It's up to you if you want to post it, but I would advise against it. A screenshot of the game in action would probably be ok. I would love to see how Family Battle Royale looks.
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I'll admit, I'm a noob at making spritesheets. I can't seem to get it to show just one sprite at a time, or it cuts off part of the sprite. Do they each have to be an exact size? (Is that the 32x32 you mentioned?) Do they get placed edge to edge or should there be some space between them? I get that the numbers represent where things go, but is that the middle of where you put the sprite, the top, or something else?
These are all probably really dumb questions but I worked on this last night and this morning and just can't get it right. I tried using Le Chuck's as a base but even then no luck. Maybe I should just wait until someone uploads a completed one and modify that lol.
Oh, and awesome work Sjaak! The game looks so cool!
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I'll admit, I'm a noob at making spritesheets. I can't seem to get it to show just one sprite at a time, or it cuts off part of the sprite. Do they each have to be an exact size? (Is that the 32x32 you mentioned?) Do they get placed edge to edge or should there be some space between them? I get that the numbers represent where things go, but is that the middle of where you put the sprite, the top, or something else?
These are all probably really dumb questions but I worked on this last night and this morning and just can't get it right. I tried using Le Chuck's as a base but even then no luck. Maybe I should just wait until someone uploads a completed one and modify that lol.
Oh, and awesome work Sjaak! The game looks so cool!
In Photoshop you can turn on grids that are exactly 32 pixels between gridlines. Easiest way would be to double click on your ruler (if ruler is not on, hit ctrl+r) then click on "Guides, Grids, and Slices" and set gridline to every 32 pixels. If you want to make subdivisions within each 32x32 square you can, but setting that at 1 will work fine too.
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Man this is excellent... the potential fun with this project is just huge. One question is it supposed to be closing out after 1 round or am I having issues?
It only runs for about a minute. It's still a beta version.
Also, I'm almost done with a "Pac Family" skin for this. It has Pac Man as p1, Ms Pac Man as p2, a boy Baby Pac as p3 and a girl Baby Pac as p4. It uses the Ms Pac Man sprites for bonus items, ghosts, and death animations so if posting it is a problem I won't distribute it.
It's up to you if you want to post it, but I would advise against it. A screenshot of the game in action would probably be ok. I would love to see how Family Battle Royale looks.
Thanks for the info... I'll post some screenshots when I get the skin up and running! Thanks again for providing such a great game to the community!
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I'll admit, I'm a noob at making spritesheets. I can't seem to get it to show just one sprite at a time, or it cuts off part of the sprite. Do they each have to be an exact size? (Is that the 32x32 you mentioned?) Do they get placed edge to edge or should there be some space between them? I get that the numbers represent where things go, but is that the middle of where you put the sprite, the top, or something else?
These are all probably really dumb questions but I worked on this last night and this morning and just can't get it right. I tried using Le Chuck's as a base but even then no luck. Maybe I should just wait until someone uploads a completed one and modify that lol.
Oh, and awesome work Sjaak! The game looks so cool!
In Photoshop you can turn on grids that are exactly 32 pixels between gridlines. Easiest way would be to double click on your ruler (if ruler is not on, hit ctrl+r) then click on "Guides, Grids, and Slices" and set gridline to every 32 pixels. If you want to make subdivisions within each 32x32 square you can, but setting that at 1 will work fine too.
Thank you for this! I don't have photoshop, using GIMP, but figured out how to turn the grid on in there and it has helped immensely.
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Here's a screenshot of my "Pac Family" skin... it has some obvious issues given that the sprites for all but standard pac man aren't vertically symetrical but it still looks cool in action.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=136713.0;attach=302782;image)
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For laughs, I'm going with a Wizard of Wor theme.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=136713.0;attach=302784;image)
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For laughs, I'm going with a Wizard of Wor theme.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=136713.0;attach=302784;image)
THAT is awesome. WoW is my favorite. Great job!
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THAT is awesome. WoW is my favorite. Great job!
Thanks. Here it is with Griffins...
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=136713.0;attach=302786;image)
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My first (successful) attempt, fix it felix skinned. Used the leaked spritesheet to get the images. It's not quite perfect yet, still needs some fixing. I think it looks cool, but I'm going to try and make something original next.
Anyone else having trouble with matching players to the right colors? Seems like they're not all matching up...or I just don't have sprites in the right place.
I'm really looking forward to even more Sjaak, the first level is very fun. And the AI is good, I'm having trouble beating them!
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Banana Royale back on track using the cast of another classic from that era
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=302797;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=302799;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=302795;image)
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THAT is awesome. WoW is my favorite. Great job!
Thanks. Here it is with Griffins...
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=136713.0;attach=302786;image)
Burwors. Garwors are yellow and Thorwors are red.
My two cents are to have the Blue and Yellow Warriors along with the Worlock and the Wizard.
But, to be honest, I'll have wood if you post that. Seriously. I have issues...
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Had a wild hair so I decided to throw together "Medieval Mayhem", I'm sure you can guess where I goinked the sprites from. I didn't do all the character rotations for the bad guys and there is some line pollution over two of the bad guys' heads that I'll need to clean up but I rather like it.
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Make those walls stone, and that'd be awesome, LeChuck! :cheers:
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Make those walls stone, and that'd be awesome, LeChuck! :cheers:
The walls cycles colors so it'd look odd. For Banana Royale I want the walls to be vines.
I'm looking forward to updates on this!
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I'm liking these spritesheets! The Wizard of Wor is really cool and the monkeys from Banana Royale look real scared.
I can't wait for some original (not based on an existing game) spritesheets. If we get some great sprites, I can also make alterations to the game. Like rotating the enemy sprites (because the always stay upright at the moment), not changing the maze color, etc...
For those of you feeling really adventurous, there is a level1.xml file included. The <Layout> part contains the definition for the maze, you can change most of it, just not the center part and there has to be a path around the 'Ghost cage'. Also the players always start at the same position.
The <StartPillPositions> part specifies the dots at the start of the level and the <PillVariations> contains info for the dots that appear during the game. You can have more than one PillVariation section.
Remember that the maze has to be mirrored otherwise some players have an advantage.
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Like rotating the enemy sprites (because the always stay upright at the moment), not changing the maze color, etc...
Instead of rotating, I'd like to have the sprites oriented in the same direction regardless of the direction they're moving. Thus have animations for moving north, east, west and south. Is that doable?
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Instead of rotating, I'd like to have the sprites oriented in the same direction regardless of the direction they're moving. Thus have animations for moving north, east, west and south. Is that doable?
The enemy sprites already do that (sort of). For the player sprites it's doable, but it would increase the number of sprites by 33 (for the death animation)+96 (for the player animation)+12 (for blinking without animation). So that is at least 141 extra sprites.
Software side shouldn't be a problem, but the creative side is a different story...
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Instead of rotating, I'd like to have the sprites oriented in the same direction regardless of the direction they're moving. Thus have animations for moving north, east, west and south. Is that doable?
The enemy sprites already do that (sort of). For the player sprites it's doable, but it would increase the number of sprites by 33 (for the death animation)+96 (for the player animation)+12 (for blinking without animation). So that is at least 141 extra sprites.
Software side shouldn't be a problem, but the creative side is a different story...
I'm a little confused as to why the sprite count would go up so much. If the head of the character is always oriented at the top of the screen and just faces left or right depending on the last lateral direction traveled shouldn't the current sprites be sufficient? The baddies move like that already on Medieval Mayhem because I didn't rotate the bad guys (lazy on my part).
I'm sure I'm missing something as to why the extra art would be necesseary but I would like this feature as well. In fact being able to select cocktail or upright in the menu would be awesome and then the game auto adjusts.
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But Felsir wanted separate sprites for left, right, up and down movement...
4 (animation steps) sprites for moving left, 4 for moving right, 4 for moving up, 4 for moving down
4 (animation steps) sprites for moving left, 4 for moving right, 4 for moving up, 4 for moving down (but now for scared player)
4 (animation steps) sprites for moving left, 4 for moving right, 4 for moving up, 4 for moving down (for blinking player)
Multiply by 4 for 4 players. Anyway if someone creates awesome sprites (no copyright) I'll happily change the game.
In fact being able to select cocktail or upright in the menu would be awesome and then the game auto adjusts.
You can vertical=true in the ini file to run in cocktail mode.
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The number of sprites would go up because there will be an animation for walking in each direction.
For example the bomberman sprite would have an animation for each direction of 4 frames- 16 frames just for that one character.
Now for less creative solutions the same sprite could be manually rotated for the n-s-e-w directions in the spritesheet (the sprites are pre-rotated and no per-sprite-rotation is required in the game).
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I get it now, didn't think about him turning around backwards, I was thinking about older school like Bezerk where the guy just waddled up. That would be pretty pimp. I'll start thinking about a fun theme for that and try to get some original work going.
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Anyone run this on Windows XP? It does not start for me, something about a missing library. Fix-it-Felix works and I think they use the same libraries?
Works fine on Win 7.
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Anyone run this on Windows XP? It does not start for me, something about a missing library. Fix-it-Felix works and I think they use the same libraries?
Works fine on Win 7.
Do you know which library is missing? And you're right about Fif, they should both use the same libraries.
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No, I don't know which library it can't find. I can get it to throw the error if I right-click and run as myself. It just says a generic message like 'required library missing'
Can you make a debug version that says what is missing in a log file or something? Thanks.
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Can you make a debug version that says what is missing in a log file or something? Thanks.
If a library is missing the program can't start. And if the program can't start, it can't write to a log file. Maybe a screenshot of the message? And if you start Fif in the same way, you get no message?
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In fact being able to select cocktail or upright in the menu would be awesome and then the game auto adjusts.
This would be amazing.
Also love the idea of making sprites for every direction.
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Can you make a debug version that says what is missing in a log file or something? Thanks.
If a library is missing the program can't start. And if the program can't start, it can't write to a log file. Maybe a screenshot of the message? And if you start Fif in the same way, you get no message?
Yeah, Fif stars right up on the same system without error. I even reinstalled the libraries. I will try somethings tonight and see if I can find any clues. I can post a screenshot later. Thanks.
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This is the error:
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=302820)
I uninstalled .Net 4 and got this error:
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=302822)
I reinstalled .Net 4 and now I can't get the Initialization Error to popup but the game still does not start.
Fix it Felix works fine.
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Made a few corrections to my Ghouls and Ghosts homage, Medieval Mayhem, still need to rotate baddies, add special items, and try and make the walls textured. In the mean time here's the sprite sheet in .PSD so those who photoshop don't have to start from scratch.
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Okay, I finally decided on an original theme I can get behind.
Panda-Monium!
I'll try and get some sprites posted up this weekend, I'll be takling the additional sprites so Sjaak can see about adding the "walking up and down" effect to the game and I'll also push out a regular sprite sheet for the current version.
I need ideas for the baddies, what can be chasing our poor pandas?
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Okay, I finally decided on an original theme I can get behind.
Panda-Monium!
I'll try and get some sprites posted up this weekend, I'll be takling the additional sprites so Sjaak can see about adding the "walking up and down" effect to the game and I'll also push out a regular sprite sheet for the current version.
I need ideas for the baddies, what can be chasing our poor pandas?
Pigs. Or a paint-roller, Amidar-style.
Or how about a guy with a net, like a Zoo Keeper?
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Panda-Monium!
(https://bcdbimages.s3.amazonaws.com/other1/pandamonium.jpg)
(http://www.skooldays.com/images/sa1486.jpg)
When an evil alien named Mondraggor attempted to steal an ancient object called the Pyramid of Power, the pyramid shattered into many pieces, which scattered around the world. Each week, Mondraggor would race against two human siblings, Peter and Peggy Darrow, who were accompanied by three talking pandas named Chesty, Timothy, and Algernon.
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Panda-Monium!
(https://bcdbimages.s3.amazonaws.com/other1/pandamonium.jpg)
Yeah, I thought of that too when he mentioned the name.
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Damndest thing, there's nothing new under the sun I guess. But my title has a hyphen and an ! so it's totally diffunt!
Soooo cows chasing aliens for 100 alex?
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hey Sjaak, I decided to go back to Monster Mayhem after Pando-Monium! was a bust. I like the monsters theme so decided to use some classics as the main characters and then decided that the only thing a monster would really be scared of was a clown, so I added clowns as the baddies. Haven't done the scared sprites or death sprites yet but have a good start on the other stuff.
I used some sprites that are free for use on the RPGmaker forums and edited them all heavily to match the look I was going for. I'll probably edit them down even some more but for good practice the following artists work has been either sampled in part or used as inspiration and thanks to them for the help:
Lord Bagardo
Therapie
Deebs
Let me know what you think of these...
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=303068;image)
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Monster Mayhem basic sprite sheet complete. I'll fiddle with the walking animations so they are smoother, right now it's a two frame repeat and its a bit clunky. The death scene plays really well, I like it.
The flash animation isn't unique for each character so they all default to the flashing mummy for now. I'd like to see that feature added, just one flash frame per character should be enough and just have that alternate into the regular walking animation. That way you wouldn't have to increase the sprite count just for a flash.
The main characters really need to move like the baddies, the clowns look great walking around correctly, look forward to having that feature added.
For the scared animations I was going to do a bat for Drac, a naked guy for the wolf, and a skeleton for the mummy, but I couldn't think of what to do for Frankenstein so for now the characters just spin in a circle. If anybody has a suggestion I'll add those back in. The death scene is nice because the way I have it set up we won't have to do multiple versions of it based on direction, they spin into flames. Once Sjaak figures out how he wants the updated sprite sheet laid out I'll populate it.
Feedback always welcome!
Edit: Few other features I'd like to see
Ability to toggle the color overlay on the death animation, my death is blue right now, I'd like to see it unfiltered
Ability to toggle the color cycle on the walls, I'm playing around with textures and they just don't look good with the color overlay.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=303117;image)
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Le Chuck, where were you when we tried to get Candy Nightmare going?
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Le Chuck, where were you when we tried to get Candy Nightmare going?
WTF is candy nightmare? I'm here now. If you have a project I'm happy to help. Send me a PM or just post it here as this thread is at least half my posts anyway lol.
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Candy Nightmare is a project Sjaak started after I posted this:
The theme is halloween (my prototype C# project was named 'Candy Nightmare').
Replace the pacmen with human characters. Replace the pellets with candy (sugarcanes, chocolates) the powerpills are replaced by bigger candy (lollypops) .
Now here is the biggest change: when a player eats a powerpill they turn into a big monster (vampire, mummy, werewolf, frankenstein). So the large pacmen are actually unique monsters. The bumping and eating mechanism will still be in tact.
The ghosts are ghosts in the same graphic style as the rest of the game. I used the same maze layout but with graphics like a park or a graveyard (tried to get a style similar to ghouls'n ghosts).
Other notes I made was to have a character select screen, and instant join mini selection (much like in the game Rampage). The player can pick the monster they want to be (unless allready taken by another player). The characters would be linked to their monster (for example the female human will turn into a vampire, the blackhaired guy named Victor turns into frankenstein).
I did some tests for special effects, such as a comicbook lightning crash when a player eats a powerpill and an animation for the transition between human and monster while keeping control over the character as not to interrupt the gameplay.
Another thing I hoped to incorporate was configurable player (score) positions, as not everyone will have a 4 player cocktail table such as the origional. Ofcourse it has to act like a real arcade game ("insert coin to join in" and Cab friendly controls).
I have made more notes and did some experimental code but this is the basic outline.
We bounced some ideas around and shared some code.
Normal players don't have a glow (like in battle royale), but when a player turns and night falls, the other players carry a torch or lantern and they have a yellowish glow around them. The turned player has a redish glow(?)
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I like the glow ideas for the lantern. Glow for glow's sake for a turned player, dunno. It depends.
Player characters
1. Victor - turns into Frankenstein
Concept: Victor wears a labcoat and geek glasses.
Transformation: When he eats the power candy, lightning strikes and he is turned in to his alter ego.
Backstory: Victor experiments with physics and biology. He hopes that by collecting the most candy he can earn his place. Or eliminate the competition...
2. Violet turns into Vampire
Concept: She wears a long red dress and has blonde hair. Her vampire self resembles Morticia Addams.
Transformation: When she eats the power candy, a cloud of bats fly from the spot revealing her vampire appearance.
Backstory: Violet once got lost on a school field trip to a cavern where she got bitten. As a revenge on her classmates who didn't go look for her she wants to prevent them from having candy. Either by collecting the candy first or other means.
3. Marty turns into Werewolf
Concept: Marty wears a school basketball shirt.
Transformation: a beam of moonlight hits Marty, starting his transformation.
Backstory: Marty could have been a popular guy at school; if he didn't have to hide himself from the moonlight so often. Why are parties always organised when it's also full moon? Marty hopes to collect the candy left in the park because he doesn't want to collect at the door so he won't be recognised.
4. Isis turns into Mummy
Concept: Isis has a white dress with blue details. She also has dark hair.
Transformation: When she eats a power candy, a sandstorm animation turns her into a mummy.
Backstory: Isis is a decendant from an ancient Egyptian pharao. To lift a curse in her family she is looking for an artefact presumed to be stored in the university-attic. She tries to blend in by going to college there. The pharao also had a huge craving for candy...
So after a couple of weeks we had little progress (mainly in the graphics department) and progress stalled. It's still an idea worth exploring I think.
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That's right up my alley. I'll start tackling the art. Since the jumbos are separate sprites it'll allow me to pack a lot more detail into the monsters as I can work on a 64x64 canvas.
Candies will be easy, monster morphs shouldn't be too bad either.
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Here's the first run at the main characters and ghosts, personally I think the clowns would work for this theme too, hell I might even make ghost clowns for uber terror.
I think Victor is spot on, Lucian is hum drum boring but works, and both the girls are coming along nicely. Thanks to CarmenMVS for some character pieces sampled here.
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Great work Le Chuck! Now Sjaak for the support in code :-)
For the transitions, some effects could be programmatically- for example I had a bunch of bats swoop in on the location of Violet and a lightning bolt hit the spot of Victor. I do hope Sjaak is willing to restart the project!
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Got the werewolf and frankenstein monster up. Werewolf was a combo of a few others I've seen with a lot of work done to make him match Lucien. I think he turned out okay. Frank, well I spent entirely too much time on Frank today. Frank was pretty much a scratch build. The lightening is a separate layer so i can drop it off and he's got a faint elec blue glow also, I think he'll look awesome.
I'm stuck on the mummy and vampire, I know how I want them to look but I know it will take me a day a piece to scratch build them. I was hoping to find something I could piece out from but nothing really looks right and won't match the rest of the art that well. If anybody wants to take a shot at them feel free.
I don't like the current ghosts so i'll get them switched out in the next revision. Almost forget, I found a gypsy girl on RPG by Grandma (a great putter-outer of free art) that I thought was a better fit than the first Isis so I switched her out. I like this one better, only minor tweaks were necessary.
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Great work Le Chuck! Now Sjaak for the support in code :-)
Working on the code for non rotating players, maze without color cycle and non colorized death sequence. I'm going to make this all optional, because i still want to support the 8 bit pacman look.
@Le Chuck: PLEASE put the clowns back in....
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@Le Chuck: PLEASE put the clowns back in....
Send in the clowns...
Updated the dead clowns to kinda float (we all float down here), made the fire in the death sequence die down at the end, minor tweaks - added some candy. What are we looking for in candy?
Do you need two frames on the clowns or three like the other characters are? I can do either.
Hey, while we're piling junk on your plate how about being able to tile the background? I can do some environments at 3/4 perspective like the players, to kinda gussy it up a bit. I'd just need the level templates as .png or something to design around them. Then the barriers could be transparent as I'd make them line up with the level background.
I'm thinking:
Dungeon (of course)
Hedge Maze
Cave
Swamp
Laboratory
lots of different options there to give the game a much different feel. Here's another one, how about some dynamic bonus items.
Flower protects you from one impact with a clown
Amulet protects you from one impact with the Mummy, Isis cannot collect the amulet, so on and so forth for cross, silver bullet, and torch (franky hates fire). Bonus items shown in corner of screen by score/name/what have you.
Thoughts?
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I've been playing around with tiling, haven't done it before. It's tedious but really fun oddly enough. I don't have anything good to show yet but lets just say that if you're in the market for a dungeon very reminiscent of Link to the Past I can probably help you out lol.
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Got the Vampiress 3/4 done. Need to finish off her back side then I'll get started on the Mummy Queen. I tried to make the vampiress have a likeness to Violet rather than just go on a total goth tangent. The girl monsters are harder to get right.
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Great stuff, Le Chuck!
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The Mummy queen turned out a lot less mummy and a lot more queen. At this scale I just couldn't pull off a full body wrap and get the look I wanted. I may go back and do the black gloves in wrap but that would take a few hours just for a small detail. I have a bunch of little bugs done up that I'll have scurrying about her feet but this is a good start. Still need to finish up the Vampiress backside but I haven't been motivated on that and wanted to get the Pharaohess done.
Edit: Didn't want to back to back post for no good reason, how are we handling the scared versions of Isis and the gang? I don't know that we actually need scared versions, I think it might be overkill. I'd like to see the set in action before going in for 48 more sprites.
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Ugggh. I kinda had to force this last set, not 100% happy with it but I think they're passable. I'll want to see how jarring it is when the vampiress turns around, if its a huge visual switch I'll go back and rework them, if it's smooth enough I'll leave it as is.
Anyway, I'm done for now. Upon further guidance I'll add more sprites but this will get us rolling in the right direction I'm sure.
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Updated the software, sprites are a bit of a mess now. Clowns sort of work. Players kinda work.
download (http://www.xs4all.nl/~hansolo1/BananaRoyale2.zip)
Some sprites are missing: sprites for blinking big players, blinking small players, scared small players (in all 4 directions)
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Updated the software, sprites are a bit of a mess now. Clowns sort of work. Players kinda work.
download (http://www.xs4all.nl/~hansolo1/BananaRoyale2.zip)
Some sprites are missing: sprites for blinking big players, blinking small players, scared small players (in all 4 directions)
For the blink do you need each pose to have a blink frame - how are you handling that? If so it's too easy for me to make blink frames for all of them and have it look fairly uniform. Probably the easiest for me actually but I'll build to your needs. Also, for now, can we just use the regular small players in place of the scared frames? If so that's easy too, just need to know where I need to copy them too on the sheet. There won't be enough space on the current sheet for everything so I can either rearrange it in a way that makes sense to me or you do it how you program against it and I'll comply. Either or.
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For the blink do you need each pose to have a blink frame - how are you handling that? If so it's too easy for me to make blink frames for all of them and have it look fairly uniform. Probably the easiest for me actually but I'll build to your needs. Also, for now, can we just use the regular small players in place of the scared frames? If so that's easy too, just need to know where I need to copy them too on the sheet. There won't be enough space on the current sheet for everything so I can either rearrange it in a way that makes sense to me or you do it how you program against it and I'll comply. Either or.
I'm going to work on a different way to handle the sprites. Probably reorganize the spritesheet, because now the game won't work anymore with simpler pacman-ish graphics.
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Just ran it, I'll lose the lightening and the glow on Frank. Right now the small character movements looks good, the monster movements look odd. I can either add more frames of animation for them or is it possible to have the frames sampled twice to slow down their animation a bit, that could help too.
I can tween the image between each state *I think* effectively adding two extra frames of animation for each direction which could smooth transitions out a lot. Thoughts?
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Added some flashies but based on guidance from Sjaak will modify to fit needs. Also included the psd I'm working from - most characters are saved in sep files so this is a lot of collapsed layers that are easier to work with a move things about on if it makes it easier for Sjaak to do a rearrange as necessary.
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The only real flaw in the game is if you play alone. The game throws in a CPU player that is very, very easy to beat. But luckily, people would always be playing this game, so you may not need to worry!
Sjaak, does your Banana Royale suffer from this critique?
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The only real flaw in the game is if you play alone. The game throws in a CPU player that is very, very easy to beat. But luckily, people would always be playing this game, so you may not need to worry!
Sjaak, does your Banana Royale suffer from this critique?
Nope, it throws in 3 cpu players instead of one and they are pretty hard to beat. Try it for yourself, there is a download link a couple of posts up.
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The only real flaw in the game is if you play alone. The game throws in a CPU player that is very, very easy to beat. But luckily, people would always be playing this game, so you may not need to worry!
Sjaak, does your Banana Royale suffer from this critique?
Nope, it throws in 3 cpu players instead of one and they are pretty hard to beat. Try it for yourself, there is a download link a couple of posts up.
Yeah, one of them is a little bastard. Two of them aren't so bad but that one is a damn menance
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Sjaak, any progress? What's the word?
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Sjaak, any progress? What's the word?
Reworking the whole sprite thing. I'm going to split up all the images and use TexturePacker (http://www.codeandweb.com/texturepacker) to construct the spritesheet, which will map the sprite names to coordinates.
This will not change a lot for people designing sprites, but it will make adding more sprites and supporting different spritesheets a lot easier (for me).
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Sjaak, since you're already familiar with Nuclex: it has a texture packing algorithm in there as well, could save you a few bucks on the Texturepacker.
http://nuclexframework.codeplex.com/wikipage?title=Rectangle%20Packing (http://nuclexframework.codeplex.com/wikipage?title=Rectangle%20Packing)
I made a class that packs the sprites and puts the resulting rectangles into a hashtable with the filename as key. One could put the filenames into an enum and enum.parse the filenames- so you can use the enum in the rest of your code.
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Cool, just wanted to check in - look forward to updates :cheers:
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Big update: All player and enemy sprites are now configurable (for all 4 colors/4 directions/different states/etc.). Sprites are stored in a separate folder, there are 476 sprites in total. check "list of sprites.xml" for names and locations.
Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale3.zip)
Here's a picture of all the sprites that are in the 8 bit pac man battle royale...
(http://www.xs4all.nl/~hansolo1/out.jpg)
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Looks like I've got some serious rearranging to do!
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http://imagesplitter.net/ (http://imagesplitter.net/)
Just split the spritesheet into separate sprites here, no need to use a spritesheet anymore
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http://imagesplitter.net/ (http://imagesplitter.net/)
Just split the spritesheet into separate sprites here, no need to use a spritesheet anymore
Looks like I've got some serious renaming to do ;D
Thanks for this, I'll get it tried out :cheers:
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Update:
New version supports more than one level and also supports Tiled (http://www.mapeditor.org/) for building levels. Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale4.zip)
(http://www.xs4all.nl/~hansolo1/tiled.jpg)
(http://www.xs4all.nl/~hansolo1/banana1.jpg)
(http://www.xs4all.nl/~hansolo1/banana2.jpg)
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Could you explain what exactly we have to do to get a playable game out of your download?
I've downloaded your out.jpg file you posted, converted and renamed it to spritesheet_pacman.png, and stuck it in the root director with the program and get absolutely nothing. Doing the same with other work posted here yields the same result.
No errors, no game screen, no anything.
I've tried this on three different machines. Nothing.
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The game no longer uses a sprite sheet, all gabillion of those sprites need to be split up into individual files, appropriately named, and placed in the correct sprite folder structure. It's all in the readme. I'm working on the candy nightmare set (slowly as I'm busy with other things this week) once I get it I'll post it up and that can be used with sjaak's game structure. If you want pac-man you'll have to build it yourself.
Sjaak - really looking forward to getting into that tile editor. Thanks! It'll be a bit before I get to it but this looks very promising.
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Could you explain what exactly we have to do to get a playable game out of your download?
I've downloaded your out.jpg file you posted, converted and renamed it to spritesheet_pacman.png, and stuck it in the root director with the program and get absolutely nothing. Doing the same with other work posted here yields the same result.
No errors, no game screen, no anything.
I've tried this on three different machines. Nothing.
out.png doesn't do anything, you have to fill the sprite folder with the sprites you design yourself. A list of all the sprites is in the .xml file.
For example: in the folder sprites/ghosts/pink/left/ you have to create 2 (32px by 32px) sprites for the pink ghost moving left (normal0.png & normal1.png)
This update is just for the guys working on the candy nightmare project, it's not playable.
Also: Did you install all the prerequisites (http://forum.arcadecontrols.com/index.php/topic,122718.msg1414047.html#msg1414047)?
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Okay, looks like XNA was the problem there. So I've got a game that boots up with old school looking walls and dots, but no character sprites. Progress.
How do we implement the additional levels? I have actually slightly figured out that Tiled software.
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Okay, looks like XNA was the problem there. So I've got a game that boots up with old school looking walls and dots, but no character sprites. Progress.
How do we implement the additional levels? I have actually slightly figured out that Tiled software.
I'll post some instructions tomorrow, but you can open level1.tmx with tiled to get an idea. To create a new level, just make a copy of level1 and go from there.
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Yes, I've figured that out. How do we get the game to cycle through levels? Say I design an additional 5 levels, how do I ensue the game plays through them properly?
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Yes, I've figured that out. How do we get the game to cycle through levels? Say I design an additional 5 levels, how do I ensue the game plays through them properly?
Name the files level1.tmx to level7.tmx, update game.ini (Rounds=7).
To build new levels start with this (http://www.xs4all.nl/~hansolo1/level0.tmx) template. Don't delete anything from the template. The "ghost box" has to stay in this place as well as the starting positions for the 4 players. Also don't modify the first 7 sprites.
- Layer1: this is the graphical representation of the maze. This layer has no effect on the path that players and ghosts can follow.
- route: This layer describes the maze, put a small dot on every possible player location. Make sure every dot is reachable!
- start: These describe the position of the dots when the game starts. No powerpills here.
- variation1 through variation9: This describes the various dot/powerpill layouts when all the pills ara eaten. Make sure there are exactly 4 powerpills in each variation.
- portals: This layer describes the playfield "portals". Don't try anything funny here, make sure that all the portals connect!
If the level doesn't work, you probably did something wrong. There are no errors or warning messages.
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Thanks so much for developing this man. I'm having a blast playing it. I've got my sprites created (8-bit classic Pac-Man), and I'm just having a blast.
Can't wait until you enable us to add our own sound files.
When I play the version 4 of the game, there are counters on the bottom of the screen (fps, something, and a countdown timer). Is there any way to remove these numbers from the screen? I didn't see anything in the Game.ini to disable them. Is there any way to increase the timer? I copied level 1 and 2 to make levels 3-7, and when I try to play 8 rounds, when the timer reaches 0, the game just exits. Should that be a count down timer for each round to decide if there is a draw rather than a total game limit timer?
Also, when playing 1 player verses 3 CPUs, the red player doesn't show stats.
I've just downloaded Tiled, and I'm looking forward to creating my own mazes. This is so much fun! Thanks for all the time you've spent on this and for sharing it!
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Thanks so much for developing this man. I'm having a blast playing it. I've got my sprites created (8-bit classic Pac-Man), and I'm just having a blast.
Can't wait until you enable us to add our own sound files.
When I play the version 4 of the game, there are counters on the bottom of the screen (fps, something, and a countdown timer). Is there any way to remove these numbers from the screen? I didn't see anything in the Game.ini to disable them. Is there any way to increase the timer? I copied level 1 and 2 to make levels 3-7, and when I try to play 8 rounds, when the timer reaches 0, the game just exits. Should that be a count down timer for each round to decide if there is a draw rather than a total game limit timer?
Also, when playing 1 player verses 3 CPUs, the red player doesn't show stats.
I've just downloaded Tiled, and I'm looking forward to creating my own mazes. This is so much fun! Thanks for all the time you've spent on this and for sharing it!
The countdown timer is in the game, because it's a beta. There's still lots of bugs and missing features. Sound support will come in the future.
Thanks for the compliments. I hope you will share some of your level designs (and sound designs???).
I've created a more complex level, you can download here (http://www.xs4all.nl/~hansolo1/level3.tmx)
(http://www.xs4all.nl/~hansolo1/level3.jpg)
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Excellent. I'll be working on a few maps today with some variations. I'll shoot you a message later on where you can download them, and you can choose to include or ignore them with a future release.
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Small update, some bug fixes, some adjustments on the AI and some new levels (thanks, nevinskima).
Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale4.zip)
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Sjaak, could you shoot me an e-mail at pinballjim at hotmail dot com
:cheers:
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The 3 and 4 releases aren't working for me. I've restarted three times and held my breath and everything when trying to execute but get a "this program has stopped working" screen. Attached are the sprites for the ghosts - should be complete if somebody wants to try them out, I've no idea how they look.
Also attached are all the other sprites hacked up but unlabeled as I don't want to go through everything without a working copy I can check along the way. I hadn't done any scared versions of the small characters so you can duplicate the normal versions if you want for right now, again, once I get it up and running I'll assess what's needed and add more sprite variations accordingly to match what sjaak has designed for.
edit: Reinstalled the dependencies - I think I might need to do a wipe on this computer - looking to be about that time. NET framework kicked out some odd errors right at the end. I'll fiddle with it later. Looks like all the crap I've been doing trying to get weird FEs to run may have borked up my system. Figures. If I have to do a wipe it'll set me back another week or so and maybe then some because I'll have to find the time. Meh.
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Le Chuck - if you've been playing with your sprites, see if there are any Thumbs.db files in your sprites folders. They may be hidden files. If there are, remove them and try to run the game again. I found that as I played with the sprites, it often created this Thumbs.db file in every folder I was in. Removing the files and launching the game again worked for me.
I assume the game parses the sprites folders looking for image files, and when it hits the Thumbs.db files, it throws an exception.
EDIT: Yes, I can see the thumbs.db files in your rar files. Try removing these and running again, and hopefully you'll be good to go man!
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I fixed the problem with the thumbs.db files (any non .png file is now ignored). I also added some default sprites, which make the game "playable" without the need to add more sprites.
Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale4.zip)
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Nevinskima - looks like you hit the nail on the head, good call
Sjaak - the defaults seem to be a bit wonky, I used my ghosts and one character's complete set (I didn't do white phase or purple phase so I just copied the same sprites over for a smoother look) but the game is inserting your default sprites all over the place. The ghosts/my clowns when dead default to your clown and the characters flash the defaults fairly often even though I think I named them everything they should be in the sprites folder. I tried deleting the default folder but that's crash city.
Attached is one character's file so you can play with it and see what I'm talking about hopefully. Also, the white on the ghosts I thought was for the eaten ghosts/dead clowns but it seems to be a flash phase instead which makes it look not so right. If I'm off base on the naming convention let me know, or if I'm just missing sprites - either way. Thanks!
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Nevinskima - looks like you hit the nail on the head, good call
Sjaak - the defaults seem to be a bit wonky, I used my ghosts and one character's complete set (I didn't do white phase or purple phase so I just copied the same sprites over for a smoother look) but the game is inserting your default sprites all over the place. The ghosts/my clowns when dead default to your clown and the characters flash the defaults fairly often even though I think I named them everything they should be in the sprites folder. I tried deleting the default folder but that's crash city.
Attached is one character's file so you can play with it and see what I'm talking about hopefully. Also, the white on the ghosts I thought was for the eaten ghosts/dead clowns but it seems to be a flash phase instead which makes it look not so right. If I'm off base on the naming convention let me know, or if I'm just missing sprites - either way. Thanks!
You're missing big0.png, bigwhite0.png, normal0.png, purple0.png and white0.png. That's why the default keeps flashing. For the ghosts you probably miss "eyes.png".
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You're missing big0.png, bigwhite0.png, normal0.png, purple0.png and white0.png. That's why the default keeps flashing. For the ghosts you probably miss "eyes.png".
Yup ;D Thanks, I was tired last night. I'll do better today ;)
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First sprite pack for Candy Nightmare is attached. Unrar and place the ghosts and players folders into your Sprites folder of BananaRoyale4.
There are a dozen or so artifacts to clean up on the werewolf, Frankenstein monster, and Lucian - I'll get to those, they are a result of being a rch off when I split all the sprite apart and not seeing them due to their light color on the grey background in my browser. Also, this pack doesn't flash between switches. I kinda like that but if you want the flashes I can upload some flash sprites that you can drop in as "white0-4"/"bigwhite0-4" also, as mentioned earlier this doesn't have scared sprites for the normal characters. I'm not planning on them but if somebody wants to tackle it I'll send you my source file so you aren't starting from scratch. Hell, I'll get it posted once I clean everything up on this pack.
Anyway, TLDR, download the sprites and let me know how it works!
Sjaak - are you going to keep on developing the other version that uses the simple sprite sheet?
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Now with less crap! I removed most of the artifacts, left with one on the wolf that I have to hunt down, wasn't showing up when I was doing a scrub so I'll have to take some better notes and make sure I get it cleaned up. Add candy in place of fruit, looks pretty good.
Sjaak - how about sound effects/music? Also, when you select a top of screen player the clowns still rotate to that perspective (upside down) but the characters don't. Ditto text rotation.
Also attached is the current psd for Candy Nightmare - feel free to edit and play with accordingly. If you use it elsewhere please credit some of the other open source artists I've credited earlier in this thread. Thanks!
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Sjaak - are you going to keep on developing the other version that uses the simple sprite sheet?
No, that thing was a nightmare to support. The code was full of x, y coordinates that changed every time the layout changed.
There is however support for texturepacker built in, so you can create a sprite sheet and atlas using spritepacker and use that in the game. This also speeds up loading of the game. More on that later...
I'll take a look at the sprite rotation. I can probably make that configurable, so it doesn't interfere with the pac man sprites.
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Sjaak - are you going to keep on developing the other version that uses the simple sprite sheet?
No, that thing was a nightmare to support. The code was full of x, y coordinates that changed every time the layout changed.
There is however support for texturepacker built in, so you can create a sprite sheet and atlas using spritepacker and use that in the game. This also speeds up loading of the game. More on that later...
I'll take a look at the sprite rotation. I can probably make that configurable, so it doesn't interfere with the pac man sprites.
Word to all :cheers: Look forward to future updates. I'll fiddle with the sprite set some more later, I'll move onto other things for a few weeks for now or until your next feature rich version :applaud:
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Sjaak - are you going to keep on developing the other version that uses the simple sprite sheet?
No, that thing was a nightmare to support. The code was full of x, y coordinates that changed every time the layout changed.
There is however support for texturepacker built in, so you can create a sprite sheet and atlas using spritepacker and use that in the game. This also speeds up loading of the game. More on that later...
I'll take a look at the sprite rotation. I can probably make that configurable, so it doesn't interfere with the pac man sprites.
Where are the pacman sprites? I am guessing that people are making those on their own. I looked through the thread and was unable to find them. About to go try this out. Keep up the great work!
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double post deleted/
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Where are the pacman sprites? I am guessing that people are making those on their own. I looked through the thread and was unable to find them. About to go try this out. Keep up the great work!
You are correct, there are no pac man sprites in this thread. I think the reason is obvious. Creating the sprites isn't too much work and you can also run the game with the default sprites.
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Where are the pacman sprites? I am guessing that people are making those on their own. I looked through the thread and was unable to find them. About to go try this out. Keep up the great work!
You are correct, there are no pac man sprites in this thread. I think the reason is obvious. Creating the sprites isn't too much work and you can also run the game with the default sprites.
Sjaak, is the current version skinnable/tileable for the background and do we have a version with sound yet? I can't work on this right now but in a few weeks I can probably start fiddling with this again.
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Sjaak, is the current version skinnable/tileable for the background and do we have a version with sound yet? I can't work on this right now but in a few weeks I can probably start fiddling with this again.
Yes, the background is skinnable and tileable. Tiles are in maze2.png (just don't modify the first 8 tiles) and levels can be created with tiled. No support yet for more than one tileset.
In the next version I will have support for sound. And I will also make the maze color shifting optional (so you can create a maze with your own colors).
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Where are the pacman sprites? I am guessing that people are making those on their own. I looked through the thread and was unable to find them. About to go try this out. Keep up the great work!
You are correct, there are no pac man sprites in this thread. I think the reason is obvious. Creating the sprites isn't too much work and you can also run the game with the default sprites.
I figured as much. Posted that on my phone so hence the short and to the point nature of it. I will read through the thread to see how exactly to make them for the animation. Either way the fiance was super excited when I called her in to see the game running.
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Update: You can now disable the color shifting of the maze.
Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale4.zip)
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Awesome game! Thanks for sharing it! When in full screen mode, is there a way to exit the game? I tried esc and Ctrl+Q with no luck.
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Try alt+f4
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Try alt+f4
Thanks! :cheers:
Being in IT I should have thought of that... :banghead:
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:applaud:
Just found this thread today, and I'm really amazed by the initiative to make it happen, both hardware and software! (So few people can do both.)
I'm hoping I can add this to my side-by-side 2 player horizontal build for 2 players only.
Keep up the great work!
I wonder if my six year old intel core duo will run it.
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Its been a while since anything was updated here. I talked with Sjaak a little today and it got me excited about this again, so I'll drop in with some progress, maybe get some people talking. Thank you to all who put in the work for current design, I didn't see any progress on rendering the whites and purples in the sprites so I did a little, albeit tedious, work on the sprites. Attached are the finished products, and the video is how is looks (excuse the lag due to the recording software). The only thing I noticed was that the sprites almost immediately start flashing, I would prefer they go purple for 3 seconds and then start flashing with 2 left, just to let you know that the suffering is almost over. I tried lengthening the sprites and mixing and matching, but to no avail, this might have to be an update done to the actual code when the sounds and other tidbits get updated. If you have any questions, please let me know. Thank you.
V/R
Theo
http://youtu.be/jyWgh7n1IhA (http://youtu.be/jyWgh7n1IhA)
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The only thing I noticed was that the sprites almost immediately start flashing, I would prefer they go purple for 3 seconds and then start flashing with 2 left, just to let you know that the suffering is almost over. I tried lengthening the sprites and mixing and matching, but to no avail, this might have to be an update done to the actual code when the sounds and other tidbits get updated.
Yes, all the timing stuff is in the code. I will take a look at the blink time and fix it in the next version.
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Sjaak,
I just wanted to stop in and thank you for this. This is truly an amazing project. Tons of fun and I'm hoping to throw together a spritesheet or two for this, this coming fall.
No rush, just the curiosity side of me, any news on the new version? Getting itchy for sound haha.
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Yes nice work !
is it possible to activate insert coin mode ?
and no sound ? just basic sound & we change file ?
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hi i do that for my cabinet it's just a sprite sheet it's not finished
(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20141008125736-Benoit33-out.png) (http://gamoovernet.pixhotel.fr/pics/20141008125736-Benoit33-out.png)
(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20141008203457-Benoit33-out.png) (http://gamoovernet.pixhotel.fr/pics/20141008203457-Benoit33-out.png)
bye
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i don't have sound, it's possible ?
thanks
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i don't have sound, it's possible ?
thanks
Custom sound doesn't work...yet
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ok thanks for your reply. when was possible ? just for info
i try to make a level with your layer "level0" but th level don't work when i rename level1 ???
sorry for my english
update
(http://gamoovernet.pixhotel.fr/pics_gamoovernet690px/20141009133308-Benoit33-out.png) (http://gamoovernet.pixhotel.fr/pics/20141009133308-Benoit33-out.png)
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ok thanks for your reply. when was possible ? just for info
i try to make a level with your layer "level0" but th level don't work when i rename level1 ???
sorry for my english
update
Make sure to read this (http://forum.arcadecontrols.com/index.php/topic,122718.msg1426190.html#msg1426190) post for level design. If you send me the level file, I will take a look.
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ok i send the level on your mail thancks
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i find my error, no put 4 pills by variation
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New version:
Added customizable sounds. Wav files need to be PCM encoded!!!!
beep.wav - simple beep, I've included this one for free :)
bump.wav - Sound when two players collide
fruit.wav - Sound when fruit appears
ghost_die.wav
player_die.wav
player_grow.wav
player_shrink.wav
player_move1.wav - Sound when player moves and eats a pill (alternates with 2)
player_move2.wav - Sound when player moves and eats a pill (alternates with 1)
woosh.wav - Sound when new pills/powerpill appear
Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale5.zip)
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error
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New version:
Added customizable sounds. Wav files need to be PCM encoded!!!!
beep.wav - simple beep, I've included this one for free :)
bump.wav - Sound when two players collide
fruit.wav - Sound when fruit appears
ghost_die.wav
player_die.wav
player_grow.wav
player_shrink.wav
player_move1.wav - Sound when player moves and eats a pill (alternates with 2)
player_move2.wav - Sound when player moves and eats a pill (alternates with 1)
woosh.wav - Sound when new pills/powerpill appear
Download here (http://www.xs4all.nl/~hansolo1/BananaRoyale5.zip)
Sweet. I'm gonna have to dig into this now. :applaud:
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LOL, so gonna have "---fudgesicle--- OFF!" when two players collide...
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hi
the game crash when the countdown is finish
can you get a intro music before each level please ;D
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hi... :-\
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hi
the game crash when the countdown is finish
can you get a intro music before each level please ;D
No crash, the debug version is only playable for a couple of minutes...
I'm working on adding more sounds and music, but this project doesn't have a high priority at the moment...
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Sjaak, if there is anything I can help with let me know. My time is finally getting more free, and I'd love to offer any help I can.
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ok thanks, good continuation i'm waiting ;)
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Small feature request, can we get an upright mode where all the text is rotated the same direction?
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hi!
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First I want to say how awesome this recreation is. Amazing job. I'm currently working on an alien theme for the game but I'd like to have the look of the more modern version of the maze with the neon glow that is in the first post. Is there a way to switch graphic types? I've already changed the maze to purple lines but when I add glow in photoshop it creates some issues. I'm also not seeing the pellets and power pellets in the sprite files are these not changeable currently?
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First I want to say how awesome this recreation is. Amazing job. I'm currently working on an alien theme for the game but I'd like to have the look of the more modern version of the maze with the neon glow that is in the first post. Is there a way to switch graphic types? I've already changed the maze to purple lines but when I add glow in photoshop it creates some issues. I'm also not seeing the pellets and power pellets in the sprite files are these not changeable currently?
The HD version with the glow is the original Pac Man Battle Royale and is not customizable. The glow in the original is a shader effect and is not baked into the graphics.
The low-res 8 bit version is customizable, because it has smaller (and way less) graphics. But that also means a more retro look with less glowy. wavy effects. Any chance you can post a preview of your theme?
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I concur with the praises. This looks amazing. It's great when people from the gaming community do better versions of a game than the actual developers. It's sad that it's a necessity, but great that there are people out there who can do this stuff. If there could be a pac-family version like you showed an example of in another thread, it would be the best.
-- Made my own sprite version of the pac-family. This is so much fun to play! It would be cool to have a place where user made levels could be downloaded. The customization makes this leaps and bounds better than the official release.
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Got this going tonight, Thanks :)
Just a quick one though I want to change the start buttons for p1 & 2 to Numbers 1 & 2 (To match the controls in my cab)
I found the keys in the game.ini but if I change them to 1 & 2 they dont work, do I need to put anything before/after the number?
Also is there a way to disable the FPS counter?
Cheers.
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Got this going tonight, Thanks :)
Just a quick one though I want to change the start buttons for p1 & 2 to Numbers 1 & 2 (To match the controls in my cab)
I found the keys in the game.ini but if I change them to 1 & 2 they dont work, do I need to put anything before/after the number?
Also is there a way to disable the FPS counter?
Cheers.
https://msdn.microsoft.com/en-us/library/system.windows.forms.keys(v=vs.110).aspx
No way to disable the fps counter
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Thanks Sjaak!
Shame about the counter but great work, Been having loads of fun with this :)
Would also be nice to be able to change it from free play to coin op just as another request if you do another update :)
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Thanks Sjaak!
Shame about the counter but great work, Been having loads of fun with this :)
Would also be nice to be able to change it from free play to coin op just as another request if you do another update :)
You're welcome.
FPS counter will configurable in a future version. But the game will always be free play.
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Shame, I like to keep coin op games on my cab for the authenticity but I can make an exception in this case :p
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I just had a good idea for a skin for this, Sadly though I suck major ass at Pixel art though so Maybe someone else could do the arty work.
But considering the name of "Banana Royale" Maybe you should have Minions from depsicable me?
You could have 4 different minions for the player, 4 of the evil purple minions for the ghosts, bananas for the dots and bunches of bananas for the power pellets or something!
Could prob have lots of fun with the sound effects to!
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That is a cool idea! I'm sure someone decent with pixel art and animating it could whip that up quick. Just have to find that person! Doing the pac-family wasn't too hard because the template was there and I just made a few tweaks. The customization is really fun with this game. Still working on some mazes, has anyone els done any?
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Playing with some backgrounds, one with zelda blocks on black, another with zelda blocks on FF1 dungeon tiles. I really need to clean up the werewolf, he shows some bad ghosting on the lighter backgrounds as his edges are so light
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350405;image)
Hey Sjaak - why are my pellets and pellets o'power all pink? Can't seem to get them edited different.
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Hey Sjaak - why are my pellets and pellets o'power all pink? Can't seem to get them edited different.
Those were not customizable yet, but are now
BananaRoyale6.zip (http://www.xs4all.nl/~hansolo1/BananaRoyale6.zip)
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Sjaak - any chance of adding an option so the baddies don't flip based on winner/player. Nice feature for those of us that don't play on a giant cocktail.
Decided to do another theme. One that I like a bit more and that I think will look okay and be fun. I haven't tried it yet, just did the art this evening. Will give it a go tomorrow once I break the sheets apart. I need to go work some sound effects too.
Hyrule Rumble. Four Links enter one Link leaves! It's a race to survive, collecting as many rupees as you can, but watch out for those pesky palace knights, they're out to get you. Get a heart (or other item, maybe triforce) and become the great and terrible Agahnim - but only for a little bit.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350601;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350599;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350603;image)
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This theme is going quite well. I'll get the sprite folders and music updated this evening or tomorrow. Sound effects were all taken from Link to the Past except for one of the link yells I liked from Four Swords.
So far I've started work on level 1: Forrest area. It is going well, needs tweaked which I'll do tonight. More screenies to follow.
Other levels planned:
Cathedral
Cave
Castle
Dungeon
Few requests for Sjaak if you're willing to do some more tweaks:
1) I haven't tried increasing the size of the maze2 sheet but I need more space to theme levels. Like 5 to 10 times as much preferably. I'll try just increasing the size and seeing if that crashes anything. If not I'll be doing themes for each level. If it isn't that simple then I request a bigger palette or palettes unique to each level (maze1, maze2...) Edit: This works, you can increase palette size.
2) Add an option for background music(s). The sound set it good - would like more ambiance - would like to set it by level
3) Add a round_complete sound effect
4) Add a round_start sound effect
5) Setting to stop baddies from flipping upside down, ditto the text
6) Setting to get rid of that paint glob when hitting the button after a match or the sprite so I can edit the glob.
7) Can we lose the words "free play"?
8 ) Better still can all on screen text be toggled on/off
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So it's a bit busy, I was kinda just throwing spaghetti at the wall to see what sticks. Using the bit item chests as powerpills now but I'm open to other recommendations.
edit: Updated screen capture. Evened it out a bit and cleaned out the playfield somewhat. I'm losing the flash for the big guys, I don't like how it looks, they spend all their time flashing and it is distracting (for me, since this theme is busy enough)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350651;image)
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So it's a bit busy, I was kinda just throwing spaghetti at the wall to see what sticks. Using the bit item chests as powerpills now but I'm open to other recommendations.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350649;image)
I love it!!! The Legend of Zelda series is my favorite!
I've been lurking in the darkness over the years, watching this project unfold. I just recently registered so I could give some feedback. Sjaak and Le Chuck and all other DIY game creators and contributors are my heroes!
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I've been lurking in the darkness over the years, watching this project unfold. I just recently registered so I could give some feedback. Sjaak and Le Chuck and all other DIY game creators and contributors are my heroes!
Welcome to the forums! Always happy to tease another out of the shadows. To be honest, all I'm doing is rearranging other people's art. Sjaak did all the yeomen work on this.
Speaking of, Agahnim's left and right animations are too abrupt, looks like he's flapping his arms so I need to go back and redo that. Should only be eight sprites to edit, and then color and copy to make 32. The blue knight has a head turn on his left and right that is distracting as well so I'll go in and take those out. Once I've done that I think the sprites will be ready for release. I changed the power pill to a blue potion. Looks better. In the middle of map 2, it needs a lot of work (doing the mountain top with clouds). Once I get sprites out I'll probably slow down on levels a bit. If anyone wants to jump in on levels and help out I can send you all my files and a quick tutorial on how to use the maze2.png so that you don't undo what I've already done.
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Looking real smart that Le Chuck.
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screenshot dump
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screenshot dump
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Hyrule Rumble is complete. Attached rar has all sounds, sprites, and five levels for you enjoyment.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350669;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350671;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350687;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350743;image)
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350745;image)
Rupees show off screen have been fixed in the version uploaded below.
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Ile give this a go tomoz looks great!
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Wow great work. Definitely impressed. Think you could bust out some regular pac mazes too?
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Amazing work, your maze2.png must be huge :applaud:
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Wow great work. Definitely impressed. Think you could bust out some regular pac mazes too?
Do you mean classic mazes themed to look like these? If so share the maze you're interested in having and I'll see what I can make happen.
Not interested in working any different themes right now. This one was kinda a lot of work.
Amazing work, your maze2.png must be huge :applaud:
Thanks! It's grown a bit for sure but it's manageable. Just crammed full. Any chance of an update towards some of those requests I made a few days ago?
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Nice work Le Chuck. That is really impressive. :cheers:
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Wow great work. Definitely impressed. Think you could bust out some regular pac mazes too?
There are some pac manish graphics and mazes in the pac man battle royale thread (near the end).
Thanks! It's grown a bit for sure but it's manageable. Just crammed full. Any chance of an update towards some of those requests I made a few days ago?
I will do the ones in bold, the others are a bit more complicated
2) Add an option for background music(s). The sound set it good - would like more ambiance - would like to set it by level
3) Add a round_complete sound effect
4) Add a round_start sound effect
5) Setting to stop baddies from flipping upside down, ditto the text
6) Setting to get rid of that paint glob when hitting the button after a match or the sprite so I can edit the glob.
7) Can we lose the words "free play"?
8 ) Better still can all on screen text be toggled on/off
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Nice work Le Chuck. That is really impressive. :cheers:
Thanks bro!
I will do the ones in bold, the others are a bit more complicated
2) Add an option for background music(s). The sound set it good - would like more ambiance - would like to set it by level
3) Add a round_complete sound effect
4) Add a round_start sound effect
5) Setting to stop baddies from flipping upside down, ditto the text
6) Setting to get rid of that paint glob when hitting the button after a match or the sprite so I can edit the glob.
7) Can we lose the words "free play"?
8 ) Better still can all on screen text be toggled on/off
That's fair, I think that will really sharpen it up for most other users as well. Looking forward to the update. Working on a skull forest level now to round us out to six.
Oh, while you've got the hood popped, how do you edit "Banana Royale" text on the start screen. It doesn't change when I edit the game file. Banana Royale was a fun start but it's a bit misleading at this point, for my theme at least.
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Hyrule Rumble is complete. Attached rar has all sounds, sprites, and five levels for you enjoyment.
This is the best thing ever!!
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Sjaak,
Thank you for your continuing effort to improve the game! I do have one suggestion. Currently, if I am running the game in full screen, I am not able to exit the program unless I ALT+TAB or Ctrl+Alt+Del. Could you possibly program the game to exit with Esc? Is there a way I can do that and I am just missing something?
Also, can additional maps be added on past the initial 5?
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That's fair, I think that will really sharpen it up for most other users as well. Looking forward to the update. Working on a skull forest level now to round us out to six.
Oh, while you've got the hood popped, how do you edit "Banana Royale" text on the start screen. It doesn't change when I edit the game file. Banana Royale was a fun start but it's a bit misleading at this point, for my theme at least.
I was wondering the same thing about the title. So if you can have more than 5 levels, do you also have to increase the number of sounds so you can play the sixth level, or can the game randomly pick a level/map?
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To increase the number of maps used just increase the number of rounds. Default is five. I now have six.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350753;image)
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To increase the number of maps used just increase the number of rounds. Default is five. I now have six.
Amazing!
How do you go about creating a new map?
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To increase the number of maps used just increase the number of rounds. Default is five. I now have six.
Amazing!
How do you go about creating a new map?
Download Tiled (page 5 or 6 in this thread) if you haven't. If you have rename one of the levels and open it up. If you're using the Hyrule Rumble pack you should be using my maze2.png as the tileset automatically. There are different layers, Route will show you where you can walk. Layer1 is what you see. I recommend for your first one only play in layer1 and get a feel for the program and how you tile everything together. My tileset is somewhat disorganized but it has everything you need to complete 5 different themes and about a jillion different maps. Just copy a completed map, rename it, and go to town.
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To increase the number of maps used just increase the number of rounds. Default is five. I now have six.
Amazing!
How do you go about creating a new map?
Download Tiled (page 5 or 6 in this thread) if you haven't. If you have rename one of the levels and open it up. If you're using the Hyrule Rumble pack you should be using my maze2.png as the tileset automatically. There are different layers, Route will show you where you can walk. Layer1 is what you see. I recommend for your first one only play in layer1 and get a feel for the program and how you tile everything together. My tileset is somewhat disorganized but it has everything you need to complete 5 different themes and about a jillion different maps. Just copy a completed map, rename it, and go to town.
Cool! I'll give it a go.
This game runs fine on my laptop, but on my MAME PC it displays the title screen for a minute, then crashes. I've already downloaded the Microsoft .NET Framework 4 and Microsoft XNA Framework Redistributable 4.0, though my computer said it already had the Framework 4 or better.
These are my stats:
INTEL Core i3-1010U CPU @ 1.70GHZ (I have it overclocked though)
Model D34010WY
OS: Windows 8.1 64 bit (6.3, Build 9600)
Memory: 8192MB RAM
DirectX 11
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New version:
1. Background music in Custom.mp3 (File must be named Custom.mp3)
[Settings]
BGM=Custom
2. Sound at start of game in gamestart.wav
3. New setting to disable most of the game flipping
[Settings]
GameFlip=false
4. Change paint splatter graphic in sprites/box/splat.png
5. Custom game title
[Settings]
Title=Your title here
Download (http://www.xs4all.nl/~hansolo1/BananaRoyale6.zip)
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^Groovy. I'll get it checked out this evening!
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Crashes. Will start, go through the add a player count down, count down to game start and then crash when game start countdown completes. Your download does this upon unzip without adding any files messing with the settings. Once I add all my stuff it didn't help, same crash behavior. Deleted all the new sounds, no help either.
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Crashes. Will start, go through the add a player count down, count down to game start and then crash when game start countdown completes. Your download does this upon unzip without adding any files messing with the settings. Once I add all my stuff it didn't help, same crash behavior. Deleted all the new sounds, no help either.
I will get on this tonight
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Found it. Make sure the path to the folder of the game doesn't contain any spaces.
http://stackoverflow.com/questions/5813657/xna-4-song-fromuri-containing-spaces (http://stackoverflow.com/questions/5813657/xna-4-song-fromuri-containing-spaces)
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Awesome. Good update, looks a lot better for this theme. Minor requests if you can add them
o Programmable Quit game key
o Music by level - really want to add the music that goes with specific area from Link to the Past(jaunty theme for the forest, great cave music with the water drop sounds, nails on chalkboard dungeon music etc)
I'm working on a few more levels - dark forest is done, chapel needs to be redone then it will be ready too.
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It just keeps getting better and better.
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Damn this is why i love these communities.
Great work guys.
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Hyrule Rumble 7 level pack. Now includes Sanctuary level. Does not include background music; however, you can roll your own from the Zelda Universe (http://zeldauniverse.net/media/music/a-link-to-the-past-original-soundtrack/). They already come as .mp3 so just rename your winner to Custom and drop it in your game folder.
Changed the rupee to purple because it's baller and I like how it looks.
Coding in multiple rupee colors (multiple pills) would be awesome *cough hint hint*
Still hoping for an easy exit and music by level version but barring that this is as complete as I intend to make it. Enjoy.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=122718.0;attach=350947;image)
edit: also this is my 5Kth post so booyaki
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Lovely, congrats on the 5k :)
You running a compo for it :p
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I'll just leave this here...
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#dicksoutforharambe
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Hi! I just wanted to know if anyone has made already a... well, a pac-man sprite pack that is available to use. I know it defies a bit the purpose of this project, but I just wanted to play Battle Royale and the steam version (the one included on Pac-Man Musem) sucks. Cheers
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Hi! I just wanted to know if anyone has made already a... well, a pac-man sprite pack that is available to use. I know it defies a bit the purpose of this project, but I just wanted to play Battle Royale and the steam version (the one included on Pac-Man Musem) sucks. Cheers
If you go to the other thread for this, damageinc86 put up his cool "Pac Family" sprite sheet.
http://forum.arcadecontrols.com/index.php/topic,119032.msg1582934.html#msg1582934 (http://forum.arcadecontrols.com/index.php/topic,119032.msg1582934.html#msg1582934)
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Thanks! that's exactly what I needed :)
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Minor requests if you can add them
o Programmable Quit game key
o Music by level - really want to add the music that goes with specific area from Link to the Past(jaunty theme for the forest, great cave music with the water drop sounds, nails on chalkboard dungeon music etc)
bUmP for Sjaak to add the two features above that would really dress this project out to completion both for me and anyone else who comes down the road and decides to customize. Secret of Mana Moogle pack, anyone?!
https://www.spriters-resource.com/snes/secretofmanaseikendensetsu2/ (https://www.spriters-resource.com/snes/secretofmanaseikendensetsu2/)
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hi,
good news for all pacman battle royale's fans
https://github.com/vikbez/pacbrcade
fullscreen inside, i prefer the sjaak version ( maybe one day... :notworthy:) but this mod is share on internet
it's the steam version with mod fullscreen.
Good game and enjoy
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hi,
good news for all pacman battle royale's fans
https://github.com/vikbez/pacbrcade
fullscreen inside, i prefer the sjaak version ( maybe one day... :notworthy:) but this mod is share on internet
it's the steam version with mod fullscreen.
Good game and enjoy
Yeah they still haven't made a mod so that you can play with up to 3 CPU like the Tournament edition.
until then i'm still more pro-Banana Royale personally
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Hello.
To get right to the point. This game crashes on my friends pc right when you get to "Fight!" before any movement happens. It works on mines though. We both have location of the file in mind to not have spaces in the address. Heck we even tried it with it in the root. Yes I've read all the thread posts here, including the one with "Hyrule Rumble" and "Battle Royale replica".
We both have the bananaroyale.exe on the Avast Exclusion list. The only difference between me and my friend's pc is that his is Windows 7 and my mini laptop where I successfully play it on is Windows 8. I'm concerned since I want to transfer this game to my Main PC where I have all of my games and it's a Windows 7 PC.
We also tried running as Administrator......he already has the latest XNA and .NET stuff.
What could be the problem?
Another few things: Is there a way to make the game into "Deluxe" display within the settings? (nothing is flipped, all of the text are facing the same direction as if all players were looking at big flatscreen tv in a living room)
What are the other difficulties. The default is "Normal" in the settings. Are there more? Is it three and other two are "Easy" and "Hard" written exactly?
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Found it. Make sure the path to the folder of the game doesn't contain any spaces.
http://stackoverflow.com/questions/5813657/xna-4-song-fromuri-containing-spaces (http://stackoverflow.com/questions/5813657/xna-4-song-fromuri-containing-spaces)
I changed my path to have no spaces and it still crashes after the countdown. But it only crashes after I copy all of my sprites and sounds over to the new bananaroyale6 folder. The default stuff works fine and doesn't seem to crash (only tested a little into one round. The only settings I changed in the .ini was the title, made the rounds go to 6 because i made a maze for #6.
So I tried again with a fresh unzip, and the ONLY thing I did was replace the "player" sprite folder with my pac-family sprites from my bananaroyale5 folder, and then the bananaroyale6 crashed after round start. I could see the sprites show up, but then after the round started (ready, fight!) it crashed now.
EDIT: It wasn't the sprites at all, it was the gamestart.wav Even though I saved it as a PCM .wav in my audio editing program, it always makes it freeze. hmmmmmm, I guess try other editors until one saves it in a nice PCM that bananaroyale likes.
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Found it. Make sure the path to the folder of the game doesn't contain any spaces.
http://stackoverflow.com/questions/5813657/xna-4-song-fromuri-containing-spaces (http://stackoverflow.com/questions/5813657/xna-4-song-fromuri-containing-spaces)
Hey Sjaak, first and foremost awesome build! I've read through every page on you build thread as well as the Banana Royale thread and it's inspired me to go ahead and create my own version.
I have some questions though if you wouldn't mind helping me out here. I downloaded Banana Royale 6 and am able to play it just fine, I plan to create my own sprite pack for the game.
The thing is that I prefer the HD version that you created instead of the 8 Bit look. How would I go about converting Banana Royale to the HD with the neon glow?
Also I'd like to make some edits to the game play, I'm a web developer by profession but I'm sure I can put two and two together in C#, how can I go about editing the source code?
Thanks again!
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Has anybody had problems with bananaroyale running on recent windows10 versions? I tried to run it today for the first time in probably like 6 months or so, and it just won't run. It just freezes everything and I have to sign out and sign back in to force stop it (even task manager couldn't get to it). This sucks! I was going to play it with my 4 year old, because she remembers playing it a long time ago. This game was one of my favs.
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I know it's been awhile, but yes, I am recently came across this thread and I am running on Win10 just fine.
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Does anyone have a download for banana royale? I lost my copy and the only download I have found is throwing a virus scanner threat.
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I'm just finding out about this as I was looking into building one myself... I too would love a copy of this, just amazing what has been accomplished! If anyone has a line on where to find this please let me know (or post up) :)
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Yes, same for me. Would be happy to get a new version.
Thx