Pacman! - Page 2

Pacman!

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

Moderator: Moderators

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Pacman!

Post by Pxtl »

Lag would be an issue for a game like Bomberman or any other "arcade" game. A turn-based game like Scorched Earth or some card-game would be better. Maybe Rampart.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Pacman!

Post by TheFatController »

You could have some kind of little gambling game where specs tagged a unit and gained points when the unit gained exp and lost points when it died, you can only select one unit and can change the selection anytime.

The spec with the most points at the end wins.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Pacman!

Post by Pxtl »

Oooh... but how do you figure odds? Each additional bet per-unit has worse returns?
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Pacman!

Post by CarRepairer »

TheFatController wrote:You could have some kind of little gambling game where specs tagged a unit and gained points when the unit gained exp and lost points when it died, you can only select one unit and can change the selection anytime.

The spec with the most points at the end wins.
Good idea. I think I'll do this. I'll start with just betting on teams.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Pacman!

Post by TheFatController »

Well it would end up being a bit micro intensive (ie swapping between units you estimate will be successful) and the spec with the best judgment wins, i'd guess weightings like x2 for mobile units etc would work well.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Pacman!

Post by zwzsg »

Better version!
Attachments
pacman.lua
Changelog:
- Two levels, a square and rectangular one, pick depending on map proportions (and sometimes rotate).
- Fade to red when you die.
(19.68 KiB) Downloaded 106 times
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Pacman!

Post by smoth »

z, can I include this in gundam so specs can have something random to play with?
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Pacman!

Post by zwzsg »

function widget:GetInfo()
return {
name = "Pacman",
desc = "Pacman!",
author = "zwzsg",
date = "May 20th, 2009",
license = "Public Domain",
version = "2",
layer = 0,
enabled = true
}
end
I hope that by now the "Pacman" name and concept isn't owned by any company anymore. If it still is, then there is something wrong with copyright laws.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Pacman!

Post by BaNa »

manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs
manolo_ wrote:bomberman for specs

quoted for awesome
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Pacman!

Post by Pxtl »

Imagine bomberman with a quarter-second lag between your actions and their effects.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Pacman!

Post by smoth »

well I wanted to ask out of respect z.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Pacman!

Post by zwzsg »

I know, thanks for asking, and yes you can.

But would it fit? I'd like to suggest to remake the graphics into prettier and more gundamy ones. But because of historical reasons, there's many part of my code that stopped making any sense, like the way I "translate" level strings, or the offsets, or ..., so even if works now, the whole thing should be rewritten from the ground up, in a sensible way, before attempting to improve it.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Pacman!

Post by Neddie »

GBC/GG emulators in Lua.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Pacman!

Post by zwzsg »

Attachments
pacman.lua
Changelog:
- One more level, for elongated maps, bringing the number of levels to 3.
(21.07 KiB) Downloaded 111 times
User avatar
flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Re: Pacman!

Post by flop »

I'm really getting sick of all the widgets that can give you advantages. Not everyone has these widgets, imo widgets like these should be locked from mods, especially BA.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Pacman!

Post by TheFatController »

flop wrote:I'm really getting sick of all the widgets that can give you advantages. Not everyone has these widgets, imo widgets like these should be locked from mods, especially BA.
IMO BA is already too micro intensive so having pacman overlayed onto the map will only help players focus on the more fun parts of game play rather than more boring tasks.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Pacman!

Post by Gedanken »

Yeah you may as well just have made a widget that plays the game for us. This is the death of micro in BA
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Pacman!

Post by Gedanken »

CarRepairer wrote:
TheFatController wrote:You could have some kind of little gambling game where specs tagged a unit and gained points when the unit gained exp and lost points when it died, you can only select one unit and can change the selection anytime.

The spec with the most points at the end wins.
Good idea. I think I'll do this. I'll start with just betting on teams.
Best idea ever guys I'm not going to let Car forget that he just pretty much promised us all he would make this 8)
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Pacman!

Post by Gota »

There is micro?
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Pacman!

Post by CarRepairer »

Gedanken wrote:
CarRepairer wrote:
TheFatController wrote:You could have some kind of little gambling game where specs tagged a unit and gained points when the unit gained exp and lost points when it died, you can only select one unit and can change the selection anytime.

The spec with the most points at the end wins.
Good idea. I think I'll do this. I'll start with just betting on teams.
Best idea ever guys I'm not going to let Car forget that he just pretty much promised us all he would make this 8)
Good because I completely forgot, got a bunch of different things on my plate. Remind me often!
Post Reply

Return to “Lua Scripts”