What error message did you get? I can't help if you don't give me details :/
Retropone
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My first tip is, as it’s a Pac-Man game, you should be aware of the ghosts behaviors, and in UltiMix, you can even make the game run in a slower pace, so you have more time to react.
For the ghosts, the majority targets the players in very specific ways, with Blinky targeting you, Pinky in front of you, Inky ambushing you with Blinky’s help, Clyde who retreat in a corner when you’re too close to him, Sue targets you when she spots you, Funky goes behind you, Spunky targets you when she is fully awake, etc…
You can even spot the ghosts behaviors when you play with some game looks like the Enhanced look.
I said it to some people before, but if I’m not doing an Android build myself, it’s because I have no way to test it, as I don’t own any Android device, and I’m not a mobile gamer, so I don’t feel like just putting buttons on the screen and call it a day, but I don’t know how to make proper touch controls anyway.
And from the few people who ran the Demo 1 and 1.1 through Android with keyboard and controllers only, they got some weird engine behavior due to disparities between Android system builds and the various hardware available, and I don’t wanna put my hands into debugging all this mess and never progress on the game anymore.
Sorry for all mobile players, but unless somebody is kind enough to work on a mobile port or workaround, I won’t provide any proper mobile build :c
and time for me to answer all by myself:
1: I’m always open to suggestions for the future versions of the game, and I’d add them if I think they are worth and feasible.
2: the game has some modding support, and I’ll post all the guides once I finished writing them.
3: the game is currently incomplete, so, of course, there would be more content to come!
4: and I’m glad you both like it :D
The menu buttons are locked intentionally so they are exclusively used for the menu navigation, which includes Enter for Accept, Backspace for Cancel and Escape for Pause.
To reset a line of input, you have to press Delete on the line of mapping, which will remove the keyboard and controller mapping of the selected line.
Only the menu navigation keyboard mapping can’t be touched up (that’s why it’s greyed out).
The file of the control mapping is located in "%appdata%/Roaming/PacUltimate/sav/mapping" on Windows.
It contains both all the button mappings on keyboard and controllers, as well as the controller ID assignments.
I'd recommend to not temper with it manually tho, as the game has no sanity check in case it's broken.
Switch controllers are supposed to work. If Steam can see them, UltiMix should see them as well.
The control mapping is just a bit weird to tackle, but in the options, you must first assign the controller to the player you want on the bottom, and then, in the mapping portion of the top of the menu, keep going to the right to access other players inputs and map the buttons as they are unset by default.
As I’m providing the .love to download, I’d recommend you launch the game’s love file in your 32bits executable instead ^^"
If it bothers you, you could make a batch file that launches the game automatically, by just doing ".\love.exe .\PacUltimateDemo1.love" or something similar.
If there is a high demand, I’ll provide a 32bits Windows version for the upcoming Demos, tho.
Hey! So, for Super Pac-Man, as it’s been remade from the ground-up due to the lack of proper documentations, I don’t really want it to be more accurate to the original, and thus, I won’t make any option to deactivate all the visual effects added in the process, sorry :c
You can still try to make either a patch or a replacement mod that aims for a more accurate gameplay loop and speed, if you are motivated.
For added features on Super Pac and Pac & Pal, I sadly don’t have any ideas besides mod support for more characters and more levels to be played on, as you can just replace or patch stuff for now.
A big thanks for your feedbacks tho, but yeah, if you want a more accurate Super Pac experience, I’m gonna quote you, "just play the original game then" :P as it’s not my current goal.
Hey please calm down!
This is a known issue with a few game controllers and it’s fixed in the bugfixed version that releases tomorrow.
Just please, next time, be more polite and cordial, or I’ll just ignore your criticism in the future.
Also, sorry for not being able to test every game controller in existence to test my input system, and that you had to own one that I don’t have! I’m coding the game all alone and I never encountered a game controller that would crash my game, even among my contributors and my beta-testers, so, sorry for missing out a few things, especially since it’s my first real game made mostly with my own tools!
Thank you for the feedback and I’m glad you appreciate the game so far!
I’ll answer point by point:
1: yeah, there are audio level issues with character sounds, it’ll be fixed for the revision of Demo 1.
2: the ghost flicker is actually a feature to see the ghosts when they are overlapping each other, but in the revision of Demo 1, turning off graphical effects in the game’s video options will turn off the flickering of ghosts, fruits and players.
3: some of the fruits explosions will be replaced with popping in the revision of Demo 1 since it was funny for a bit but it’s too much for a lot of purists (and I totally understand that).
4: sound packs are a feature planned for Demo 2.
5: we can do that :3c
Thank you again for the feedbacks and hope you’ll enjoy what’s coming up!
Okay, from what I understand, this means the game would be locked at either checking if the mod folder for levels is here, or creating the levels mod folder.
I'll add more feedbacks in the mod loading process in the revision of Demo 1, so we can figure out what's going on, but I suspect that OneDrive is interrupting some processes.
Thanks for all your feedbacks, I’m glad you’re having fun with the game so far!
For the restarting music, you’re not the only one who suggested it, and I’ll work on that for the next revision of the demo.
For custom playlists, it’ll be part of in-game customizable options, so, probably a working feature in Demo 2?
For the CE songs being cut down, it was to avoid bloating the game with the 5 or 10 minutes versions, and for them to play some good parts when playing in regular sized mazes, but without using the official 1 or 3 minutes loop as some are missing critical parts in my opinion, but you can put them as music mods just by dropping the audio files in the musics folder of the mods folder.
For the CE1 level behaving like CE2, it’s due to engine limitations and I didn’t want to copy the game mechanics of the CE games as they would only work on their respective CE levels and not the rest of the game (especially the ghosts behaviors), but it could be turned into something more accurate at a later stage of development, but it’s not my priority for now.
And for SFX packs, it’s being worked on for Demo 2.
Thank you again for your feedbacks, and sorry for not satisfying you on the CE content.
The fact it’s so inconsistent is quite concerning tho, I wonder if it’s related to your Windows session being on the cloud via OneDrive or something, or that your system disk is on idle, as the game is not crashing.
Or maybe it’s the loader thread that struggles to start, due to the lack of CPU cores? I can’t tell, I didn’t try the game on the lowest-end of PCs yet.
That’s a weird behavior. Like, it gets stuck at the first step or does it progress through all the mods checks? And if you open the .exe in the Windows Shell (cmd.exe), does it provide any error message?
If possible, provide a video (like filming with your phone) so I can try to pin-point where the problem is.
When the demo will release, I’ll gather players feedbacks and ideas to potentially put in the final game, alongside fixing glitches.
Once the final game is done, I’m planning to listen to more feedbacks for fixing more bugs and add more content if I do more or if I consider some community mods to be worth adding in the base game.
Everything is alright, it’s just that my job was too rough on me and I took a well-deserved break.
Some of the reasons the demo release is delayed is because I want to finish some modern levels, to show some proof of concept, and a friend, who’s a real programmer (unlike me), is helping me refactoring the code for something cleaner and more optimized.
I’ll make a proper announcement when there will be some progress. Sorry for the wait.
Well, automatic music playlists are not a thing, and I don’t plan to do it due to the unbalanced amount of music for each visual skins.
The Arcade Mode has multiple playlists for each set (if provided), and in other modes, you can select your music and even change it on the fly when pausing the game.
And if none of the musics in the selection are satisfying you, you can provide your own musics as native mods and select them in the Look & Feel menu
There is an option to manage the scale of the mazes for the screen/window size. The Auto mode will try to fit the whole maze on the screen, and then you can choose the size mode you want (up to 4x but can go higher if the display is huge). The camera try to fit all players on frame, and it has a smooth scrolling, in case of the maze being too big for the screen.
While it is possible to make a mobile port of the game, I’m not working yet on supporting Android and iOS.
I’m not a mobile game player in the first place, so, I don’t wanna provide a half-baked experience or forcing people to use a bluetooth keyboard/controller.
I’ll ask some assistance from developers more used to mobile platforms when I’ll feel like working on the Android and iOS ports.
The game won’t have a built-in level editor, but as I want players to be able to add custom levels, I’ll probably provide a more fleshed-out version of the maze making tool we used so far.
But is it really necessary to provide custom levels when the game is already overloaded with levels from anything Pac-Man related? ;)



