Pac-Man, but you're the ghost

(garrit.xyz)

67 points | by mindracer 3 hours ago

13 comments

  • InvisibleUp 18 minutes ago
    Seems the solution is to immediately leave and follow Pac-Man to the bottom-right (by alternating right-down) and chase him across the long corridor on the bottom. Keep following him and you'll just catch him, since he never goes for the power pellets.
  • foo12bar 24 minutes ago
    For 400+ lines of html, not bad, even if it is AI generated: https://github.com/garritfra/pac-hunt/blob/main/index.html
    • exolab 5 minutes ago
      AI generated? The humanity!
  • pmontra 2 hours ago
    Sometimes I manage to make the ghost move on mobile but I don't understand how to do it in a consistent way. Maybe there should be a tap area of 90 degrees above the ghost (from -45 to +45) to move it upwards, 90 to the right to move it rightwards, etc.
    • arcastroe 1 hour ago
      On mobile, you just swipe in the direction you want to move (e.g. swipe up to go up). You can also queue the move ahead of time. So even if you are nowhere near the intersection yet, you can swipe up and trust that the ghost will automatically turn once it reaches the intersection.
  • ataru 27 minutes ago
    Pacman can escape more easily now that there's only one ghost.
  • Teknomadix 3 hours ago
    Cool idea. Horrible controls. Reminds me of how frustrating playing pacman on my 2600 was as a kid.
    • staindk 2 minutes ago
      Swipe controls on mobile worked well for me.
    • fphhotchips 2 hours ago
      > Horrible controls.

      Interesting! I found them mostly ok, but I was playing with a keyboard. They definitely remind me of the controls of Pacman games I grew up with where (as sibling comment notes), you have to decide where you're going before you get there.

      I wonder if tweaking the input buffering or adding some frames after the turn where you 'snap-back' would help, similar to ghost jumps in Mario.

      • vunderba 1 hour ago
        I grew up playing Pac-Man and Ms. Pac-Man in dimly lit arcade parlors and bowling alleys.

        The controls in this version are, for lack of a better word, sluggish compared to the tight responsiveness of the originals on a four-way joystick or using a keyboard with MAME. Even when you press an arrow key to "move" the ghost, there’s a noticeable delay, almost like it’s polling for the key-up event instead of the key-down.

      • nfw2 26 minutes ago
        For me there seems to be latency registering the key press which results in frequently missing turns
    • serious_angel 2 hours ago

          The code was written by Claude, unfortunately, and hence no controls were probably even considered, or no tokens were left.
          I jumped in with the love in mind, too, but when I checked the source repository, and saw the actual source... and then the contributors... it was... I am sorry... it hit hard...
      • keyle 33 minutes ago
        Where did you quote this from?
    • omoikane 2 hours ago
      I find that you have to decide which direction to turn before the turn.

      Once I got that figured out, it was mostly a race to catch pacman along the long straight path at the bottom edge with the ghost's superior speed.

    • VectorLock 2 hours ago
      Yeah its AI slop without the corner easing. But maybe they can AI it better.
  • purple-leafy 29 minutes ago
    should call it Nam-Cap
  • 3-cheese-sundae 1 hour ago
    "Think about it. It's like Kafka wrote a Lovecraft story."

    https://www.smbc-comics.com/index.php?db=comics&id=2736#comi...

  • asadm 2 hours ago
    pretty nice. I had a multiplayer demo a decade back where one player would be pacman and rest would be ghosts. and it would swap as you cycle. Whoever collects most coins won.
    • vunderba 2 hours ago
      I think at one point Namco had a multiplayer Pacman Party Game which had a similar premise - whoever manages to eat Pacman gets to be him in the next round.

      EDIT: Found it.

      https://en.wikipedia.org/wiki/Pac-Man_Vs%2E

      • ofrzeta 1 hour ago
        Your link is cut off or something. EDIT: the dot at the end is being cut off by the forum software it seems
        • vunderba 57 minutes ago
          Thanks - link updated, went ahead and just percent-encoded the damn thing.

          For reference - it's a Gamecube game where the other players play as ghosts released all the way back in 2003.

  • lowlevel 1 hour ago
    I had this idea a very long time ago.. well before AI... so it was fun to see. Thanks... too easy tho.
  • tommypham 2 hours ago
    haha just played so cool. I'm thinking of making online multiplayer game for this haha
  • dfordp 1 hour ago
    kind of like the movie pixels :)
  • VectorLock 2 hours ago
    Cool AI slop but the lack of corner easing like the original game makes it less fun.
    • epcoa 1 hour ago
      Are you talking about for the AI Pac-Man or the ghosts? Because the ghosts in real Pac-Man don’t have cornering.
      • VectorLock 46 minutes ago
        Pac man in Pac-man has cornering.
    • ares623 1 hour ago
      Taste and care? In my slop? How dare you sir.
  • deadbabe 1 hour ago
    Why are people still upvoting obvious AI slop garbage?

    1. Claude couldn’t do a proper fence algorithm for the walls?

    2. Controls feel horrible.

    3. It’s literally impossible to catch Pac-Man? You do not move fast enough and the Pac-Man AI is programmed for perfection so it does not make deliberate mistakes for the human player to take advantage of.

    4. The tile based movement is not smooth, very stuttery.

    Fine for a prototype, but we could do so much better. This is not a particular hard game to code up in an afternoon or even an hour if you’re experienced.

    • Reubend 1 hour ago
      > It’s literally impossible to catch Pac-Man?

      I caught him! So it's definitely possible. You move a little bit faster than he does so you need to anticipate where he's going.

    • csomar 1 hour ago
      > 3. It’s literally impossible to catch Pac-Man? You do not move fast enough and the Pac-Man AI is programmed for perfection so it does not make deliberate mistakes for the human player to take advantage of.

      It's not impossible. I just did. You just have to corner the man into an impossible situation. But I agree on the AI-slop or lack of quality production.