@CodeBullet

Source code is up so check it out
https://github.com/Code-Bullet/PacmanGame

@Ilikeoreos47

I can't actually believe there was a time when a Code Bullet video wasn't just him shouting obscenities and losing his sanity

@gregoriocervejeira3600

Don´t bully Clyde, he is trying!

@MisterVercetti

A few details not covered in this video, for those who are curious:

1. At the two tunnel entrances just above the ghost house and the two entrances on either side of Pac-Man's starting location, the ghosts are unable to make upward turns (except in Frightened mode). This makes for some handy safe zones if the ghosts are concentrated below you.
2. After a certain number of dots are eaten on each level, Blinky enters a state known as "Cruise Elroy" (though where the name came from remains a mystery to this day), where two things happen: Blinky speeds up to nearly the same speed as Pac-Man, and he no longer targets his respective corner during Scatter Mode. When a second dot threshold is reached, Blinky speeds up yet again, to the point where he's visibly faster than Pac-Man.
3. Because collision in this game is tile-based instead of sprite-based, there's a rare phenomenon where Pac-Man can pass through a ghost unharmed, due to Pac-Man and the ghost changing tiles on the exact same frame.

Certainly a good start, in any event!

@Izandaia

I did not expect to learn so much about the mechanics of PACMAN.

@TheBeast9417YT

3:29 “Did you see that?”

Me, an intellectual: The Power Pellet did nothing

@frhowe08

The one dislike is clyde

Edit. I clearly was early lmao

@ВячеславЯковенко-ч8щ

Do what you love and people will love you! And we do love you now!

@jlwalker92

I just stumbled on several of your videos today and you have earned the ability to send my phone notifications. Thanks for being one of the rare few deserving such.

@xaxaiuedufraine4897

A couple of years ago, I recreated Pac-man in C++ for my intro to computer science class. I remember researching the ghost behaviors in-depth, and it was immensely satisfying to see that you gave them (nearly) the same behaviors that I did.

@jskaisel

How good can this channel be? ^_^

@Danacus

10/10
Commentatin






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@davidmurphy563

Dude, you programmed PacMan from scratch in Java with authentic pathing! How long did that take you??

@circli

Love it! We need more “AI plays ancient game and tests it’s capabilities...”!

@Pro-Tayto

What about the section on the sides of the screen where you cross between the left and right side? Have you tested that?

@MarkoPiroski

You man are legend.

@mitsync

How do you do this stuff within weeks of each other?!? Don't you need to breathe sometimes? 
Great as always!

@slonth

I like how the writing is so casual. Honestly! People always think that when regarding computers and coding you have to take it seriously. It’s so refreshing to find someone that speaks my language. I don’t wanna sound pretentious, but I have a fair share of knowledge about computers myself. Not about software however, more about hardware. I really enjoy learning the inner workings of AI and seeing it evolve. That combined with another person who does this stuff for fun, it’s a dream come true! Thanks for standing out.

@rodneylives

Pretty good, but there are some minor differences from the arcade game. These are detailed in The Pac-Man Dossier (which several people have already linked to), and I presume you used as reference (because it's awesome, and what you have done is pretty good):
1. There are four routes in the maze that are "one way" to the ghosts, that they can go down but can't go up. They are the two vertical routes directly above Pac-Man's start location, and directly above the monster box. In play, these are useful for escaping pursuit.
2. Ghosts slow down in the tunnels.
3. This is a big one... there's actually a significant pathfinding bug in the arcade game that affects Pinky and Inky whenever Pac-Man faces north, that tends to cause them to cause them to home in on the wrong location, one to Pac-Man's left. It's fully detailed in the Pac-Man Dossier, but one result of it and the one-way routes is the infamous "safe spot," the area just right-and-up from the starting location that the ghosts' pathfinding often breaks down when they try to reach it when Pac-Man is facing up.
4. Finally, the ghosts aren't entirely random when vulnerable, but pick routes deterministically based, among other things, on reads from random memory locations. This has the weird side-effect of making it likely impossible to fully implement Pac-Man's AI without a full copy of the game's ROMs, although it's a really minor point ultimately unless you want to perfectly recreate the arcade game.

@janezjohan6417

You put a lot of effort into your vids! simply put, amazing! Can't wait till part 2.