I found one way to freeze it ever single time on level 1-5.
Okay, that one I can get to work all the time
There is something going wrong in the 'return to home' logic. By the time he hits the home base, he should have a new move ready - but he doesn't. I must have missed something somewhere. Or not updated that logic when I changed over to using a distance map for the homing routine.
I'm looking into it as tomorrows project
Hopefully, I'll have a new build this weekend - but don't hold me to that. Wife has plans for evenings this week, which cuts into my debugging time
..........
I had one game where one of the baddies spent almost the entire latter half of a level just wandering back and forth in the base and not popping out for me to either flee or kill.
Thats related to the bug we are trying to fix. They actually -do- spawn, but immediately return to home base. (ie, they never get completely out of the ghost house)
What are your thoughts on the directional flexibility/buffering issue?
No. Then you could do a bunch of moves, and they would play back, even if you -didn't- want them to.
The movement was carefully crafted to be like pac-man, and it works. If we change it much, you lose the ability to lose the ghosts with quick cornering.
And for everyone complaining about the scroll borders: That's the point of the scrolling! Use the radar to track the ghosts - it is accurate (1 pixel = 1 16x16 tile). It would lose a lot of challenge if you could see the ghosts coming from 5 or 6 tiles away.