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A member registered May 06, 2020 · View creator page →

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Very nice job!

Looks nice, and has an engaging risk/reward system of trying to aim at enemies while avoiding obstacles. I never played the original game, but I can see why it would be popular.

I think user-controllable firing would be a nice addition if you could find a way to squeeze it in, but it works okay as is.

Thanks for the mention, =)

I actually updated the encoders and tutorial with automatic escape-code insertion so you can use up to all 255 chars in your strings, which can let you cram a bit more in.

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Thank you,☺️

I spent a while designing the tiles using Pico-8 shape commands, trying to draw everything as efficiently as possible. I put a bit more detail where it was most noticeable (especially the pipes and the ground), and left it out where it wasn't, like the clouds and hills. Between that and colors that are pretty close to the original, it gives a good overall impression, even if a lot of details are missing.

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I like the animation, and the game over screen is surprisingly stylish. Some destructible barriers would be nice, but don't know how that would work with the super fast bullet-hell-type design. Feels like these guys just raided the puny earthlings' espresso supply.😋

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Great job on this! It looks good, but even more impressively the controls and physics are great, too!

If you have anything more you wanted to add, it does seem like there's a bit of room to cram things further, I looked over it a bit and got the byte count down to 993. ;)

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Thanks, ☺️

I actually managed to cut out a few more bytes and added a poke to fix the repeated jumping. I think I have a pretty solid platformer base for any more little projects I do in the future. 🙂

That's cool, I guess I inadvertantly kind of recreated a bug/Easter egg from the original game. Thanks for taking the time and interest to find that. ☺️

The experimentation part does seem a bit daunting. It offers more potential space, but I've gotten so used to cutting down chars it seems I'll have some re-learning to do. Glad we have a month.🙂

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Yeah, I recognized my sprite compression code there. Nice thing about that is I can just open a blank cart and replace sset with pset to see the raw sprite data. Beyond that, though, really nice use of color variation, particles, screen distortion, and lighting!

As for suggestions, I just wonder if you'd consider letting the player either eat fish the same size as them, or just pass through them unharmed. It was a bit surprising to find that touching the same size fish kills you.

Wow, those are some nice graphics, very well done!

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I guess I've programmed a bunch of little games and tweetcarts in a rather insane manner then, staring directly into the abyss. o_O

On the plus side, if I can do that, I figure I could probably handle doing some coding in assembly if I wanted to learn it.

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Glad to hear you finished it, I've been hoping that people would do that. Went back and re-assessed my code, and managed to squeeze in instructions to hold the button to bounce, so hopefully that helps someone avoid frustration in the future.

As for the logo, that's pretty hacky. The characters are actually printed in black to the top left corner of the screen, then that area is scanned left to right top to bottom via a single loop using the floor divide and modulo operators, and the color value is tested for each pixel. For each one, a circfill command is given, but the radius value has the pixel color of that spot subtracted. Since subtracting 12, the number of the background, results in a negative radius value, no circle is drawn for spaces that aren't black. Finally, a blue filled circle is drawn over the printed text to hide it.=) You can see it printed out if you delete the chunk of code that looks like this:


Oh, also, in case you hadn't tried it, I thought I'd mention a little easter egg. If you press the directional buttons on the title screen, you can make Squirt do a little dance. It's just an unintentional side effect of reusing his code while restricting movement, but with tweetcart games, you've gotta make bugs into features!

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Thank you very much☺️,

This was actually my fist game (well, technically a revision of my first game), and as such I ended up putting quite a bit of time into it, refining and cramming it down to size. Probably overkill, but it taught me a lot. I've had some comments expressing frustration with the controls, as it's designed around holding buttons down to bounce, but there wasn't quite space to explicitly explain that in-game. Hopefully you didn't try playing by just pressing the buttons. Did you play through to the ending?

Wow, if I actually managed to introduce someone to Tetris, that's a really cool thing, glad you liked it. =)

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Great job! The compression system is impressive, but I think the visual design really pushes it to the next level. Visual touches like the flowing bubbles and undulating seaweed give the simple graphics a lot of life and personality.🙂

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Thanks, I've got a lot to learn myself, I'm just used to trying different approaches to a problem long enough to figure out sneaky workarounds.=)

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Good job on this, it looks and plays really nice!

I noticed you used 2-color sprites for the gorillas, and I initially thought this was a stylistic choice because of the way the original game looked, but reading below I saw that you had originally wanted to use 4-color sprites but ran out of chars, so I looked into it and found a fix if you're interested.

You'd need to replace 2 bits of code to make it work. The first is the sprite decoder, which you could replace with this, which is set to 3 4-color pixels per character and includes a color lookup string:

for i=0,128do v=ord('456',(ord("",i\3+1)-35)\4^(i%3)%4)sset(i%7,i\7,v)sset(12-i%7,i\7,v)end

You only actually need 7 pixels in width for the sprites, but I'm thinking maybe you used 8 to avoid a graphical glitch? Assuming you're using the full range of 221 chars, you could use up to 6 colors for each gorilla sprite if you wanted to, you'd just need to change the 4's there to 6's, and add a couple extra entries in the lookup string.

This would take you to 1026 or 1028 chars, but I noticed you're using binary AND operators for the button controls, and a combo of modulo and floor divide is slightly more compact, so you could replace those with this:


This saves 8 chars and gets you down to 1018 or 1020. =)

Here's a pic of a little test I made with 5-color sprites and a lighter blue background in 1024 chars.

Cool little 3D game.🙂 The scaling effect is nice, and the flapping wings animation is really smooth. My top score so far is 87.

Thank you,

I tried hard to get the feel right. There were a couple things like the speed of movement that were limited due to the character limit, but I'm glad to hear the positive feedback on the core mechanics. I'm thinking about making a deluxe version with no size limitation sometime, if I can add some other unique feature, as well as some kind of music.

You're welcome for the sprite routines, I'm glad to see people using those. I'm currently working on pushing things further and making a system that can handle full-blown level graphics in a very small space. Hope to have something done to show that off by the end of the jam.

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Thank you, ☺️

This was built on an earlier version for Tweettweetjam, so I've had time to playtest and work out the obvious bugs. I also spent some time experimenting with what colors  to use for each block type, though the final result seems even a bit more vibrant and saturated than I expected!

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To be fair, I didn't make this from scratch for the jam, it's a "remaster" of a game I made for Tweettweetjam. I did work hard on refining it, though.

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Thank you,

It took longer than expected due to the finer mechanics of Tetris being more difficult/space consuming to code than I thought, but I've been wanting to make an upgrade of my two-tweet version for a while.

If I finish any more submissions, though, they'll focus less on pushing mechanics and more on being graphical demos.😉

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Thank you,

This took longer than expected since the code for mechanics like allowing parts to fit under ledges and properly triggering  game overs proved trickier and more space-consuming than I'd planned. Had a nice graphical logo and was working on sound effects, but those wouldn't fit. ☹️ I should probably just make a non-size-limited version.

Anyway, if I manage to finish another entry or two, they'll be less focused on pushing mechanics, and more on being graphical demos. I find that easier, and more fun anyway.

Actually, it's teeny tiny...

J/K. Thank you very much. =)

Took me a minute to figure out the editor controls, but this is awesome! It feels like a tiny little version of Mario Maker, mixed with N. =)

This is pretty neat. The animation and sound help it feel more fleshed out,  and the ocean you come across after a few screens, makes the game world feel a lot bigger. I wonder if the requirement for how flat the ground must be to land might be adjusted, though, as a number of times I tried to set down on what looked like flat ground, only to have the helicopter explode. o_O

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Neat! I've started working on a version of Berzerk myself, and was wondering if it could fit in 1K. I guess this answers that question.☺️

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This is surprisingly good, nice job. It feels like a lost Atari game and really gets you in a "just one more try" mood. My best score is 65.

Well, I was trying to copy the original version, which was known for being very hard. If this is more difficult than the original, though, I could upload a tweaked version to make it a little easier.

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Alright, I uploaded a new version. I tried tweaking the values to ease the difficulty a bit, but then I realized I only put in the lives system to show that I could fit that in the char limit, but the point of the game is to be a little journey that people can reach the end of, so I just removed lives. Now any falls will just result in the player being sent back to the last checkpoint. Added back the Super Bounce tutorial, though, and with the characters I saved I added in a few distant birds here and there. =)

Thank you. My goal was to make something people would actually play for a while, so it's nice to hear you're enjoying it.

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Wow, this is very cool. Functional split screen multiplayer is impressive even for a normal Pico-8 game, let alone a tweetcart. The minimalist art even looks nice, too, and the 2-char player sprites are instantly recognizable and extremely cute =).

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Thanks, glad to hear that it feels about right to play, especially since I never actually played the original game, and tried to get a feel for it from YouTube videos. The horizontal  speed isn't quite as fast as the original, which means more tapping is required, but I can't tweak that without causing jerky scrolling due to the low resolution.

I was wondering if maybe I made it a bit too easy since I could get a score in the 30's after a bit of practice, but it doesn't sound like I need to worry. Thanks for the feedback.

Thank you,

I spent so much time on my last couple of TTJ entries to make them actually dec ent little games, that it seemed a waste if people wrote them off as disposable because the graphics were primitive, so I thought I'd try and make something that looked more like a regular game.

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Looks good, though you could actually switch to a 60fps update function with equivalent movement speed for just 2 chars more, eg:



circ(x,y)flip()goto _


x=60y=60function _update60()cls()b=btn()



I can relate to feeling a bit clunky sometimes, but there's one nice benefit to having a living brain rather than a hunk of silicon, you can actually rewire it a bit over time. ;)

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Honestly, those two operators are the foundation of much of the logic in my code these days. They basically allow various non-linear behaviors to arise from linear numeric inputs, so you can use them to replace a lot of cumbersome branching conditional logic.

I've only been coding on and off for a handful of years myself, and not very regularly until the last year and a half, but I enjoy the  problem solving and the freedom to approach things creatively. Guess it also helps that I'm very comfortable with math.

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You're welcome. I like breaking things down and helping people understand it. I know I have to do that a lot for myself.

For vertical movement you can just extend the same concept to the values of 4 and 8, like this:


It's the same pattern for every button, but you can simplify the expression for button 0. I initially used a slightly different method, with a swapped order of the floor divide and modulus operators, but that took an extra character or two.

As for waiting till next year, the tweettweet jams are roughly every 6 months, so you might still make it this year. =)

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Thank you,

I would say that if you're starting out on the idea, getting it done in the next few days could be hard, but go for it if you want to. You can go ahead and use code from this one if you can understand it, though it's super compressed. Here's a really useful piece, though, that's slightly simplified from the version in the cart.


That one line contains basically all the logic for the movement of both the player ship and its projectiles. I'll break it into a few parts to explain.

ˇ-=4                      This moves the single player bullet up 4 pixels every frame.  The "ˇ" symbol, which represents the bullet's y position, doesn't have to be initialized because before it's given a value, it already has a negative one. (it's the only symbol like this that doesn't count as two chars on Twitter, though, as far as I know).

b=btn()p+=b%4-b%2*3    This moves your ship's horizontal position, "p", using the left/right keys

if(b\9*ˇ<0)             This allows a bullet to be fired if the last one is off screen and you press the Z or X key (well, there's only one, so it lets it be re-fired). 

x=p+4ˇ=k               This aligns the bullet x and y positions with those of your ship (represented by p and k), putting it in firing position. Since it automatically moves up, it looks like it's being shot.

Thank you very much,

I worked on this on and off for a long time, and had to come up with a lot of unorthodox techniques to get everything working. I'm thinking about writing a blog entry explaining the code, as I've had someone ask about how the systems work.

As for the invaders speeding up, that was actually one of the simpler things to implement. There's a constant value --in this case 3-- that is divided by the number of invaders remaining to give the distance they move horizontally each frame. When only one is left, it's going 45 times as fast as it did to start.