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pyanc

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A member registered Sep 20, 2025 · View creator page →

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the ice cube is so kawaii ( ꩜ ᯅ ꩜;) 

Hey Nat! First of all thanksssww a lot for reviewing my game and i feel appreciated and yes i also discovered this language myself recently through code golf, lmao :3

About the brainfuck language, yes it's confusion i shouldve added an interactive learning space or playground but i felt that it'd strip my main motive of making it Langton's Ant emphasised game :D, and for typing actually before any level, there is WRITE THE BRAIN, only for that time you can interact with the panel attached

For example you can see this thick blinking cursor it shows that you can edit the command before every round be it training mode or the actual game, and my game implements a game-specific Brainfuck-like VM rather than standard Brainfuck. And yeah maybe the frozen input might be the due to typing while the game is on, you can't control ant movements DURING, only BEFORE because again it's on the instincts :D

 So for example this is what standard is :

• >: Moves the memory pointer one cell to the right.

• <: Moves the memory pointer one cell to the left.

• +: Adds 1 to the number in the current cell.

• -: Subtracts 1 from the number in the current cell.

• .: Prints the ASCII character of the current cell's value.

• ,: Reads one character of input and stores its ASCII value in the current cell.

• [: Starts a loop. It jumps forward past the matching ] if the current cell is 0.

• ]: Ends a loop. It jumps back to the matching [ if the current cell is not 0

My project does : 

>: Move right across memory cells. 

<: Move left across memory cells. 

+: Increase the current cell's value. 

-: Decrease the current cell's value. 

,: Read the next input from the game's environment. 

.: Output a direction adjustment to control the ant, then end execution. 

[: Skip to the matching ] if the current cell is zero. 

]: Jump back to the matching [ if the current cell is nonzero.

The tape has five cells, the pointer cannot move beyond its boundaries, values do not wrap around, and non-command characters are stripped by the editor so you wont's see them getting typed even. 

And yeah, that's kinda what i'm hoping for! The idea is to show especially how a tiny program can control the ant's behaviour (since it's just 18kb, i'll optimise it more though). The brainfuck-like instruction set was to make it feel less like directly controlling a character and more like figuring out its instincts and how ant is moving :P. i'd love for people to start experimenting with it and discovering weird little behaviours of their own. You start with nothing and then  get deeper and deeper, almost as if it builds on you.  It's under development only as of now, I'll resume again on Monday Evening lol, i have my university exams ongoing so i m kind of swamped with work, once i m totally done with it i m going to update on github and itch both :D and yes I m open to your suggestions tooo on something totally new or any kind of augmentation!

This is my final comment on the game and a lottt of progress have been made!!!!

The game now contains a lot of things unfoldable, and as classified earlier this is an emergent game hence whatever decisions you take is too randomised and youve to CAREFULLY place your bets on placing food for ant, you must be pretty familiar with Langton's Ant by now if not check the first reply of this thread. 

Since my last check-in, I’ve... made a lot of changes.

  1.  Added a whole set of training since learning brainfuck is as bad as it sounds, literally lol! It will still take so i recommend going through guide and this quick and easy lookbook
  2. The game has HELP button which you MUST check out before doing anything because it's better to understand before just diving in or maybe you can. 
  3. After training which is 3 levels only out of which two mazes are 5x5 and third one is 7x7, PLEASE LOOK THE BOTTOM PANEL (EDITOR) TO UNDERSTAND BEFORE EDITING and yeah before pressing space edit your brainf### code to understand. 

Well you may ask, how did I implement so

  •  i coded a real Brainfuck interpreter, re-run from scratch on every ant step. Each step calls it once with exactly 3 inputs (nearby, foodDirection, randomDirection) and reads back one output, which becomes the ant's extra turn (0–3). The reason why youve more chances to fail if your food is closer to edges.
  • The tape is 5 cells with a hard-clamped pointer, so >/< can never walk off the end, and cells hold arbitrary integers rather than wrapping at 255. Output is normalized modulo 4 the only consumer is the ant, which can turn 0–3 quarter-turns, so a raw value like 7 would be meaningless as a rotation. Brackets are pre-compiled once into a jump table by loadInstinct() instead of being re-parsed each run, which matters because it executes 200× per level on a live-editable program. Two safety rails protect player-written code: a 9,999-iteration cap so [+] kills the turn instead of freezing the tab, and the editor refuses unbalanced brackets (striking them through), so the jump table is never missing an entry. Pretty much a beginner with this language so i did take Opus 4.8's assistance in case you wonder, but it was mainly for writing javascript implementation of the logic i had :D

After all the core engine for game.js was made i had to make sure about the UI, the sound and gridding and canvas for viewport.

  1.  Used MSDOS font for fonting and yellow for HELP, purple for TRAINING, red for final IN GAME mode, these are the legends. The sizing is 24px uniformly.
  2. The sound engine uses the Web Audio API to generate simple square-wave sounds without external audio files.  Beep(), Fail () and Chime () provide step, loss, and victory sounds respectively. Audio starts only after user interaction, keeping the browser's autoplay restrictions happy.
  3. The help is totally opaque which had to take a lot of time and it's all present in ui.js (I m later going to link the files for reference, the gh link).
  4. Rest you can figure out and have fun playing around and check the repo and tweak at your end, dont forget to credit me.

The file is 36KB and original file when you locally set it up withe everything is 90KB, so it's really small (and i feel that as a victory) and i did try obfuscating eventually and golfing my code just so that it looks more neater and there is lesser room for slopped over engineered illogical implementations!

I REALLY HOPE Y'ALL love my idea for this and i m totally free for any amendments for future too as i m going to keep optimising the bytes of this codebase and other stuff to toss around in multiple jams. I had really fun experience building it! :D and i hope the creator likes it too. 

This is my final iteration to this! Until next time...



PLEASE ADD ANY COMMENTS, I'D APPRECIATE ALL SORTS OF FEEDBACK SINCE IVE NEVER BEEN PART OF ANY JAM OFFICIALLY .....:3

Yeah...so...second update after 2 hours i was able to do something using the brainfuck logic and JS and it did take more time than i banked on.

I'll keep this one detailed since people who are not familiar with Langton's Ant and Brainfuck get an idea of what it does. You can ofcourse have  a look at the Literal Definition here, in short it's a two-dimensional cellular automaton where an ant moves on a b/w grid, turning based on the color of the square it enters: if it is white turn right and flip black and vice versa. 

How it plays
1. Click any cell to drop food (not the ant's own cell). You get 200 "thoughts" one per step. 
2. The ant runs automatically from the center, facing left.

What happens each step

- Flips its cell: white turns it right, black turns it left exactly how Langton's ant behaves.
- Sniffs straight ahead up to 6 cells. If it smells food, it works out which direction to face and steers toward it; otherwise it wanders on a totally random turn.
- That decision is chosen by a 39-character Brainfuck program (,>,>,[->+<]<<[>>>[-]<<[->>+<<]<[-]]>>>.) fed three inputs: food nearby, desired turn, random turn. 
- It returns desired if food is nearby, else random. Too basic for now but impressed that i made it exactly how Langton's work till now.

You just have a win condition, reach food in less than 200 thoughts and it's done; or you lose, in lose you've two conditions either you just escape (touch the ends) or die (run out of thoughts) :*(( 

I am planning to upgrade the base now and check on levels rather than making it just 205 lines of code of basic functions and let the mutations and arena more free to the players logic since it's supposed to be strategical (i decided that i'd try obfuscation if it gets any longer removing abstractions and doing something unique but that's quite a waste of time for the time i've left i might do it later so keep following this page if you want to. :3


(1 edit)

I know i'm quite late about this but found out about this gem through the jams calendar and as someone who's been fascinated by Raylib Hex challenge this year earlier, PICO-1K Jam and JS13K i thought why not give this a shot, i see a resemblance and familiarity here,  and i love the concept too lol!

Okay so my game is... a tiny black-and-white game where a Langton's Ant searches for food, changes the world as it moves, and has its movement controlled by a Brainfuck program. I want to see how much game I can get out of an absurdly small set of rules.

LINK:  https://kirbx01.itch.io/tracefuh

The heart of my TINY game is... watching a stupid little black square accidentally create complicated behaviour from almost nothing. I found this concept while studying Conway's game of life and sister concepts so this game is closer to my heart as i m fond of the concept behind it, if this information helps.

I’ll consider it finished when... it is playable in a browser, the ant can find food, the world changes through Langton's Ant rules, and the actual movement logic runs through Brainfuck.

Something I want to learn or try is... writing a real game around an esoteric programming language and keeping the entire thing deliberately tiny while also make the experience enjoyable. Post finishing i want to try add music to it too, let's see how it goes.

My first step is... making the smallest possible black-and-white Langton's Ant simulation in one HTML file.

My next check-in will be... 3 hours past now, since i m short on clock :()