Nicely done! I managed to get to 55 points. :)
sizescape
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Beautiful game, and amazing job fitting it in the constraints. The ruined building generation code is really cool.
Took me quite a few tries. Spoilers (rot13 encoded): V guvax zl bevtvany fgengrtl bs tbvat npebff gur pragre vf yvgrenyyl vzcbffvoyr--gurer'f n tnc V pna'g frrz gb pebff. V jnf noyr gb frr gur obeqre tbvat qbja gur obggbz ohvyqvatf, ohg jnfa'g noyr gb jva hagvy V whfg fghpx gb gur hccre ohvyqvatf, gubhtu V ena vagb gur zbfg cngusvaqvat vffhrf gurer. Abg fher vs guvf vf zl gvzvat ba gur zbirzragf, be gur vagraqrq cngu.
Was looking at some of the other entries, and saw the btn-parsing code in WeeblBull's1k-dailhex. Using that, and adding back in the label text, it still Shinko-8s into 264 characters, a tweetcart!
x=56 y=42 i=0 f=rectfill ::r:: f(0,0,127,127,8) f(6,15,121,111,5) f(7,16,120,110,6) ?"\^wpic-o-sketch",17,4,10 ?"⬅️➡️⬆️⬇️:draw 🅾️:clear",18,120,10 ::_:: b=btn() x+=b\2%2-b%2 y+=b\8%2-b\4%2 i|=b&16 i-=1 flip() if (i>=0) camera(i/2-rnd(i),i/2-rnd(i)) goto r i=0 pset(7+x%114,16+y%95,1) goto _
Switched to the "o" button instead of the "x" button for the clear input, since its place in the btn() bitfield is 16, just one off from the number of frames for the shake, so I didn't need a separate constant for that.
Other big difference between this and yours, is that I'm use modular arithmetic instead of mid to constrain things to the field. Saves a few characters.
Thank you! :) I posted what I thought were the interesting coding techniques I used to the Pico8 BBS https://www.lexaloffle.com/bbs/?pid=154240





