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A member registered Nov 25, 2017 · View creator page →

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Yup, escalating difficulty (fundamentally the  speed and frequency cars come at you) is the missing ingredient but I just couldn't crunch the code down far enough to fit it in. 

This is pretty awesome, to fit in an entire tutorial is really rather cool!

Ssssshhhhh, don't tell people about the out of bounds movement!

(1 edit)

I knew it - for someone who regularly writes tweetcarts I am strangely bad at crunching code. I strongly suspect I can take another pass at the ship drawing code and kill what is basically an entire duplicated block.

I'm really happy with the ship feel, the movement speed is directly linked to how much the ship is turned and the turn angle is governed by a proportional error based feedback controller which makes it nice and smooth and gives it the momentum/weight feel.

Anyone wanting a hard mode just needs to turn that r+=e/5 at the end into r+=e/20 for "heavy ship" mode.

It makes using multiple functions way more feasible as function () end compresses realllly well once you've done it a few times.

In reference to this Jam I've seen a few mentions of Compressed size - is the 1k limit for the compressed cart size or is it for the raw source code?

The other thing is I'm reasonably sure that this jam is inspired by (an of shoot of) the whole #tweetcart scene.  Part of the joy of doing tweetcarts is crunching things down to fit into a tiny amount of characters.