Log In  



Cart [#sudjusiwe-0#] | Code | 2019-05-20 | No License | Embed

Cart [#kanamukado-0#] | Code | 2019-05-20 | No License | Embed

Hi, this is my second entry for TweetTweetJam 2.

This cart features endlessly running Sonic, rolling around (...you know the rest), collectible rings, missiles, ring loss/death system, particle trails, high scoring (volatile), Big Doc himself, and realistic mustache simulation.


  • [🅾️❎(ZX)] Jump (edge triggered)
  • [⬆️⬇️⬅️➡️] Roll


As Sonic, collect rings and avoid missiles while perpetually chasing Dr. Eggman (turns out, his Egg Mobile is fast too). Just like in the real games, getting hit will mean losing your rings (though they can not be recovered here).

How many rings can you get?

This cart uses all 560 characters as per the jam rules.


Post on twitter:

Post on itch.io:

Jam entry:



  • Reclaimed 4 chars
  • All buttons are now used for input


  • Initial upload.
P#64607 2019-05-20 03:56 ( Edited 2019-05-20 05:48)

Cart [#starshot560-0#] | Code | 2019-05-14 | License: CC4-BY-NC-SA | Embed

Hi, this is my entry for TweetTweetJam 2.

This cart features side-scrolling shooting, (super basic) enemies, hi scoring (volatile), and a parallax background.


  • [⬆️⬇️⬅️➡️] Move Ship
  • [🅾️ (Z)] Shoot


Being a tweet jam cart, the game is pretty simple. You're the green ship on the left, bad guys are the red, err, ships, on the right. Build up the highest score you can. Your hitbox is 1 pixel, so no excuses! :P It's possible to cheese since there's no AI, but it's slow and definitely not fun.

As per the rules of the jam no sprites were used in-game, and the code fits into 560 characters (pretty precisely). Hope you like it, feedback welcomed.


Post on twitter:

Post on itch.io:

Come join in:

P#64430 2019-05-14 22:22 ( Edited 2019-05-14 23:24)

Cart [#56102#] | Code | 2018-09-03 | License: CC4-BY-NC-SA | Embed

Untitled Platformer

v0.1 by Dale James

The game is dreadfully incomplete, but I was encouraged to post it by wessen3000.

Feedback is welcomed and appreciated.


Left/Right: Walk
Down: Crouch (purely visual for now)
O: Jump

For now there is no real goal, just a tech demo.



  • Tilemap collision
  • Pseudo-physics (AABB)
  • Kick-ass animation system
    • Parses strings of hex literals and animation command codes
    • 7 different animation commands
  • Intricate jump mechanics
    • edge-triggered jumping
    • jump squat (see this page on SmashWiki)
    • enforceable minimum short-hop frames
    • multiple jumps
    • forgiveness window (# aerial frames before jump is consumed)
  • Tilemap import/export via @CLIP
  • Support for 16 4-colour DMG-style palettes
  • Handy debug mode
  • Pesky blops


  • Map scrolling
  • Attacking
  • Collision response
  • UI
  • Multiple maps
  • Enemies
  • Powerups


Hello, this is my first submission to the site. For the past few days, I've been working on this platformer framework. The aim of this project is to experiment with different techniques, and create something fun. I have decided to limit the graphics to a Gameboy (DMG)-esque palette.

The blops in the middle each demonstrate a different animation command.

If everything goes to plan, I would like to expand on the framework with more features (including slopes) for a future cart. In the meantime, feel free to pull apart the code , just remember that it's under the CC license. :3

P#56103 2018-09-03 05:16 ( Edited 2018-09-14 15:46)

About | Contact | Updates | Terms of Use
Follow Lexaloffle:        
Generated 2019-11-20 13:07 | 0.101s | 4194k | Q:56