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JavaScript game of Tron in 219 bytes

alokmenghrajani.github.com

41–50 of 54 posts

Re: JavaScript game of Tron in 219 bytes

#42
post #4

It's unfortunate that they decided to save 2 bytes by using onkeyup instead of onkeydown. That choice makes the game nearly unplayable for me. Compare the version in the demo to the one here: http://micahw.com/tron.html (221 bytes). In any case, this is really impressive. It's always fun to see the tricks people employ to get these tiny sizes (smaller than this comment!).

Yes "who cares" means that they didn't care if the game was playable.

Re: JavaScript game of Tron in 219 bytes

#44
post #14

Here's a question for you: how will this look on the new Mackbook Pro with Retina Display ? The tron line is 1px wide, and on that computer's screen the one pixel is too small to see.

A retina display's claim that individual pixels are small to see means you're not supposed to be able to distinguish individual pixels in an image - so curved lines appear smooth without pixelation.

It doesn't mean that a 1 pixel-wide line is invisible, or that you won't see a single white pixel on a dark background.

Re: JavaScript game of Tron in 219 bytes

#45

Earlier quoted context omitted.

Surely that must have some sort of scaling by default for webpages. Otherwise I would guess nearly all websites appear miniature.

From what I have heard everything is up-scaled to match the native resolution so things that are not optimized for the new displays just looks kinda bad.

Images would be this way, but fonts, gradients, vectors, etc all look fine. (Unless the app itself hasn't been updated to render those in the new density. Safari works great)

Re: JavaScript game of Tron in 219 bytes

#47
post #4

It's unfortunate that they decided to save 2 bytes by using onkeyup instead of onkeydown. That choice makes the game nearly unplayable for me. Compare the version in the demo to the one here: http://micahw.com/tron.html (221 bytes). In any case, this is really impressive. It's always fun to see the tricks people employ to get these tiny sizes (smaller than this comment!).

Yes "who cares" means that they didn't care if the game was playable.

Check out my version, only 10 bytes.

GAME OVER.

It's not very playable, but "who cares"?

Re: JavaScript game of Tron in 219 bytes

#48
post #4

It's unfortunate that they decided to save 2 bytes by using onkeyup instead of onkeydown. That choice makes the game nearly unplayable for me. Compare the version in the demo to the one here: http://micahw.com/tron.html (221 bytes). In any case, this is really impressive. It's always fun to see the tricks people employ to get these tiny sizes (smaller than this comment!).

While acknowledging that the original post was an engineering exercise, the fact that your improvement required breaking the "rules" beautifully demonstrates how, too often, software designed for humans simply ignores how they really work.

Re: JavaScript game of Tron in 219 bytes

#49
post #7

Earlier quoted context omitted.

No wonder the "lag" feels so bad. Also, the area is way too tiny and it needs a way to restart without having to reload the page.

Also it needs multiplayer, achievements and a story mode. No, but seriously, this was not a competition in making a playable game, they clearly specify the rules that they have set for themselves.

Perhaps there should be a competitive genre where the goal is not brevity or obfuscation, but being good.
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