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LD60: maze outlines in their own tilemap, tunnel rocks, fuller icons - #183
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The maze's bright outlines kept vanishing in places. On a TUNNEL layer the renderer walks a tile column one texel row at a time, and several rows can land on the same LED; the last one drawn wins. So where the rows bunch up, a one-pixel outline on the rim side of a wall was painted over by the fill just inside it. The walls are now two tilemaps over the same cells, scrolled together: a plain dark fill, then the outlines on a clear background. Nothing in the outline tilemap draws after an outline, so it always shows. The fill strip repeats one frame 16 times, so it can read the same autotile indices (wrapping frame indices isn't documented, so the code doesn't rely on it). The cells are shared, so the only memory cost is that 1 KB strip. The icon capture tool now draws whatever image each tilemap uses rather than only tiles.png. The maze icon is unchanged, since fill plus outlines paint the same pixels as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The walls were one flat colour, so away from the slanted edges nothing showed which way they were moving. Six rock tiles (a dark rock with a lit side, or a few pebbles) now follow the slope tiles in tiles.png. When the tunnel is drawn, each solid wall cell gets a random one of them half the time and stays plain otherwise. A rock tile is solid wall like frame 0, so wall_at and collisions are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Spiral Tunnel's icon was mostly empty tunnel: the tunnel is 13 to 16 tiles wide and the icon is 8, so only the tips of the two walls showed in opposite corners. The capture tool can now paint the whole map, not just the part inside the game camera's view, so the window can reach the upper wall. It can also squeeze the window, cutting rows that are empty all the way across from between the walls. Nothing drawn is cut; the walls just come closer together. The icon is now a moment deeper in the tunnel (seed s4, tick 86), with both walls, a rock, the ship and a UFO on either side. Defender's icon had the ship with two aliens off to its right and nothing on its left. Its autopilot now flies down toward the planet and then left into a crowd of aliens (seed s4, tick 76), so five of them are on the ship's left with mountains below. Both options are off unless a moment asks for them, and the other three icons come out byte for byte the same. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This was referenced Oct 30, 2026
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Follow-ups to the LD60 Circular Arcade games (after #182).
Catch the Robots: wall outlines in their own tilemap
The maze's bright outlines kept going missing. On a
TUNNELlayer the renderer walks a tile column one texel row at a time, and several rows can land on the same LED; the last one drawn wins. So a one-pixel outline on the rim side of a wall was painted over by the fill just inside it.The walls are now two tilemaps over the same
cells, scrolled together: the dark fill (tiles.png), then the outlines on a clear background (outlines.png). Nothing in the outline tilemap draws after an outline, so it always shows.Spiral Tunnel: rocks in the walls
Six rock tiles (a rock with a lit side, or a few pebbles) follow the slope tiles. When the tunnel is drawn, each solid wall cell gets a random one of them half the time. Now you can see which way the walls are moving. Rock tiles are solid wall, so collisions are unchanged.
Fuller Spiral Tunnel and Defender icons
Tests
tests/test_ld60_games.pypasses and mpy-cross compiles both changed games.Not yet seen on the real disc: how the outlines and rocks read on the LEDs.
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