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That looks super cool.

I started to build a game around my wired-logic proof of concept (https://github.com/martinkirsche/wired-logic) but never had time to finish it (the ideas are still developing in my head, tho).

However I am very happy to see that publishing it, was not for nothing.


+1 for Heart of Darkness - there is a re-implementation of it called hode [1] that lets you play it on modern systems

[1] https://github.com/usineur/hode/


In addition it makes rebasing harder, which might make you use merge commits and then reading your commits gets even worse because changes might hide inside those merge commits.


That pixel based logic simulator, I made some years ago, might also entertain you:

https://github.com/martinkirsche/wired-logic


you say that as if it really exists


you can now draw your own circuit at http://martinkirsche.github.com/wired-logic/


Yeah, this was indeed inspired by Wireworld and its frustrating timing constraints.


why did you choose the number 6 for maxCharge?


The larger the number the slower the simulation will run. But a numer that is too low will force you to include repeaters everywhere. So 6 seamed to be reasonable.


I just fiddled a little with Scratch 1.4 (http://scratch.mit.edu/scratch_1.4/) on my Raspberry Pi. It looks like a kid could learn the basics of programming using Scratch (the Offline Editor) just by trial and error.


I spent 6 month developing a game in my spare time:

https://itunes.apple.com/us/app/polar-turtles/id892249118?ls...

3 weeks after the launch the game sold 6 copies and made 8,95$. I sent out 51 promo codes to various review sites but only 8 of them got redeemed.

I can already guess how impossible it is to enter the iOS gaming market.


Try the overdrive mode (butten next to the bunny) if you are impatient.


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