# Presenting: Chomper

**URL:** <https://forum.makecode.com/t/presenting-chomper/493>\
**Category:** Arcade\
**Tags:** game\
**Created:** [August 29, 2019, 12:32pm UTC](https://forum.makecode.com/t/presenting-chomper/493 "2019-08-29T12:32:29Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![kjw](https://avatars.discourse-cdn.com/v4/letter/k/e79b87/32.png) [@kjw](https://forum.makecode.com/u/kjw)\
**Post date:** [August 29, 2019, 6:24pm UTC](https://forum.makecode.com/t/presenting-chomper/493/3 "2019-08-29T18:24:12Z")

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The main character is 14 pixels rather than the full size 16 to workaround the bug/phenomena mentioned in [Maze tile map navigation issues](https://forum.makecode.com/t/maze-tile-map-navigation-issues/484). Is that the issue you encountered? The good news is it’s being worked on.

There’s also some _undesirable_ wall collisions for the enemies so we’ve had to destroy them when that occurs as a workaround for now.

The Meowbit is a bit of a puzzle as well as a challenge with the d-pad. Level 2 works on it but the very similar level 3 gives the dreaded `021`. I don’t know if that’s an issue with us not cleaning up objects or some sort of fragmentation / lack of contiguous space issue. I’d be interested in any optimisation techniques for the white dot sprites as they don’t need most of the normal sprite functionality.

I did a prototype which got mostly discarded that had “can i see the player” functionality in pure blocks. That was implemented by firing black pixels as fast projectiles continuously in four directions and sensing collisions - I was proud of that hack!

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