Thanks for letting me know! I believe I've fixed this in the latest version, please try out the .gb file. You're right that it's a little unnecessary to include, but it is kind of nice to be able to play with the palettes, I suppose!
binji
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Yeah, that sounds really weird! I know that it worked on real hardware at some point, since it was tested for the competition. But it's possible that I broke something since then. I also realized that the itch.io version was out-of-date and has a couple of bugs that have been fixed, so I've updated to v1.0.9. Maybe that will work better?
Thanks for letting me know either way!
Glad you like it! You can download porklike.gb above, or from GitHub directly here: https://github.com/binji/porklike.gb/releases/
The player has 8 frames of animation after the user presses a button, but before the monsters take their turn. So I was thinking I could split up the AI calculations over these 8 frames, perhaps using LY as a signal to bail out for this frame. For the most part this would work since the player's new location is updated immediately. The only trouble is some of the powers have delayed effects (e.g. bolt doesn't hurt a monster until the sprite reaches its destination). So you can't easily calculate mob AI during the player's animation since the game state hasn't been updated yet. That said, I know at the time of using the power what the effect will be, so I _could_ do it, but it would be tricky to get right.