Releases: binji/porklike.gb
Releases · binji/porklike.gb
v1.0.13
Fixes:
- Bombs replace unspecial floor tiles with rubble
- Scorpions only blind you for 29 turns
- Don't allow AI movement when stepping on stairs
- Keep player correct color when stepping on saw
- Don't allow targeting outside of bounds
- Show target sprite on bottom row
Improvements:
- Add restart menu
v1.0.12
v1.0.11
v1.0.10
v1.0.9
v1.0.8
Fixes:
- Fix some sight bugs when blinded:
- Normally all 4 squares around you are unfogged. Then if any of those squares is not "opaque" then it unfogs any walls nearby.
the code unfog the wrong neighbors. - Check whether surrounding squares are in bounds (otherwise will wrap to other side)
- Monster's vision was accidentally seeing through walls when you're blind
- Normally all 4 squares around you are unfogged. Then if any of those squares is not "opaque" then it unfogs any walls nearby.
v1.0.7
v1.0.6
Fixes:
- Pack enemies into plant rooms if they can't all fit in other rooms
- Fix infinite loop trying to place a chest in a 3x3 room that already contains the entrance stairs
Improvements:
- Increase the maximum number of mobs to 40
- Reduce the number of disjoint sets to 52
v1.0.5
Fixes:
- Floor 0 would be filled with random mobs when dying while blinded and restarting
Improvements:
- Added a wurstchain. This keeps track of how many times you've beaten the game in a streak. After you beat the game, your streak will be saved, but as soon as you open up the chest on floor 0, your save will be deleted! You have to beat the game again before it will be saved.
v1.0.4
Fixes:
- Fix bug when grappling to map extents. Now you go all the way to the wall.
- Fix bug where mob AI is skipped. If a mob was stunned and died in the same turn, it would pass the stun to the mob that took its slot.
- Fix
is_valid()
function so it works correctly. Now a pickup will drop as close as possible to the chest it came from. It can also land in the upper-left corner.
Improvements:
- Better randomization of level. Mix in entropy on level 0 so levels 1-9 are more random.
- Add a joypad repeat rate and buffered input, like the original porklike.
- Big optimization to the
sight()
function, so it runs ~3x faster in some cases.
Code:
- Some code cleanup.