Thanks a lot you are awesome ! I really like porklike on the Pico8 and your devlog video on youtube. Now I am fond of GBDK so I found your port on game boy and you even provide the source code. This is really nice. I will study this :)
Hey! It seems that both the GB and GBC versions run fine on a regular GB (DMG), so I'm a little confused as to why there are two different versions? The GBC version and the GB version look identical to me when running on a GB.
However, the GB version doesn't seem to work on a GBC - after the initial fade, the screen remains black, so there seem to be some palette issues there. But, again, I'm not sure what the GB version is really for, since the GBC version runs on a GB.
(The reason I wanted to try the GB version on a GBC was to play around with different palettes, so that could be one reason for its existence!)
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!
When playing on my GBC via a EZFlash Jr, my character and all enemies appear to be invisible except when they are in the process of moving. It, uh, adds a level of difficulty compared to playing in the browser!
That was the gbc rom, I tried the gb rom just now and with that the screen is entirely black, although the music and sound effects still play. I just downloaded them a couple days ago so they should be the current version.
Doing some more attempts at playing it and it gets wierder - most of the time sprites are black when still and yellow when moving, but occasionally on moving to a new floor, they will be dark grey when still instead, so at least I can see them. And dying and starting a new run tends to scramble all the colors of the sprites, background, and menus up as well! This flashcart does not seem to like this game.
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 I also realized that the itch.io version was out-of-date and has a couple of bugs that have been fixed, so I've updated to v1.0.9.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?
OK, so it turns out the emulator I was testing (my own) wasn't handling palette loading properly! So when I tested on SameBoy and Emulicious, which are way more accurate, I was able to see the bug you mentioned. v1.0.10 should have the fix. Thanks again!
Thank you! It still lags a bit too much for me (processing monster movement takes a few frames) -- I wanted to move this calculation to when the player is animating, but didn't have time.
How would you do that? Split up the processing between the several frames of animation? That sounds rough. Also don't they move at the same time the character is moving? So I'd assume they HAVE to be calculated after input but before movement happens. Unless you calculate all 4 potential next scenarios before input but that probably wouldn't play well with item usage.
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.
I just played it on real hardware, and it looks even better to me now. After testing a lot of the gbcompo games this became one of my personal top 10! :)
← Return to game
Comments
Log in with itch.io to leave a comment.
Thanks a lot you are awesome ! I really like porklike on the Pico8 and your devlog video on youtube. Now I am fond of GBDK so I found your port on game boy and you even provide the source code. This is really nice. I will study this :)
Thanks again
Hey! It seems that both the GB and GBC versions run fine on a regular GB (DMG), so I'm a little confused as to why there are two different versions? The GBC version and the GB version look identical to me when running on a GB.
However, the GB version doesn't seem to work on a GBC - after the initial fade, the screen remains black, so there seem to be some palette issues there. But, again, I'm not sure what the GB version is really for, since the GBC version runs on a GB.
(The reason I wanted to try the GB version on a GBC was to play around with different palettes, so that could be one reason for its existence!)
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!
nice
When playing on my GBC via a EZFlash Jr, my character and all enemies appear to be invisible except when they are in the process of moving. It, uh, adds a level of difficulty compared to playing in the browser!
Oh, strange. Are you using the gameboy or gameboy color rom? And which version?
That was the gbc rom, I tried the gb rom just now and with that the screen is entirely black, although the music and sound effects still play. I just downloaded them a couple days ago so they should be the current version.
Doing some more attempts at playing it and it gets wierder - most of the time sprites are black when still and yellow when moving, but occasionally on moving to a new floor, they will be dark grey when still instead, so at least I can see them. And dying and starting a new run tends to scramble all the colors of the sprites, background, and menus up as well! This flashcart does not seem to like this game.
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!
OK, so it turns out the emulator I was testing (my own) wasn't handling palette loading properly! So when I tested on SameBoy and Emulicious, which are way more accurate, I was able to see the bug you mentioned. v1.0.10 should have the fix. Thanks again!
New version works great!
Is there a ROM for this? I would love to put this game onto a flash cartridge and play Porklike on my GameBoy Advance SP!
Glad you like it! You can download porklike.gb above, or from GitHub directly here: https://github.com/binji/porklike.gb/releases/
Excellent work on this port! I'm enjoying it.
Thanks!
Absolutely love this game!! The music is great and it feels so smooth and polished. Can't stop playing:)
Yeah, it's pretty addictive! How far have you gotten?
i interested when first played this game
Glad you liked it!
Really awesome work here!!!
Thank you!
Loving this game! It's soo good!! I could spend hours on end exploring this world!
Thanks! Yeah, I really like the design, it feels like there are a lot of clever things you can do to win :)
This is really well done. Runs like butter. Hope you place well!
Thank you! It still lags a bit too much for me (processing monster movement takes a few frames) -- I wanted to move this calculation to when the player is animating, but didn't have time.
How would you do that? Split up the processing between the several frames of animation? That sounds rough. Also don't they move at the same time the character is moving? So I'd assume they HAVE to be calculated after input but before movement happens. Unless you calculate all 4 potential next scenarios before input but that probably wouldn't play well with item usage.
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.
What a great game! And I love the minimalistic artstyle!
Thanks, I agree :) Something about this lofi aesthetic really appeals to me, which made me want to make a port in the first place.
I just played it on real hardware, and it looks even better to me now. After testing a lot of the gbcompo games this became one of my personal top 10! :)
Wow, thank you! It's awesome to be in such good company. There are so many good games in this compo!
WOW, too legit!
Thanks! I've been enjoying the stuff you've made too (Echo is too hard for me tho, haha!)