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Ghost death flash is in wrong spot when invisible. #6

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SpookySquidGames opened this issue Nov 28, 2022 · 2 comments
Open

Ghost death flash is in wrong spot when invisible. #6

SpookySquidGames opened this issue Nov 28, 2022 · 2 comments

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@SpookySquidGames
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Killing ghosts when they're invisible (with or without a weapon) will cause their death sprite flash to occur in their location from the previous turn.

binji added a commit that referenced this issue Nov 29, 2022
Previously mobs were skipped if they were fogged or invisible (like
ghosts). This means that they wouldn't update their x/y position, nor
perform triggers. Mostly this is hard to notice since typically you
don't interact with mobs on fogged tiles.

However, this does mean that if you kill an invisible ghost, it will be
flash at the last location it was visible (see issue #6). This could
have been fixed more easily by using the map position instead of the x/y
position, but it's probably better to just handle mobs properly to
prevent other weird bugs.
@binji
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binji commented Nov 29, 2022

Good catch! I actually had a TODO in the code about this, but forgot to fix it. This should be fixed in v1.0.9.

BTW, since you seem to have been playing this for a while, I'm curious if you have any thoughts about features as well as bugs?

@SpookySquidGames
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Great! Had a feeling that might be a known issue.

Hard to say what features I'd like to see, it's a such a perfect little game. Thinking on it though, I've played it a bunch on both gameboy and the original pico-8 version and I have never actually finished it. I've made it to floor 9 but never past that. So having a more casual option that starts you with more hearts might be nice.

If adding save functionality is possible a stats screen would be a nice addition. Something that lets me know how many of each monster I've defeated (which might give a hint that the worstlord that chases you can be killed, though that was fun to discover for myself). Furthest floor reached, what difficulties I've beaten, number of wins etc. Could even be something more advanced similar to the book in Spelunky.

More weapons, levels, enemies would be great but I'd definitely be worried about throwing off the balance the game has achieved. I wonder if Krystian has ideas that ended up on the cutting room floor due to time? If there is additional game content added it would be nice to have it as a separate option. Eg. pick between Porklike Classic and Porklike Extended at the title screen.

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