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Making an Advanced Shmup #81 - Gameplay Prototype - Pico-8 Hero
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills.
Aktake Playtesting VOD
👉 ua-cam.com/video/nBQMaWIqTG0/v-deo.html
Join our Discord
👉 discord.gg/N9NBX8R
Get T-Shirts Here
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0:00:00 Intro
0:01:33 Gameplay Questions
0:15:43 Stint 1 - Setup
0:17:49 Stint 2 - Basic Cave
0:21:25 Stint 3 - Bullet Variations
0:24:10 Stint 4 - Options
0:28:37 Stint 5 - Option Variations
0:36:36 Stint 6 - Better Options
0:40:50 Stint 7 - Krystian's Cave
0:45:18 Stint 8 - Fade Bomb
0:47:06 Stint 9 - Particle Bomb
0:49:48 Stint 10 - Circfill Bomb
0:54:21 Stint 11 - Itano Circus
0:57:40 Stint 12 - Better Itano Circus
1:00:29 Stint 13 - Radial Bomb
1:02:20 Stint 14 - Pickups
1:05:36 Stint 15 - Prototype Assembly
1:09:04 Prototype A
1:10:55 Prototype B
1:13:55 Prototype C
1:16:46 Next Steps
1:17:45 Ko-fi
#pico8 #gamedev #stg #shmup
Переглядів: 1 763

Відео

Making an Advanced Shmup #80 - Bullet Origin - Pico-8 Hero
Переглядів 1,2 тис.2 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/z5cqwp9hs66ov4pm3qr5w/h?rlkey=3umqyokii47oqzhd0u74zv17n&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/0828326905e11d141fb05367cbbffedf464a5f7f Code the end ...
Making an Advanced Shmup #79 - Cancel & Seal - Pico-8 Hero
Переглядів 1,1 тис.2 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/9y3z7ma9sszj2zao9y8d4/h?rlkey=c7j7msrh9ntz643ljmwp4nhtl&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/cd185c03869d681bea8a2944674b7dde2d127c98 Code the end ...
Introduction to Picotron
Переглядів 24 тис.3 місяці тому
We are looking at the new Fantasy Workstation Picotron Get Picotron here 👉 www.lexaloffle.com/picotron.php Pico-8 instruments in Picotron 👉 mastodon.social/@krystman/112116351379636792 Tools mentioned in the video 👉 www.lexaloffle.com/bbs/?tid=140816 👉 www.lexaloffle.com/bbs/?tid=140783 👉 www.lexaloffle.com/bbs/?tid=140925 👉 www.lexaloffle.com/bbs/?tid=140703 👉 www.lexaloffle.com/bbs/?tid=14080...
PICO-8 0.2.6 | RELEASE OVERVIEW
Переглядів 11 тис.3 місяці тому
We are looking at the newest release of the Fantasy Console PICO-8. The official release notes thread 👉 www.lexaloffle.com/bbs/?tid=140421 Join our Discord 👉 discord.com/invite/N9NBX8R Get T-Shirts Here 👉 shop.spreadshirt.net/lazydevs Support me on Ko-Fi 👉 ko-fi.com/lazydevs 0:00:00 Intro 0:00:58 Inverted Fill 0:05:06 In-Line Patterns 0:12:11 Spritesheet Remapping 0:18:46 Custom Waveforms 0:24:...
Making an Advanced Shmup #78 - Shadows - Pico-8 Hero
Переглядів 8473 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/lo50x153rumvpjgct2xo6/h?rlkey=rsjvjvnavex6ietjlrvlzob6b&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/93f06a9db91ff5d03dde5fa17c0d349fd1424733 Code the end ...
Making an Advanced Shmup #77 - Cutoff and Deadzone
Переглядів 7363 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/oc5nblt6stuiyzdrlecdh/h?rlkey=gtu8fsis5kjv1u7sdsidrag4q&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/aa3c0c2608fbd3f8fa53492f0dd5c4500da5bdce Code the end ...
Making an Advanced Shmup #76 - Editor Upgrades
Переглядів 8863 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/4x1eyunxpfrfyezogv10o/h?rlkey=5bl56fydiwai4jteko00ickhw&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/5ebc39969f5b6a223a1e7392c986728277ec3456 Code the end ...
Making an Advanced Shmup #75 - Ground Enemies
Переглядів 8964 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/brq5tsoirebwatfrxsxid/h?rlkey=0je0pfvxzx6syau1iyugq1nf0&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/45d7ff4132b79a03e1ac98959a4c7d30164822d0 Code the end ...
Making an Advanced Shmup #74 - Better Targeting
Переглядів 7714 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/b18cysuyk667n2ypc2giw/h?rlkey=lmxmindgdtluxe0b9tyhwighb&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/e1ce63207f69173b00fe1a67135ef9ec6f270999 Code the end ...
Making an Advanced Shmup #73 - Enemy Mirroring
Переглядів 6014 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/4xd2ur6esskrlzo9vgoas/h?rlkey=mg79rkx4enh2dgjsy14r43qn0&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/4bddf84c9d6e11352800829ffe5de6e1f19d6e7b Code the end ...
Making an Advanced Shmup #72 - Schedule Revamp
Переглядів 8104 місяці тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/6wgctmppilhad909y5urp/h?rlkey=3u4ulbkv29eggp1xwjciqn68u&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/45ee4bd43d8f51b5b0480b8947bffa4a19da8ffb Code the end ...
Making an Advanced Shmup #71 - Workflow Test - Pico-8 Hero
Переглядів 9155 місяців тому
Let's develop an Advanced Shmup in Pico-8 one video at a time. This series is specifically designed for more experienced developers looking to enhance their skills. Code the beginning of this episode 👉 www.dropbox.com/scl/fo/ahhuuqwzkxrzinsgvj34v/h?rlkey=j7ivu1lffs8ricwejqbnqehqm&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/7a918d9d0464dd9bea00cc2bc9c01595619af9ea Code the end ...
Making an Advanced Shmup #70 - Autosave - Pico-8 Hero
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Making an Advanced Shmup #70 - Autosave - Pico-8 Hero
Making an Advanced Shmup #69 - Music - Pico-8 Hero
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Making an Advanced Shmup #69 - Music - Pico-8 Hero
Making an Advanced Shmup #68 - Schedule Trails - Pico-8 Hero
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Making an Advanced Shmup #68 - Schedule Trails - Pico-8 Hero
Making an Advanced Shmup #67 - Trails Export - Pico-8 Hero
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Making an Advanced Shmup #67 - Trails Export - Pico-8 Hero
Making an Advanced Shmup #66 - Pattern Reintegration - Pico-8 Hero
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Making an Advanced Shmup #66 - Pattern Reintegration - Pico-8 Hero
Making an Advanced Shmup #65 - Combining Patterns - Pico-8 Hero
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Making an Advanced Shmup #65 - Combining Patterns - Pico-8 Hero
Making an Advanced Shmup #64 - Mirror Spread - Pico-8 Hero
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Making an Advanced Shmup #64 - Mirror Spread - Pico-8 Hero
Making an Advanced Shmup #63 - Burst - Pico-8 Hero
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Making an Advanced Shmup #63 - Burst - Pico-8 Hero
Making an Advanced Shmup #62 - Spread - Pico-8 Hero
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Making an Advanced Shmup #62 - Spread - Pico-8 Hero
Making an Advanced Shmup #61 - Pattern UI - Pico-8 Hero
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Making an Advanced Shmup #61 - Pattern UI - Pico-8 Hero
Making an Advanced Shmup #60 - Bullet Designs - Pico-8 Hero
Переглядів 1,2 тис.6 місяців тому
Making an Advanced Shmup #60 - Bullet Designs - Pico-8 Hero
The Design of ZeroRanger - Interview with System Erasure
Переглядів 5 тис.6 місяців тому
The Design of ZeroRanger - Interview with System Erasure
The Design of Schildmaid MX - Interview with HitP Studio
Переглядів 1,3 тис.7 місяців тому
The Design of Schildmaid MX - Interview with HitP Studio
The Design of Bullet Sorceress - Interview with Charlene Excelsia
Переглядів 3 тис.7 місяців тому
The Design of Bullet Sorceress - Interview with Charlene Excelsia
The Design of Blue Revolver - Interview with Danbo
Переглядів 4,4 тис.7 місяців тому
The Design of Blue Revolver - Interview with Danbo
The Design of Gunvein - Interview with Boghog
Переглядів 5 тис.7 місяців тому
The Design of Gunvein - Interview with Boghog
14000 Subscriber Q&A
Переглядів 1,4 тис.8 місяців тому
14000 Subscriber Q&A

КОМЕНТАРІ

  • @DJruslan4ic
    @DJruslan4ic 15 годин тому

    Quick question: do lode runners count as labyrinth puzzles? Anyways, quite a helpful guide!

  • @progrstick2966
    @progrstick2966 День тому

    now sure if you addressed this later, but you can save quite a lot of tokens in the col function. here's my solution: (it saves about 46 tokens!) function col(x1,y1,w1,h1,x2,y2,w2,h2) return x1+w1>x2 and x1<x2+w2 and y1+h1>y2 and y1<y2+h2 end

  • @fillerbunnyninjashark271
    @fillerbunnyninjashark271 День тому

    Thank you for covering shmups

  • @theConcernedWyvern
    @theConcernedWyvern 7 днів тому

    I wanna say, puzzle games and tetris are both incredibly challenging games to make. Tetris has some wild mechanical requirements in regards to rotation and making blocks fit and fall properly. Puzzle games are by far one of the most difficult genres to make. They require an insane amount of playtesting and level design experience, neither of which new devs are likely to have. They may have one simple mechanic, but puzzles are about solving problems and thinking outside the box, meaning its way more likely for a player to really push at those edge cases. In order to make a decent puzzle without insane effort, the best thing I can think of is something like a pin-pull game or maybe a rotation-based puzzle where you find a path to the end, like the hacking mini game in bioshock. I want to add snake as a game option here. I've also made a super basic turn-based text rpg as my first game (it was in java and i hated dealing with java GUI so anything to save me from actually drawing to the screen was a winner) and I'd recommend that as well. I'm honestly getting a lot of mixed signals about starting out from this channel. I'm not sure what kind of "first game" this is supposed to be. I had the same issue with the list of genres to not start out with as well. These genres seemed to be geared towards a person's first time working in a game engine, but there's a lot of discussion about what an audience would expect from the game, which I would argue is not a great way to approach early game dev. Not to mention that puzzles, in my opinion, aren't really a great entry point for game dev, unless you already have experience with making other forms of puzzles. I'm still fairly new to game dev, but I've made a couple small projects, tested out a few engines (as well as the experience of not having one) and I've followed some early tutorials as well. A one-button game, shoot em' up or snake would be my recommendation if you're looking for tutorials to help get you started. Idle games are also a pretty good option as well. I know you argued against tower defense games, but I would argue that a super basic, pathless tower defense could work well as a second game, since there are a few extra moving parts. I'd also argue that it's better to finish very basic mechanics and move on rather than trying to truly finish everything you make when starting out. Not every project has to be a full game. I would suggest making a few projects where you can play with mechanics like power-ups or random enemy spawning or melee damage vs ranged damage or different enemy types. You'll learn a lot more that way and won't have the pressure of making a fully finished game. It's good to finish the game loop of your first game, just to give yourself an idea of what it's like, but I don't think its necessary to finish a game in order to be proud of what you made beyond that. I'd be proud of what I'm working on right now if I dropped it today, because it's still something I made and its the furthest I've gotten thusfar.

    • @LazyDevs
      @LazyDevs 6 днів тому

      You over-estimate puzzle games exactly for the reasons mentioned in the video. Tetris in particular is pretty straight-forward. The amount of code required to run a version of Tetris can fit in a single tweet. It's just a few simple rules iterated over a grid of values. It is what programming is really good at. I had many students try idle games. There are a bad choice. They require a lot of UI work which is tedious and has a tendency to spiral out of control. They are games that live on a steady drip-feed of new content and making all that content takes more time than you think. Finally, play-testing them takes ages. Snake is a pretty good choice. Experiments are fine but eventually you need to aim to finish games because scope management is the most important skill as a game developer.

  • @timothyv4887
    @timothyv4887 10 днів тому

    It would be great if you could teach development for the Playdate as well! I think it falls within the same niche, and for a new programmer like me its really hard to learn how to be able to make my own games for that platform. And you're just the best teacher I've ever encountered!

    • @LazyDevs
      @LazyDevs 9 днів тому

      I might do some Playdate content in the future. I need some experience with it myself. But that is absolutely on my radar. Thank you for reminding me!

    • @timothyv4887
      @timothyv4887 9 днів тому

      @@LazyDevs looking forward to that!

  • @fernfernacelli
    @fernfernacelli 11 днів тому

    Actually… 16:00 Gradius ‘does’ have bombs… they are the ‘blue’ power-ups that you pick up that clear all snaller enemies on the screen, and damage larger enemies/stations. However, they offer no i-frames, and can’t be stocked. I digress… AMAZING video. Thanks for this! \m/, 😊 ,\m/

    • @LazyDevs
      @LazyDevs 9 днів тому

      Oh yeah! True this could be seen as a type of bomb

  • @fernfernacelli
    @fernfernacelli 12 днів тому

    *INSTANT* sub. With being an avid fan of shooters (what I remember calling the genre before there was a real need for distinction from, at least, first-person shooters) AND being a ‘Day 1’ Transformers fan, the chapter/guest transitions AND the coverage in this video speak to me *at my core*. The guests and overall effort is AMAZING here. EXCELLENT!!! Shout to Zanac (Atari’s Space Invaders, and then, Zanac, were how I ‘cut my teeth’) and pretty much anything in the ‘Aleste’ realm… AWESOME… cheers! \m/, 😊 ,\m/

  • @OGPimpin
    @OGPimpin 14 днів тому

    I always recommend any Raizing game (once you become decently comfortable with shmups) to learn how to explore scoring systems, rank, etc.

  • @rambosweat
    @rambosweat 15 днів тому

    why not simply parameterize the radius instead of creating a duplicate function? "DRY" principle will also save on tokens. 33:35

    • @LazyDevs
      @LazyDevs 15 днів тому

      Yeah that is fair. But also, premature optimization is it‘s own pitfall. And when it comes to particles I found myself over-parametrizing in the long run. So while I‘m trying to figure out what the effect is supposed to look like it‘s nice to keep everything tidy and seperated even if that means temporary redundancy.

  • @And-So-On
    @And-So-On 15 днів тому

    The first words of this video got me like "It's time to kick video games, and chew gum... And i'm all out of gum."

  • @user-cw6yv4ey8z
    @user-cw6yv4ey8z 16 днів тому

    Man I wish I could experience Pico 8 on Android. (besides emulation) it looks cool I wish I could check it out.

  • @niemand7811
    @niemand7811 18 днів тому

    Maybe the genre they pick seem bad because nobody knows to teach them properly on those genres? Or maybe it is a lack of proper genre terminology which is something very common these days as everyone has a say on and about genres but most people fail to understand the term genre as such and so they come up with run of the mill bullshit terms. 1. No. One button games are intuitively boring. Make it at least two buttons. Because then you can create simple platformers more effectively or fun games like Epic Loons. 2. Like that one.Easy to understand mechanics. Most of the time. But how many get as creative as things like Gradius and R-Type? 3. Never as a starting genre. Never. Tetris can be complicated to program properly. That is the reason why so many successful Tetris denominators exist. 4. Labyrinth type games are boring. 5. Cool idea but can also be very complicated. You can range from remote control type racing games like Micro Machines or totally complex like Gran Tourismo.

    • @LazyDevs
      @LazyDevs 16 днів тому

      Making a "boring" game is going to be among the most favorable outcomes starting out with gamedev. If you are intimidated by Tetris then honey you will not make it far in this profession

  • @11sveden12
    @11sveden12 19 днів тому

    Just a heads up to folks that you can reduce the overhead by half when using ipairs (or pairs) instead of all(). for _, bul in ipairs(buls) do spr(1, bul.x, bul.y) end This will let you draw 2000 bullets

    • @LazyDevs
      @LazyDevs 19 днів тому

      That is not true. Why would you post something like this?

    • @11sveden12
      @11sveden12 18 днів тому

      @LazyDevs that was the result I got when I tested it, unless I'm missing something? I can test again later this evening but when I switched to pairs/ipairs with 1000 bullets the CPU usage went from over 0.9 to 0.49. Like I said though, I may have missed something. Apologies if this is incorrect information.

    • @11sveden12
      @11sveden12 18 днів тому

      ​@@LazyDevs Okay so I must be taking crazy pills because I am no longer able to reproduce the same results in PICO-8, so my apologies there. Also realized I was still using update() instead of update60() so I think that was a big factor as well. What I don't understand though is I also tested this in Picotron and I do get almost double the performance with ipairs / pairs over all(). I realize Picotron is a different beast but assumed they would have similar outcomes. Not sure if you're able to reproduce the same results? And if so, do you know why this would be the case? function _init() buls = {} for i = 1, 3300 do local bul = {} bul.x = rnd(720) bul.y = rnd(270) bul.ang = rnd() add(buls, bul) end end function _update() -- Max bullets: ~1800 for bul in all(buls) do bul.x += sin(bul.ang) bul.y += cos(bul.ang) bul.x %= 720 bul.y %= 270 end -- Max bullets: ~3300 for _, bul in ipairs(buls) do bul.x += sin(bul.ang) bul.y += cos(bul.ang) bul.x %= 720 bul.y %= 270 end end function _draw() cls() print(stat(1)) for _, bul in pairs(buls) do spr(2, bul.x, bul.y) end end

    • @11sveden12
      @11sveden12 18 днів тому

      Also should point out when testing I was commenting out the all() block or the ipairs block and not running both at once

    • @LazyDevs
      @LazyDevs 18 днів тому

      @@11sveden12 I tested it twice just to make sure. No difference. The loop type itself is not the bottle neck. It's the drawing. Check your code. You can post it in the discord if you can't find the issue.

  • @VisualTedium
    @VisualTedium 19 днів тому

    Enough with the typing sound

    • @LazyDevs
      @LazyDevs 19 днів тому

      You're not my real dad!

  • @oldmanburly
    @oldmanburly 19 днів тому

    This was an awesome watch & listen! Thank you for the interview and insights. Love Blue Revolver! My favorite shmup for sure.

  • @konohaguy
    @konohaguy 22 дні тому

    To think animating could be so straightforward. Thank you so much for this tutorial!

  • @llpBR
    @llpBR 23 дні тому

    I have watched to this video 5x and even if I think I got what the map does, i think I don't. I simply don't get the For loop on drawing the map on every _draw. I am making a game with big maps and each player have a different map, playing split screen. Of course it is a challenging thing. I am trying to make it load the stage in the map, in a map portion, and then showing it.

    • @LazyDevs
      @LazyDevs 21 день тому

      This is a very different game from the one you are making. Also, this is the ADVANCED tutorial. I recommend trying something simpler first. Just to clarify, the for loop is there because the map in Pico-8 is very wide but not very tall. In the Shmup we need a very tall but narrow level. So we split the map into segments so we can stack them on top of each other to get a very tall level.

    • @llpBR
      @llpBR 21 день тому

      @@LazyDevs oh yes, very different. Thanks for the answer. What I am struggling to understand is why/how you load the map several times (even for the portions you don't need) and it is not overriden. My game is very different, of course, and I know it is very pretentious to be my first... but I'm learning (almost everything) from your videos and it is kinda working :)

    • @LazyDevs
      @LazyDevs 21 день тому

      @@llpBR The map function doesn't load anything. It just draws the map to the screen. I don't bother about checking if a segment is visible or not because drawing anything off-screen doesn't cost any time. That way the code can be simpler.

    • @llpBR
      @llpBR 21 день тому

      @@LazyDevs ah, GOT IT! Thank you so much!

  • @13x666
    @13x666 23 дні тому

    But 12...

  • @Hi-qi9og
    @Hi-qi9og 25 днів тому

    The tool may not work well, but the progress is appreciated 🎉

  • @Kira-ji2ft
    @Kira-ji2ft 29 днів тому

    How i got over anxiety about coding is realizing that the "right thing to do" is just whatever gets the desired result.

  • @harrihaffi2713
    @harrihaffi2713 Місяць тому

    I wonder what shmup has the best story…

  • @101touchapps
    @101touchapps Місяць тому

    how abt the miyuu mini plus

  • @ReSpark141
    @ReSpark141 Місяць тому

    the games that got me into wanting to make a schmup is indie dev's Masayuki Ito's Bullet Hell Monday, and .Decluster Zero, they both have their own kind of feel i havent been able to replicate with other schmups, probably because it was on mobile before getting steam ports, and were hella accessable

  • @Old_Man_Jay
    @Old_Man_Jay Місяць тому

    These are great videos and I'm learning a lot from them, but perhaps in the future you could jabber a bit less? I'm sure a lot of people here will disagree but I seriously feel like this video could've been at least 10 - 15 minutes shorter had you just gotten straight to the point. I understand the importance of keeping it simple for complete beginners but I still feel you gotta speed it up little. I had to watch this video at 1.5x speed to kinda get through all the fluff.

    • @LazyDevs
      @LazyDevs Місяць тому

      The way to make those videos shorter would be to make them more scripted and invest more time re-recording segments and edit them heavier. From a sheer workload perspective this is impractical for a long series like this and it would lose a lot of the spontaneity. I do have more scripted videos if you enjoy that kind of content more. I keep that feedback in mind for the future. But in the meantime, feel free to watch at 1.5x

    • @Old_Man_Jay
      @Old_Man_Jay 24 дні тому

      @@LazyDevs Fair enough.

    • @Old_Man_Jay
      @Old_Man_Jay 24 дні тому

      @@LazyDevs And please don't take my comment personally. I don't mean to come off rude or anything. I really am learning alot from your vids and I like your sense of humor. I guess I'm just the kind of person who likes to get straight to the point when learning something new.

  • @totally_not_a_skeleton4004
    @totally_not_a_skeleton4004 Місяць тому

    Hey, just figured I would point out that an unrelated video seems to have snuck itself into the end of your playlist for the streams :P

    • @LazyDevs
      @LazyDevs Місяць тому

      LOL thank you for letting me know!

  • @knoopx
    @knoopx Місяць тому

    it looks so cool i wish it was a full-fledged 64-bit os

  • @shoespeak
    @shoespeak Місяць тому

    Wow pico 8 has tools now?

    • @LazyDevs
      @LazyDevs 28 днів тому

      *Astronaut Meme* Always had

  • @terry-
    @terry- Місяць тому

    Great!

  • @terry-
    @terry- Місяць тому

    Great! Altho I thout this would be for the "Game over" state.

  • @SurfinRaz
    @SurfinRaz Місяць тому

    PLSSS make a new video

  • @terry-
    @terry- Місяць тому

    Great! 33:34 the propelers usually go on the upside of the drones, no? I had difficulty understanding that it was one of those quadcopters drones at first.

    • @LazyDevs
      @LazyDevs Місяць тому

      Depends on the quad. There are pusher quads too. But in this case having the props on top of the body outline made it especially hard to read and flickery. It's just a tough resolution to work in

  • @wofty9526
    @wofty9526 Місяць тому

    Do you have the project to extend the game or pico 8 is to limited ?

    • @LazyDevs
      @LazyDevs Місяць тому

      Depends on what you mean with „extend“

    • @wofty9526
      @wofty9526 Місяць тому

      ​@@LazyDevs I meant like making other levels

    • @LazyDevs
      @LazyDevs Місяць тому

      @@wofty9526 I want to finish this one first because it is going to be some substantial work. Once that is done we'll see where we go from that. Either way, that is not going to be part of this video series

    • @wofty9526
      @wofty9526 Місяць тому

      @@LazyDevs ok i see, thanks

  • @crocky6996
    @crocky6996 Місяць тому

    My newbie experience was all ovber the place. I started developing an RPG as my first game (fortunately I didn't have to "code" anything), then when I needed to code went to a 4 week development of a rhythm game. That thingy was not an expandable idea, and lacked optimization, but it was a nice start. My next project after failing at an attempt of a HearthStone-type card game, I went to a PvZ style Tower Defense, and I never imagined that my bigger struggles were with colliders,damage rates and goddamn calculus of all things. I learned the hard way Tower Defense games were complex, but I'm having a blast developing it. (P.S: I'd also add card games to the list, basic things can be already hard to code, and let's not mention then chaos it'll become the more mechanics you insert)

    • @LazyDevs
      @LazyDevs Місяць тому

      Card games are just not something I see people try often. This is an old video and things like Slay the Spire might have changed the culture somewhat. I will say that card games have the unique advantage of being a good candidate for paper prototypes. So my advice there would be - make sure the game works with physical placeholder cards before implementing them. If your ideas don't hold water you'll see that pretty quickly.

  • @MrSleightofhand
    @MrSleightofhand Місяць тому

    Not done the video yet but some thoughts on cave vs. "pseudo"-cave. If it's something you care about this can actually be an accessibility issue. Some people simple can't button mash that fast or for that long. Heck, my hands are perfectly fine-other than not being as young as they used to be-and I have trouble playing button mashers for very long because they make my hands hurt. In that regard, "pseudo" is a clear win. More people will be able to play and enjoy the game. Tying into that, you said you want to find reasons for the player to stop pressing the fire button and you said the missiles feel more like a secondary attack than a bomb. I think you can lean into that and let it be a secondary attack similar to Gun Vein. While you're holding the button the missiles charge up and you fire them by releasing the button. (Edit: ha! this is why I should watch the whole video before commenting!) That opens up some strategic play too. Do you fire as soon as they're charged or wait until there are more enemies on screen to do more damage? I don't play a ton of shooters so maybe that's actually really common but whatever. And a suggestion for the missile animation: Drop all the missiles as a cluster and let them fall behind the ship for a few frames like you're dropping cargo or something. Then have all the missiles simultaneously ignite and shoot forward towards their targets. In my head the "cluster" would actually just be a single missile sprite with all the missiles spreading out from that point. I think the slow backwards movement followed by ignition and rapid acceleration would make them seem even snappier than they really are. Looks good in my head anyway.

  • @Ellohir
    @Ellohir Місяць тому

    The options rotation looks really cool, only surpassed by the rotations of the hoodies on this video! 🤣

  • @midi_feline
    @midi_feline Місяць тому

    I have a Pico-8 handheld, my phone

  • @gerold55
    @gerold55 Місяць тому

    So does that mean that you're gonna port your games over?

    • @LazyDevs
      @LazyDevs Місяць тому

      I will do Picotron versions of some of my games for sure!

  • @blackcitadel37
    @blackcitadel37 Місяць тому

    The entire yt shmup pantheon in a single video :D

  • @AxlGamer2022
    @AxlGamer2022 Місяць тому

    can you sell a pico-8 game? no, yes, maybe? celeste:

    • @LazyDevs
      @LazyDevs Місяць тому

      Well Classic Celeste and Celeste 2 are both free. But I agree, I would easily pay for them

    • @AxlGamer2022
      @AxlGamer2022 Місяць тому

      @@LazyDevs celeste is free?? (i should have known)

  • @SquidLight
    @SquidLight Місяць тому

    Great video

  • @AlexFalkenberg
    @AlexFalkenberg Місяць тому

    My first thought on cows as powerups was that you might raise them up into your ship UFO-style from the surface. ;) The bubbles work quite nicely, tho! It's been a great series.

  • @13x666
    @13x666 Місяць тому

    I absolutely love how the third prototype (with Balatro missiles) looks and works! Everything is starting to come together, this project is such a joy to follow :)

  • @llpBR
    @llpBR Місяць тому

    Those missiles looks amazing!! I loved the cow bubbles too. Now the game seems to have cows al around.

  • @patriciadelimadelemos6392
    @patriciadelimadelemos6392 Місяць тому

    This is underrated!!!!