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Lazy Devs
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Registrace 17. 09. 2017
Lazy Devs Academy is a channel dedicated to newcomer-friendly Game Development tutorials. We take you step by step trough your first simple projects and make sure to focus on fun and creativity so you can start making your own games soon.
Making an Advanced Shmup #84 - Fading - 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.
Code the beginning of this episode
👉 www.dropbox.com/scl/fo/i7nhqp8mqjvm4gaf66frj/AKN6a2EYLjY8Sws4hEEOZwQ?rlkey=wpwzfmdbi91uqw781k3opsau8&dl=0
👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/67f74eb0887bdf233405c9ae3e591599bc533998
Code the end of this episode
👉 www.dropbox.com/scl/fo/020xs31sv3397qufegtn6/AF-hHb247hYEvoJ4APmWftw?rlkey=ok6kga4iudb3dp1vgfsjp6uwb&dl=0
👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/331014adb517f09a9c75917ab6ddb9cf3f228b52
Join our Discord
👉 discord.gg/N9NBX8R
Get T-Shirts Here
👉 shop.spreadshirt.net/lazydevs
Support Lazy Devs on Ko-fi
👉 ko-fi.com/lazydevs
0:00:00 Intro
0:00:46 Ship Outline
0:03:04 Fading In
0:12:45 Fading Out
0:15:33 Freeze Frame System
0:24:31 Level Completion
0:26:35 Nicer Game Over Screen
0:32:50 Ko-fi
#pico8 #gamedev #stg #shmup
Code the beginning of this episode
👉 www.dropbox.com/scl/fo/i7nhqp8mqjvm4gaf66frj/AKN6a2EYLjY8Sws4hEEOZwQ?rlkey=wpwzfmdbi91uqw781k3opsau8&dl=0
👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/67f74eb0887bdf233405c9ae3e591599bc533998
Code the end of this episode
👉 www.dropbox.com/scl/fo/020xs31sv3397qufegtn6/AF-hHb247hYEvoJ4APmWftw?rlkey=ok6kga4iudb3dp1vgfsjp6uwb&dl=0
👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/331014adb517f09a9c75917ab6ddb9cf3f228b52
Join our Discord
👉 discord.gg/N9NBX8R
Get T-Shirts Here
👉 shop.spreadshirt.net/lazydevs
Support Lazy Devs on Ko-fi
👉 ko-fi.com/lazydevs
0:00:00 Intro
0:00:46 Ship Outline
0:03:04 Fading In
0:12:45 Fading Out
0:15:33 Freeze Frame System
0:24:31 Level Completion
0:26:35 Nicer Game Over Screen
0:32:50 Ko-fi
#pico8 #gamedev #stg #shmup
zhlédnutí: 724
Video
Making an Advanced Shmup #83 - Score Display - Pico-8 Hero
zhlédnutí 1,1KPřed dnem
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/am9175gei9b22vhzx8ili/h?rlkey=v57ke19edtpl1ohfpqmwrru7c&dl=0 👉 github.com/Krystman/lazydevs-pico8-advanced-shmup/tree/9e5d87da0d0ff560146a3e2439b91e0beb125a27 Code the end ...
Making an Advanced Shmup #82 - Prototype Testing - Pico-8 Hero
zhlédnutí 1,8KPřed měsícem
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 VODs 👉 czcams.com/video/nBQMaWIqTG0/video.html 👉 czcams.com/video/NbvEd2_hrv0/video.html 👉 czcams.com/video/9Km8fE6BsyE/video.html 👉 czcams.com/video/8ypoeB_v2xw/video.html Join our Discord 👉 discord.gg/N9NBX8R Ge...
Making an Advanced Shmup #81 - Gameplay Prototype - Pico-8 Hero
zhlédnutí 2,1KPřed 3 měsíci
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 👉 czcams.com/video/nBQMaWIqTG0/video.html Join our Discord 👉 discord.gg/N9NBX8R Get T-Shirts Here 👉 shop.spreadshirt.net/lazydevs Support Lazy Devs on Ko-fi 👉 ko-fi.com/lazydevs 0:00:00 Intro 0:01:33 Gameplay ...
Making an Advanced Shmup #80 - Bullet Origin - Pico-8 Hero
zhlédnutí 1,3KPřed 4 měsíci
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
zhlédnutí 1,1KPřed 4 měsíci
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
zhlédnutí 27KPřed 5 měsíci
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
zhlédnutí 12KPřed 5 měsíci
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
zhlédnutí 886Před 5 měsíci
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
zhlédnutí 767Před 5 měsíci
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
zhlédnutí 924Před 5 měsíci
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
zhlédnutí 946Před 6 měsíci
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
zhlédnutí 805Před 6 měsíci
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
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Making an Advanced Shmup #73 - Enemy Mirroring
Making an Advanced Shmup #72 - Schedule Revamp
zhlédnutí 839Před 6 měsíci
Making an Advanced Shmup #72 - Schedule Revamp
Making an Advanced Shmup #71 - Workflow Test - Pico-8 Hero
zhlédnutí 940Před 7 měsíci
Making an Advanced Shmup #71 - Workflow Test - Pico-8 Hero
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
zhlédnutí 791Před 7 měsíci
Making an Advanced Shmup #68 - Schedule Trails - Pico-8 Hero
Making an Advanced Shmup #67 - Trails Export - Pico-8 Hero
zhlédnutí 674Před 7 měsíci
Making an Advanced Shmup #67 - Trails Export - Pico-8 Hero
Making an Advanced Shmup #66 - Pattern Reintegration - Pico-8 Hero
zhlédnutí 743Před 8 měsíci
Making an Advanced Shmup #66 - Pattern Reintegration - Pico-8 Hero
Making an Advanced Shmup #65 - Combining Patterns - Pico-8 Hero
zhlédnutí 728Před 8 měsíci
Making an Advanced Shmup #65 - Combining Patterns - Pico-8 Hero
Making an Advanced Shmup #64 - Mirror Spread - Pico-8 Hero
zhlédnutí 665Před 8 měsíci
Making an Advanced Shmup #64 - Mirror Spread - Pico-8 Hero
Making an Advanced Shmup #63 - Burst - Pico-8 Hero
zhlédnutí 784Před 8 měsíci
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
zhlédnutí 830Před 8 měsíci
Making an Advanced Shmup #61 - Pattern UI - Pico-8 Hero
Making an Advanced Shmup #60 - Bullet Designs - Pico-8 Hero
zhlédnutí 1,3KPřed 8 měsíci
Making an Advanced Shmup #60 - Bullet Designs - Pico-8 Hero
The Design of ZeroRanger - Interview with System Erasure
zhlédnutí 6KPřed 8 měsíci
The Design of ZeroRanger - Interview with System Erasure
The Design of Schildmaid MX - Interview with HitP Studio
zhlédnutí 1,3KPřed 9 měsíci
The Design of Schildmaid MX - Interview with HitP Studio
The Design of Bullet Sorceress - Interview with Charlene Excelsia
zhlédnutí 3,2KPřed 9 měsíci
The Design of Bullet Sorceress - Interview with Charlene Excelsia
53:37 If you want to convey specifically that these are police vehicles without wasting extra sprites on them, you could have the code manually place some blinking blue and red pixels on the tops of those trucks to give them flashing emergency lights.
I really wish more complex pico 8 titles like Poom worked with p8x8. Can’t wait for that day
Games are never finished, they are only abandoned.
Normalizing the palette index seems like a useful idea, I always kinda make a bit of a mess with hardcoded values in the fade which I guess is fine but editing it afterwards is annoying. PS: Wouldn't a for loop be cheaper than a repeat until decrementing in the wait function?
Great tutorial as always, thanks to you Krystian.Oh, it's Buster Ermy actually - it's my @real name that appears here on youtube ¯\(ツ)/¯ - A big thank you to you, also, for the presentation of my "V-Impact" on your channel. A little bit of pressure too because I can no longer disappoint now ah ah, it’s terrible! Oh, I can't say when the game will be released but most likely not until after your tutorials are finished. For now, Wow! these fade in & out, I can't wait to integrate them into my game. Okay, I'll stop talking and go back to work ah ah o(^▽^)o
Nice PG Exia !
Just in time. I was dying for an episode.
I really have to rework my game's fading setup. I have multiple calls to the fading and I could be saving tokens if it's a general global fade funtion
The way the blinking text is handled feels "cute", in a way! Just adding multiple of the same value in an array to make a certain color last longer and whatnot, it just feels nice and tangible! c:
Whenever I heard anyone talk about Ikaruga, I've heard nothing but praise for the Polarity system, the music, and even the story of the game. And now that I'm learning about how Shmups work, I can see how Ikaruga was able to break so many rules of Shmup design and still have the game work and be fair BECAUSE of the Polarity system. This is the first I've heard of it being controversial.
Interesting. So Credit Feeding seems to be one of the earliest methods of Pay-To-Win in gaming history, since you're literally feeding the machine money to get extra lives and win.
There are a lot of parallels to modern monetization strategies. But the details do matter. For example, using a continue would wipe the score. So credit feeding would get you all the way to the credits but it wouldn't get your name on the Highscore List.
Thank you man! I really appreciate the amount of work you put into this. Your explanation is the best man!. Cheers!
Keyword FANTASY
Game looks so good :)
I was thinking I'd see some more accessible shmups like Tyrain, Ikaruga, and Jamestown (I always play co-op). It's got 2 outta 3. I think Gradius V had save states where you could pickup where left off. Many other games shown look way too complicated, and I played games like these as a kid. Minishoot Adventures is my favorite so far, but it wasn't out when this video was made.
Minishoot Adventures is a twin-stick shooter. That is a different type of shooting game
@@LazyDevs I didn't realize. It looks like a bullet hell though. What's different?
Are we going to be able to buy this game? Please!
Yes
Hey, are you gonna be at Gamescom next week?
I will be at Evoke. I have no plans for Gamescom right now
Finish the game, it's gonna be easy....oh dear you have now blessed us with another large set of videos
It's so nice to see you ! And now we all have to make the best of it~! (* ̄▽ ̄)b
First
I'm really glad you are back!
OMG! - back in business 8)
Hi Christian! I'm so happy I found this series because I've wanted to learn Pico-8 for awhile (and also just have been trying to get into programming for awhile) but it all seems so scary, but you make it so much more approachable, so thank you! I had a question: when we are making the ship bounce back and forth earlier in the episode, when we met the "if" condition of Harry>120 and the speed is set to -2 to move to the left, why does it keep moving to the left even after Harry is back under 120? Isn't the condition no longer met so the speed should no longer be -2? Or does it only set the speed to -2 WHEN we reach the condition and then it remains that way until a different condition changes the speed again? (like Harry<0 setting the speed back to 2). I mean I imagine the latter to be the case because that's kind of what seemed to be happening with what we saw but I was still a little confused :0
Yes, you answered your own question. The speed is a variable. It remembers its value across frames. When it changes to -2 it stays that way until something else changes it.
How did you put the title and your name on the cartridge image itself?
The first two lines of code are displayed in the cartridge. You can put a comment in there with the title of the cart and your name and it will export into the cart image
i'm so excited for picotron. i really like that desktop that you can uncover lol
Good review! I like the unit, but really you can just root a Chromebook and install Linux to wind up with something thinner, lighter, and more robust with full-sized keys, trackpad, touchscreen…
I've bought a Pico-8 game, so I guess yes? 😅
Pico-8 is such pure joy to work in. I love the tracker. I wish zep would add midi input so it would be simple to type notes in with a USB piano keyboard. (It's much easier for me as a composer to see the piano layout in front of me when inventing melodies) But, it's possible to write a script to do this (sends midi notes to Pico 8 as keystrokes)...got it working on Windows and Linux.
That is a cool trick! Yeah seems like a super reasonable feature. Might be a good idea to post it in the forum!
22:49 i have the same mindset XD
Wow, the way the girl is smiling. it makes me feel like she likes me. Danbo, let us marry I luv you. I will treat you better not like other men I swaer. youre soc ute
Hey Christian. Thanks for all the great tutorials. You have a real flair for instruction. I'm curious... Pico-8 has been out for quite a while but it's still in v0.2.68? What, if anything, does this number tell you about the developer's plan for a "final product"? Asked another way, the tool seems pretty stable and baked at this point, so what's keeping it from v1.0 and do you have a sense for why it's still so far from that (numerically)?
The biggest feature keeping us from 1.0 is the Leaderboards API. This feature has been in the works for a while. Understandably, networking is a huge can of worms and now Picotron also got in the way. But I am confident we will get there eventually
Where's Black Bird?
Why not buy the second microsd card? It still comes with preloaded games.
@LazyDevs Could you ever explore the Pico-8's "serial" (via GPIO) capability? It'd be awesome to see a Pico-8 game triggering serial I/O. serial is official and documented (but a bit under-documented, and only a couple of proof-of-concepts found online using GPIO)
7:15 "Some of us... Some of us are built different. Some of us have 'special needs'." "And those needs are tokens." Got me dying, amazing video!
I was the 6.1k like on the vid-
26:32 segs
I noticed that often you think a lot about the wording (e.g. When you hesitated to call it "Enemy Behaviour" over "Behaviour", and then the word shortening at 46:47) but aside from fitting more words on screen does this have a significant effect on token count? In my program I usually use the full words, for my own sake to remember what exactly I am doing, as when I return later I often forget my own shorthand 😅... Just curious if this is just a good habit for more complex programs later on?
No, shorter variable names save no tokens
is it true with Pico 8 games, that you download the cover from the site where you buy your license, and that's basically the game itself.
Yes
this or rgb20s
Link to shirt worn in the intro please!!!!
teefury.com/products/tee-mens-basic-i-know-that-reference
Putting aside shmups for a second, this is one of the best dev related videos because of how honest, and interospective you are as a human being, and that really lends a lot of real true emotion to this tale. This is actually quite a story end to end, and it is worth telling over and over again, and I think it could resonate with any game developers regardless of genre! Well done with this!
Thank you for your kind words, Aktane! And thank you for participating in this story. Gotta finish the final chapter now!
Question: If you want focus fire and hyper/bombing in your game, why not just have the ship auto-fire when no button is pressed and then use one button for focus and the other for hyper? (sorry if you addressed this at some point, but that thought was bugging me the entire video lol)
Good question. Yes, we discussed this previously. I don't want the ship to auto-fire because I want the player to be the one who is shooting. I don't want them to be just "along for the ride". Also as you saw we had situations in play-testing where players did want to stop shooting.
@@LazyDevsyeah, that makes sense, cheers for the reply 🙏
The rotate screen thing is cool but I just assumed you'd made one palette with half the normal and half the default colours, and another palette with the other halves, and switched halfway down the display.
Yeah but that won't work if there is more than 16 colors in a line
@@LazyDevs oh yeah, it's not a general solution, I'm just set up by years of nes videos to look for a programming trickery answer before a secret perform feature 🙂
i really love the artwork. especially the cows <3
I was going to post the same comment. Those cows are so cute!
@@llpBR totally
Fantastic video. Especially the discussion at the end. Deep lessons that relate to my work and hobbies.
I think the stars in round 3 are really interesting. I think the main issue isn't necessarily the "ask" side as you put it (though you did ask for a bit too much with how fast you made them LOL) but rather where the ask was coming from - I think the difficulty in grabbing stars should come from the more natural level elements/enemies and stuff. My guess is that if you slowed them down soplayers could always grab them if no enemies are on screen, but then started contesting that with enemy bullets/spawns players would feel like dropping stars is more "fair". They'd think "I COULD grab all these shiny stars, but then I'm not quick killing the enemies fast enough and the next wave will kill me" instead of just getting annoyed at the star falling speed But that also gets into your level design/mechanics interaction comment - this kinda stuff is hard to test for without levels that really challenge the players. That's why I think it's a good idea to start with really hard levels and then scale back, as painful as that might be for playtesters. It's definitely a very tricky needle to thread. Happy to contribute to this even if I didn't playtest the later stuff, really useful stuff for shmup devs
Yeah maybe it was just a matter of slowing them down. The trick to be able to pick them all up was all about positioning. The Stars would get ejected away from the ship. They would also bounce off the screen walls. And they would always have some upwards momentum so if you manage to fly "behind" the bullets the star would fly into you. So I'm pretty sure a good player could develop the skills over time to position themselves in such a way that they can always grab all the stars. But it wasn't obvious what to do and if there was a lot happening on the screen anyway it felt just unfair.
These are really interesting insights, thanks for sharing.
Is there a category name for those early 80's shmups like Galaga or Space Invaders?
No agreed-upon name AFAIK. "Fixed Shooter" because the screen is not scrolling. Or perhaps just "Space-Invader-Like"?