Making an Advanced Shmup #82 - Prototype Testing - Pico-8 Hero

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  • čas přidán 12. 09. 2024

Komentáře • 21

  • @AKTANEARCADE
    @AKTANEARCADE Před 2 měsíci +5

    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!

    • @LazyDevs
      @LazyDevs  Před měsícem +2

      Thank you for your kind words, Aktane! And thank you for participating in this story. Gotta finish the final chapter now!

  • @thisisreallyme3130
    @thisisreallyme3130 Před měsícem +2

    ​ @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)

  • @hansvonpetersen5011
    @hansvonpetersen5011 Před 2 měsíci +1

    i really love the artwork. especially the cows

    • @llpBR
      @llpBR Před 2 měsíci +1

      I was going to post the same comment. Those cows are so cute!

    • @hansvonpetersen5011
      @hansvonpetersen5011 Před 2 měsíci

      @@llpBR totally

  • @Ver2ion
    @Ver2ion Před 2 měsíci +8

    id love to see what u can do in love2d

    • @JohnDekka
      @JohnDekka Před 2 měsíci +1

      Same! While I like the limited environment with Pico 8 / Tic80, I also would like to see some tutorials with Löve2D.

    • @blevi2695
      @blevi2695 Před 2 měsíci

      @@JohnDekka maybe picotron

  • @richardbramley2238
    @richardbramley2238 Před 2 měsíci +1

    Fantastic video. Especially the discussion at the end. Deep lessons that relate to my work and hobbies.

  • @boghogSTG
    @boghogSTG Před 2 měsíci +1

    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

    • @LazyDevs
      @LazyDevs  Před 2 měsíci +1

      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.

  • @sergiogonzart
    @sergiogonzart Před 2 měsíci +1

    These are really interesting insights, thanks for sharing.

  • @blevi2695
    @blevi2695 Před 2 měsíci +2

    finaly ,waitting for you

  • @JohnDekka
    @JohnDekka Před 2 měsíci +2

    Mega! Danke dir für deine Videos!

  • @SvensPron
    @SvensPron Před 2 měsíci +1

    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)

    • @LazyDevs
      @LazyDevs  Před 2 měsíci +2

      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.

    • @SvensPron
      @SvensPron Před 2 měsíci

      @@LazyDevsyeah, that makes sense, cheers for the reply 🙏

  • @themacboy
    @themacboy Před měsícem

    Link to shirt worn in the intro please!!!!

    • @LazyDevs
      @LazyDevs  Před měsícem +1

      teefury.com/products/tee-mens-basic-i-know-that-reference

  • @ace_dent
    @ace_dent Před 2 měsíci +1

    First! 🥇😅