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.
Just a thought on optimizing the arc drawing: What if instead of 7 curved arcs, you use 6 (or 8 - any even number), and then just draw half that amount of ovals. Would not each oval be able to draw 2 mirrored arcs relative to the centerline of the bomb? Of course, the clip rectangle wound need to be adjusted accordingly.
Don't worry. Picotron needs some time in the oven anyway. Stick to Pico-8 for now and by the time you have a game or two under your belt you can "graduate" to Picotron
Loving your advanced shmup series so far, keep up the amazing work! I realize that you are very busy with CowShmup these days. When do you plan on diving in to some Picotron content?
I might pop in an episode on the most recent update sometime soon. Also I will be streaming some Picotron development this month. Check out the Twitch channel!
i really liked orange shooter and air battle commander, I also played a very very good game (not in this video) from where i got here, called kaikan. orange shooter also had grazing which increased the multiplier, no doubt a work of someone who really knows the genre, there is another game called space moth lunar edition which also has similar mechanic.
Those extra sprite sheets would be great for procedurally generated map tiles. For example, the standard 47-tile set to define edges between two tile types can often be reduced down to 5 tiles if you're willing to cut and paste the four corners individually, because each quarter-tile only has one of five possibilities: horizontal edge, vertical edge, outside corner, inside corner, or fully interior. To do that cut-and-paste in earlier versions, you'd have to do it on the fly with SSPR statements every single frame that you draw the map. But with extra space, you can do the cut-and-paste once in _INIT, or when you load a new level, and use simple map drawing functions for drawing each frame. Presumably you'd also want to create a duplicate level map in another memory block, to convert basic tiles in the editor-accessible map into the appropriate edge tiles in the secondary map, but again, that only needs to be done once at _INIT or when loading the level, and the per-frame drawing function can just use the map function.
Hi there : ). I just bought the Pico8 program and I´m playing the games on my Flipzizzle (aka RG35XX SP). My question is: can I download the game from the Splore? And if so, how? Thanks!
Just want to say thanks for this video! I was after a solution for a similar issue (I needed to find rooms not connected to a map and delete them). I was able to use the concept and change it for my use case! Saved me alot of headache! So thanks again!
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zmpFmFoz4-A.html shouldn't it be LOCAL variable ARR probably wont make a difference unless ARR is used elsewhere.
Been enjoying the discussions on the more indepth mechanics. What's the style that you're going for? I haven't watched all the old ones, but I remember you saying you did research on ESPrade, and you're implementing cancels so there's the CAVE stuff right there, but your bullet patterns give me more Psikyo vibes in the speed (well they're not THAT fast, but they give me psikyo energy lol)
Haven't really settled on anything yet. My starting point has been CAVE. But especially when we lost focus fire during development the game drifted towards less dense and faster bullet patterns. Maybe I need to play some Psikyo titles...
Such a good video. Very well articulated and explained. Even for someone who has worked in AAA and shipped an indie title I learned quite a lot about the particulars of other genres
Fixed Shooter is the proper nomenclature. It means a shooter that is restricted to one screen, and the ship primarily moves on a single axis. en.m.wikipedia.org/wiki/Category:Fixed_shooters
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 mean sure. But that sounds quite defeatist. The point of avoiding perfectionism is well taken. But also the term "abandonment" is being stretched here to mean a wild range of conditions
@@LazyDevs it was a modification of the quote from, Paul Valéry, "Aux yeux de ces amateurs d’inquiétude et de perfection, un ouvrage n’est jamais achevé, - mot qui pour eux n’a aucun sens, - mais abandonné." Translated in English to, "in the eyes of those who anxiously seek perfection, a work is never truly completed-a word that for them has no sense-but abandoned." The quote has been reused by multiple artistic creators who bemoan that eventually they have to "abandon" their work, and publish something to the public. It isn't meant to be defeatist and could be interpreted as anti-perfectionist as you say. I think what is meant is that no matter how good something is, it could always be improved, but you have to be happy enough that is good enough to "abandon"/release it to the public to enjoy (or critique it). The Pico-8 community is more than blessed with Porklike, Cow Shmup, High Stakes. Shape of Mind, Pico Checkmate, Mai-Chan's Sweet Buns, and your other games. If half the Pico-8 community abandoned games as good as yours, we wouldn't have time to watch your excellent tutorial series, we would be too busy playing games.
@@LazyDevs , RU-vid deleted my comment. I guess they don't like French. I will summarize: the quote is a variation of Paul Valéry's. It basically means that even perfectionists need to publish / "abandon" their work for the public to enjoy or critique it We are blessed by the quality of the games you choose to abandon.
@@LazyDevs I had 3 comments though (4 if you count this one). The 2nd comment was deleted, and the 3rd was an approximate summary of what it said in that 2nd comment.
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
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.