Тёмный
Lazy Devs
Lazy Devs
Lazy Devs
Подписаться
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.
Introduction to Picotron
59:45
5 месяцев назад
PICO-8 0.2.6 | RELEASE OVERVIEW
42:25
5 месяцев назад
Making an Advanced Shmup #76 - Editor Upgrades
23:34
6 месяцев назад
Making an Advanced Shmup #75 - Ground Enemies
49:22
6 месяцев назад
Making an Advanced Shmup #74 - Better Targeting
30:31
7 месяцев назад
Making an Advanced Shmup #73 - Enemy Mirroring
26:21
7 месяцев назад
Making an Advanced Shmup #72 - Schedule Revamp
34:53
7 месяцев назад
Комментарии
@clintbeacock7663
@clintbeacock7663 6 часов назад
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.
@Magnico0
@Magnico0 13 часов назад
dude has a tool for everything
@wilsonfromwales
@wilsonfromwales 2 дня назад
The waiting and shaking before attack really brings the enemies to life. Love this. Thanks for the fantastic content. :)
@otomichal86
@otomichal86 2 дня назад
The intro is always killing me :D
@alphaqueueop
@alphaqueueop 4 дня назад
Picotron Memsplore would be nice.
@LazyDevs
@LazyDevs 2 дня назад
Sure thing. Memory documentation is pretty spotty right now. But I will make one eventually
@Pockeywn
@Pockeywn 6 дней назад
i’m so ready for someone to make pico8 in picoTron.
@Pockeywn
@Pockeywn 6 дней назад
i JUST started learning pico8😰😰!! its literally open on my computer for like the second time ever, when this video got recommended
@LazyDevs
@LazyDevs 2 дня назад
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
@TheGacko
@TheGacko 7 дней назад
The joy in finding a sans-innuendo term !! Saving the internet one variable at a time 8)
@noaconstrictor8816
@noaconstrictor8816 7 дней назад
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?
@LazyDevs
@LazyDevs 6 дней назад
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!
@vespithon2061
@vespithon2061 7 дней назад
awesome sauce, also first
@heavysystemsinc.
@heavysystemsinc. 9 дней назад
Did they just create Hypercard in a Pico8 style format? Cause I think they did.
@101graffhead
@101graffhead 10 дней назад
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.
@JeffACornell
@JeffACornell 13 дней назад
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.
@llpBR
@llpBR 13 дней назад
I really thought you were younger than me, but I'm from 82Then I realized this video series is from when you were younger than me... And yourself.
@LazyDevs
@LazyDevs 13 дней назад
I mean... every video on this channel shows me younger than I am ;)
@SoulHero7
@SoulHero7 14 дней назад
Somehow, RU-vid thinks this is DoDonPachi. Keep it up!
@SoulHero7
@SoulHero7 16 дней назад
This is gonna be a really good Cute-em-up by the time you're done.
@skibblgame
@skibblgame 17 дней назад
no way you didnt smash 2
@Ankjell
@Ankjell 19 дней назад
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!
@donaldmacleod4285
@donaldmacleod4285 19 дней назад
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!
@TheGacko
@TheGacko 19 дней назад
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.
@LazyDevs
@LazyDevs 19 дней назад
Yup! Noticed it myself when editing. Good catch!
@PabloSanchez-th5em
@PabloSanchez-th5em 20 дней назад
left + right = 3 is because left =1 , and right = 2 = 3. up =4 , down = 8 , up+down = 12. I love this!
@PabloSanchez-th5em
@PabloSanchez-th5em 20 дней назад
Btw, I researched and levels on Star force from Tehkan last 1 minute and something more if we count boss fights.
@MotWhinnana
@MotWhinnana 20 дней назад
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)
@LazyDevs
@LazyDevs 19 дней назад
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...
@MotWhinnana
@MotWhinnana 18 дней назад
@@LazyDevs Strikers 1945 is a classic after all! I'm not sure about Europe, but in America it was in every arcade I ever went to.
@r0flcopter
@r0flcopter 21 день назад
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
@thesailor_dev
@thesailor_dev 21 день назад
MEAN BEEF
@capitanclassic8624
@capitanclassic8624 21 день назад
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
@LazyDevs
@LazyDevs 21 день назад
Yeah but if you say "fixed shooter" people may not immediatly make the connection to Space Invaders
@loteknomad5032
@loteknomad5032 22 дня назад
The biblically accurate shmup line killed me. :) Love this series. Seriously appreciate the time and effort you put into these. :) Delightful!
@molochz
@molochz 22 дня назад
Spicy!
@SkaterDeeVlog
@SkaterDeeVlog 22 дня назад
"Biblically accurate shmup" had me rolling. :D BE NOT AFRAID LOL
@felipebueno
@felipebueno 22 дня назад
This series is GOLD! Thank you and keep up the good work, Christian :)
@Goofygoober446
@Goofygoober446 22 дня назад
Love this brother!! Please keep uploading ❤❤❤
@JeffACornell
@JeffACornell 24 дня назад
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.
@LazyDevs
@LazyDevs 23 дня назад
That is a solid idea. I did want to avoid having to do any extra coding for that since it is not that important
@maysonguy
@maysonguy 25 дней назад
I really wish more complex pico 8 titles like Poom worked with p8x8. Can’t wait for that day
@capitanclassic8624
@capitanclassic8624 25 дней назад
Games are never finished, they are only abandoned.
@LazyDevs
@LazyDevs 23 дня назад
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
@capitanclassic8624
@capitanclassic8624 22 дня назад
@@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.
@capitanclassic8624
@capitanclassic8624 22 дня назад
@@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
@LazyDevs 21 день назад
@@capitanclassic8624 Strange, I can see your comment just fine
@capitanclassic8624
@capitanclassic8624 20 дней назад
@@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.
@smellyfishstiks
@smellyfishstiks 27 дней назад
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?
@ermanabdiler6774
@ermanabdiler6774 27 дней назад
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
@2anta
@2anta 27 дней назад
Nice PG Exia !
@molochz
@molochz 27 дней назад
Just in time. I was dying for an episode.
@thesailor_dev
@thesailor_dev 27 дней назад
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
@Notester82
@Notester82 28 дней назад
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:
@SoulHero7
@SoulHero7 Месяц назад
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.
@SoulHero7
@SoulHero7 Месяц назад
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.
@LazyDevs
@LazyDevs 29 дней назад
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.
@otomichal86
@otomichal86 Месяц назад
Thank you man! I really appreciate the amount of work you put into this. Your explanation is the best man!. Cheers!
@Amazology
@Amazology Месяц назад
Keyword FANTASY
@PotatoImaginator
@PotatoImaginator Месяц назад
Game looks so good :)