π₯β New Video βπ₯
State Machines. Who's got 'em? We've got 'em too! In this episode we continue setting up the skeleton for the meat of our game
https://www.youtube.com/watch?v=SsXNTiqAc2U
π₯β New Video βπ₯
State Machines. Who's got 'em? We've got 'em too! In this episode we continue setting up the skeleton for the meat of our game
https://www.youtube.com/watch?v=SsXNTiqAc2U
π₯β New Video βπ₯
You asked for it and here we finally are. We dig into efficient techniques to save sprite sheet space. Introducing the MSPR Sprite System!
https://www.youtube.com/watch?v=LyKhc0MU5fI
π₯β New Video βπ₯
On this episode we unleash the full form of the MSPR Sprite System and implement ... Symmetry and Sprite Chaining! The ultimate Spritesheet optimization power is in our hands!
https://www.youtube.com/watch?v=Oxf7zOL8UNQ
π₯β New Video βπ₯
On this episode it's another shift in the code mines as we code a new tool for a mother lode of pure token ore - Split 2D!
https://www.youtube.com/watch?v=7vScOGi_Yv8
π₯β New Video βπ₯
On this episode we finally start working on the enemies. The enemies immediately misbehave
https://www.youtube.com/watch?v=j0I49ozslo8
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On this episode we make the enemies shoot bullets on our push to make basic #shmup gameplay happen
https://www.youtube.com/watch?v=vaLzXDg3LyE
π₯β New Video βπ₯
On this episode we lay the groundwork for the dreaded Collision Detection
https://www.youtube.com/watch?v=EwtLjuS319U
π₯β New Video βπ₯
On this episode we add a pinch of juice to game and focus on the special effects of collisions. Mhhhm, just right!
https://www.youtube.com/watch?v=bExqfNYcSik
π₯β New Video βπ₯
On this episode we begin an arc many of you have been waiting for - we discuss techniques on how to create Custom Tools for Pico-8!https://www.youtube.com/watch?v=CkKpqcMgvJ0
π₯β New Video βπ₯
On this episode we develop techniques to write a table into a file - a key ingredient of our custom editors in #pico8
https://www.youtube.com/watch?v=ahcqTN9wcdE
π₯β New Video βπ₯
On this episode we set up a flexible UI framework to quickly develop external tools in #pico8
https://www.youtube.com/watch?v=KOfCTNT4PwQ
π₯β New Video βπ₯
On this episode we implement keyboard input in #pico8 and discover that there is actually a lot to it!
https://www.youtube.com/watch?v=jQou_mwk3hY
π₯β New Video βπ₯
On this episode we finalize our Excel #Pico8 clone by implementing UI to add and remove cells
https://www.youtube.com/watch?v=TXOnJMu71MA
π₯β New Video βπ₯
Let's be real. Excel isn't that exciting. So in today's episode our #Pico8 Excel clone evolves to become ... a Sprite Editor!
https://www.youtube.com/watch?v=1BriaKuXLSg
π₯β New Video βπ₯
On this episode, we are improving our #pico8 custom Sprite Editor by expanding the UI
https://www.youtube.com/watch?v=x3iUy1WKoxQ
π₯β New Video βπ₯
On this episode we put on the finishing touches to our brand new Sprite tools by adding a bit of robustness and making sure they don't crash and destroy our work
https://www.youtube.com/watch?v=MS2j2KxcbZk
π₯β New Video βπ₯
Here we are. At the Great Wall of Shmups. On this episode, we will formulate a plan to get over it. Mr Lazy Devs, tear down that wall! https://www.youtube.com/watch?v=67L_FsHGsZ8
π₯β New Video βπ₯
On this episode, we power wash away the jank of our first prototypes and establish clean, consolidated Animation Systems. Mhhhm, so satisfying!
https://www.youtube.com/watch?v=QeYOeabCYkY
π₯β New Video βπ₯
On this episode, we create a database system for our enemies which allows us to bring in the CHUNKY BOI!
https://www.youtube.com/watch?v=o2UmfUY2VqE
π₯β New Video βπ₯
On this episode, we circle back to the collision system and establish a more robust solution to handle hitbox logistics. Out with the jank, in with the slick!
https://www.youtube.com/watch?v=qWzlo3ktIcQ
π₯βοΈ New Video βοΈπ₯
On this episode we make a comfortable hitbox editor to match our new collision system. It scary, but lemme cook! https://youtu.be/g5z4Bds4Yyc
π₯βοΈ New Video βοΈπ₯
With the collision system in place, on this episode we finally kill the player. We use this opportunity to dive into some spiffy juicyness effects like hitstops! https://youtu.be/S5IAhmV0__I
π₯βοΈNew Video βοΈπ₯
And here. We. Go. On this epsiode we finally dig into enemy spawn scheduling - the thing that seperates Shmups from REAL Shmups! https://youtu.be/qt8OxaQdTaY
π₯βοΈNew Video βοΈπ₯
On this epsiode we finally start writing perhaps the most important tool on our path to an awesome Shmup - the Spawn Schedule Editor! The place where the magic happens!
https://youtu.be/a4zYXYwaCfw
π₯β New Video βπ₯
On this episode we continue working on the Schedule Editor. Enemies will now show up in the editor as they appear in the game. Or do they? It's complicated! https://www.youtube.com/watch?v=TA4p4eUH59E
π₯β New Video βπ₯
On this episode we dig into the UI work on the Schedule Editor. We are creating a timeline overlay to allow us to plan the levels in our Shmups
https://www.youtube.com/watch?v=dY9-FOzVoyc
π₯β New Video βπ₯
On this episode: mouse controls! The Enemy Spawn Schedule Editor is the first of our tools to rely on mouse interaction. Today we make it happen
https://www.youtube.com/watch?v=m-r191-BJ1o
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 ...
π₯β New Video βπ₯
On this episode we use the mouse to click on enemies in our Enemy Spawn Schedule Editor. Also, we learn about the WYSIWYG paradigm.
https://www.youtube.com/watch?v=DmAUiEmaONw
π₯β New Video βπ₯:
On this episode our Enemy Spawn Schedule Editor finally comes together as we add the final UI element - Dropdown Menus!
https://www.youtube.com/watch?v=7kMJRoi7uS8
π₯βNew Videoβπ₯:
On this episode we finally develop the tech to control enemy behavior - we are building ENEMY BRAINS!
https://www.youtube.com/watch?v=lqt73Ft_Ke4
π₯βNew Videoβπ₯:
On this episode we lay down the groundwork for our Brain surgery tools. We also create our first brains and it is AMAZING!
https://www.youtube.com/watch?v=7SR5GQhUu7Y
π₯βNew Videoβπ₯:
On this episode we work on a proper Brain Editor, thus creating our little programming language WITHIN Pico-8
https://www.youtube.com/watch?v=dj76jWukshM
π₯βNew Videoβπ₯:
On this episode we continue work on our Brain Editor as we add a feature to preview enemy behavior. Now we can watch our enemy brains at work!
https://www.youtube.com/watch?v=VF9Qs5skUGk
π₯βNew Videoβπ₯:
On this episode we do a whole bunch of small bugfixes. We also add a metadata layer to our Brain System
https://www.youtube.com/watch?v=F3Sdj3tR92s
π₯βNew Videoβπ₯:
On this episode we use our Brain Editor to create a few simple attacks and we have a lot of fun with it!
https://www.youtube.com/watch?v=gLLfTHD0Bsc
π₯β New Video βπ₯
On this episode we add a goto command to our enemy behavior script and things get wild!
https://www.youtube.com/watch?v=GYEVaawc5d0
π₯β New Video βπ₯
On this episode we make the enemies turn around (bright eyes) and they start getting into infinite loops. This is how we know we're playing with real power!
https://www.youtube.com/watch?v=3pPsgmxtRHs
π₯β New Video βπ₯
On this episode we use our brain system to generate a giant enemy snek. Sssssssss!
https://www.youtube.com/watch?v=uM3odlXZby8
π₯β New Video βπ₯
On this episode we implement a special brain command to make enemies follow the player!
https://www.youtube.com/watch?v=eMmzSuwhRhU
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On this episode we sketch out the final big system in our game - the bullet pattern system. Can't be much of a Bullet Hell without bullets, babyyyy!
https://www.youtube.com/watch?v=JiyWe3OMusw
π₯β New Video βπ₯
We continue with our Advanced Shmup Tutorial today, diving straight into the visual design of Bullets
π₯β New Video βπ₯On this episode of the Advanced Shmup Tutorial we are entering the Bullet Hell as we implement the spread modifier for some beautiful bullet patterns!
https://www.youtube.com/watch?v=3kn_5O2a8VM
π₯β New Video βπ₯
On this episode we implement a burst bullet pattern for those juicy shotgun blasts
https://www.youtube.com/watch?v=KxzUi-v61b8
π₯β New Video βπ₯
On this winter episode we tweak and optimize our spread modifier for some extra festive bullet patterns. Happy Holidays!
https://www.youtube.com/watch?v=F5w8Nk4TgvI
π₯β New Video βπ₯
On this episode the full power of the pattern system is unleashed by layering multiple patterns into one. A truly magical gamedev moment!
https://www.youtube.com/watch?v=Y5XDPoCIflU
π₯βοΈ New Video βοΈπ₯
On this post-Christmas episode we reveal the masterplan to bring brains into our level editor. Everything will work flawlessly. Eventually!
π₯βοΈ New Video βοΈπ₯
On the first episode of 2024, our plan to have full enemy movement preview in the editor comes together! Nothing can stop us now!
π₯βοΈ New Video βοΈπ₯
On this nice episode we add kickass arcade #chiptune music and it is AWESOME!
https://www.youtube.com/watch?v=3iuADZQGgd0
π₯βοΈ New Video βοΈπ₯
It's almost time for our big workflow test run. The best time to add Autosave to all of our tools and do sweeping changes to collision detection.
https://www.youtube.com/watch?v=OhQUq_lYDO4
π₯βοΈ New Video βοΈπ₯
And here we are. Time for the big workflow test. I build a Shmup level and comment on my design decisions. Get some popcorn!
https://www.youtube.com/watch?v=TEJCgMe_fW8
π₯ βοΈ New Video βοΈπ₯
Now that the dust has settled and we made our first minute of Gameplay, we sit down and figure out a path to finish this game!
https://www.youtube.com/watch?v=_WtOob8aNOU