Lassen Sie uns Video für Video ein Advanced Shmup in Pico-8 entwickeln. Diese Serie richtet sich speziell an erfahrenere …
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Lassen Sie uns Video für Video ein Advanced Shmup in Pico-8 entwickeln. Diese Serie richtet sich speziell an erfahrenere …
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So excited about this 🙂
I just wanna tell you know that your teaching style is fantastic. I loved your last series and I can't wait for this one. I think the doggy zone really makes the students recall what they have learned in an amazing way. Wish regular classes at schools did this…
Great to see more stuff from you guys!
Can't wait to code along! 😀
In my testing I found that screen-wide rectfill and cls seem to be about the same cost since it's all about how many pixels that are being set,
My question for you is for your game to squeeze out preformance will you use rectfill or cls behind the scrolling map to save cpu time either by storing it with the map data somehow or just having a solid color you can swap out (like for the ocean or grass depending on what's on screen..)
Or is it too much of a bother for your game and nah? In my game I'm running out of sprites fast so I saved a ton of sprite space and tokens using a 2dsplit rectfill() feed instead of a cls call to draw a handle full of rectangles in the bg and then minimal needed sprites dedicated to the rest of the background drawn on top.
I feel like in some ways I plan more plan less than you do but it's interesting to watch. Going to enjoy watching this of course! <3
Regarding longevity, I played like 25 hours of Porklike through the summer of 2020.
One question I have: do you have handy rules or is it just instinct as to what sort of processes take up a lot of tokens? I guess is the rule just you want procedural rather than hand-scripted/crafted stuff?
ShMOOp
😎
(I am proud. 9.5/10 😂)
If it's going to be just 1 stage, then it would be cool if there was something extra-special for really skilled players. Maybe a skill-trigger that caused you to scroll backwards through to same stage once the boss had been beaten, but it was now significantly more challenging with different enemy / bullet formations? It's OK though, I am sure you have plenty of your own ideas, and getting them all into pico8 is unfeasible.
maybe make a multi-cart game for one of your tutorials
Like even before the ADs finish! I already know it’s good =D
This would have gone down well in my game of the jam, a a remarkable space confrontation. Sometimes it only remains to learn from mistakes.
I'm excited about this new series!!!
I'm honestly shocked to learn that smalle sprites are less expensive. Intuitively I would think that doing arbitrary clipping on the sprite sheet would be more expensive rather than less. I suppose it makes sense that drawing less pixels takes less juice but I still assumed that using the "sprite" function would always be cheaper than the "fancy sprite" function.
I'm so excited to dive into another months-long gamedev adventure with you! Can't wait to see what people come up with in this advanced tutorial 🙂
THANK YOU for the Fandom-less version of the Pico-8 Wiki!
After watch this video, I want to do a Shump!
I assume you know this but if you were to draw the bullets with circ statements rather than spr you can draw many more bullets per frame. Even using two circ statements (one for the outline) I was able to draw 1700 bullets at 60fps without dropping frames.
very valuable, teaching people to consider their limitations from the get go, questioning even basic tools.