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I've been following the basic shmup tutorial from @Krystman and Lazy Devs (with some adjustments) to try and learn some more of the basics in Pico 8 and Lua and game development in general after pretty much failing miserably at my first game attempt (still working on it tho.) Before finalizing enemy behavior and the spawning (my difficulty is still wildly inconsistent), I wanted to work on the boss explosion, but I've run into a bug I can't seem to figure out. I can't get the timer to delete the boss after the cool explosions to actually count down. I've set the boss HP low and the wave to the final one for testing if anyone can help me out understanding what I've done wrong here. I'd also appreciate any advice anyone has regarding creating a proper scaling difficulty.

Cart #coryxvii-1 | 2024-08-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I've uploaded the current version for playtesting. I'd appreciate any feedback on how to improve difficulty scaling while still somewhat maintaining the RNG feel.



In line 232 you are checking if an enemy dropped to 0 HP. You run kill_enemy if they did. Kill enemy resets the wait to 480 if it is the boss. You do that on every frame preventing the wait timer for the boss to ever tick down.

To fix this you could check for boss phase in kill_enemy to reset the wait timer only it isn't in phase 5 yet


@Krystman Thank you so much for the second set of eyes. That worked like a charm. Though because of my janky code, I had to set the wait time during the previous boss phase.

Also, thank you for your wonderful tutorial videos. You sir, are a natural teacher. I plan to try my hand at the rougelike videos next.



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