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(1 edit) (+2)

1) You could set them in world “on start” script

2) Sure? Make whatever kinda game you want! I mean, don’t make something fascist or racist or transphobic or whatever, but that’s more a general thing and not specific to Mosi

3) You can export your rooms, resize the world, then import the rooms again - tho I should probably make resizing less destructive at some point

4) Not explicitly, but you could get creative. The point is to create worlds to explore, so I didn’t put in explicit ending or game-over mechanics.

bug) I’ll take a look at this when I have the chance - hopefully this weekend

Thanks! :)

(+1)

I had some time tonight to fix the bug AND added an {else} statement! More info on {else} in the wiki: https://github.com/zenzoa/mosi/wiki/Scripts

Wow!  I'll should to test it!

(3 edits) (+2)

{else} - working good! I like it!

I really like Mosi!

But sometimes my game character is trying to move randomly in any random side few steps. It's strange.
Maybe  it's because I try to use 16x16 pixels sprites and maybe it very laggy for Mosi engine (I don't know!).

Wow, it's looking great! If you want to share the world data I can try to trouble-shoot the weird movement and the lag.

(2 edits)

Thanks! ^_^
I can share, there's my last version of an experimental game (sorry, it's some with NSFW elements):
https://drive.google.com/open?id=1NWtMNHjmeauOKoUcC3rBHgsGLCFkp2_X

It's strange, but looks like {else} with many levels isn't work good or maybe I just got confused because very hard code in Ghost Enemy.
It's not so easy to read it without Tab and with many many "{" "}" symbols:
I know Mosi is not created for big code, I just trying to test it, is there any possibility to create mini RPG game.

{set-var foelvl 1}
{if {gt {var hp} 0}}
You have battle with enemy!{p}
{dec-var hp {var foelvl}}
{if {gte {var hp} 0}}
{remove-sprite}
{inc-var exp {var foelvl}}
Your Health: {var hp}/{var lvl}{b}
{if {gte {var exp} {mul {var lvl} 2}}}
Exp: {var exp}/{mul {var lvl} 2}
{else}
{inc-var lvl 1}
{set-var exp 0}
{p}YAY! Level Up!
New Level: {var lvl}!
{/if}
{else}
{set-var hp 0}
{set-var wear 0}
{transform-avatar nude}
{p}Your HP is 0, and your clothes torn apart!
{/if}
{else}
{set-var air {var lvl}}
{transform-avatar soul}
{move-avatar deep 3 7}
{p}You're dead!
{/if}

It looks like this is saying:

  • if I start the battle with more than 0 hp, battle the ghost and decrease my hp
    • at that point if I have 0 or more hp, I win the battle and gain xp
      • if I have enough xp, I gain a level
    • I have less than 0 hp after the battle, I lose my clothes but my hp is reset to 0 (so I don't die)
  • if I start the battle with 0 or less hp, I'm dead

Is that correct? It seems to work that way in the game when I tested it. I also did a simpler test of nested if/else statements, and that worked for me.

Looks like is correct. It's strange.

There's text version:
https://drive.google.com/open?id=1ht-We9iXep1tWZtwT_0v133dJy0ZGa33

(1 edit)

Thanks! I'm not seeing the random movement or slow-downs you mentioned, but I've only tried it in Firefox so far. What browser/os are you using?

(1 edit)

I just use Google Chrome. Maybe I should to try Mozilla Firefox.

Maybe it's because my notebook is not so fast.

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These graphics are awesome!