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bitsy

a little engine for little games, worlds, and stories · By adam le doux

Help with items!

A topic by wreru created 10 days ago Views: 82 Replies: 5
Viewing posts 1 to 3

 Hey hey! I’m pretty new to bitsy and I wanted to have a specific function in a game, but I’m not quite sure how to execute it. I would really appreciate some suggestions from anyone with more experience :)

Basically, what I want to do is have a series of items that the player can interact with in the one room – but I want them to appear in a certain order, and only one at a time. What I’ve tried so far is making a number of identical rooms that the player can access by stepping into a tile close to the item (making it seem like the one room if you hit the right tiles), but I’m not content with this system as it seems finicky and prone to accidents. Is there an obvious better way to go about this?

Sorry for any clunky wording – if there’s anything confusing about my phrasing or if the situation isn't entirely clear, I’m happy to further clarify!

If you want the items to appear in a certain order, you could manage it with variables that get added to each time the player interacts with an item, and have the variable count trigger the change to the new room instead of putting it on a tile. That's how I did in my game/poem The Opposite of Brontide. I had multiple items in each room so that cut down on the amount of identical rooms needed, but it should work the way you are thinking, and because it's tied to item interaction, it's less likely someone will accidentally step on the warp tile without interacting with the item.

But if others have more elegant solutions, please chime in!

I'll give it a try, thanks for the suggestion!

You can stack items by editing their coordinates in game data (which you can find in tools > game > data) by changing x and y values to be an exact match, example:

ITM 1 1,6

ITM 0 1,6

The item with the lower ID takes rendering priority and is the only one that appears visually, all other items share its layout. However, each item still keeps its own dialog definition if you’ve assigned unique dialog.

This is a great tip, thank you!

Ooh, clever! I'll see if that one works for me. Thanks!