huh i see. it doesn't work the same way for me, when i create new rooms in 2d panel they are placed in a separate stack..
well i guess you could create another stack with a couple of placeholer rooms with a few blocks, and then inspect game data and replace the room ids with the rooms ids you want to be separate from your other stack. bitsy 3d game data is in json format and punctuation is important, make sure you have all the quotes and commas in the same way like you see in the original game data, like not having a comma after the last item in a list and stuff
aloelazoe
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hi! if the room renders above the other it means they are in the same stack. a new room is added to the stack when you place things on top of each other in the 3d view. i guess you could end up in the situation you describe if instead of using plus button in 3d or 2d room panel you built some stuff in the 3d view which added a new room to the stack and then you started modifying that room in the default bitsy 2d panel, is that so? you can also check gamedata panel and look for "stack":, then look for ids of the rooms you see rendered together.
hey two ways to do this i can think of are to either use a lot of rooms or to use bitsy hacks. but keep in mind that you might want to use an older version of hacks comptatible with bitsy 7.3 that bitsy 3d is based on
thank you so much<3 glad you found it of some use! not sure about making it compatible with mobile, very unlikely i would say. i might re-make bitsy 3d and add new features when new version of bitsy comes out, but at the moment i'm kinda exhausted from building on top of bitsy and i'm working on a new project which can become a lo-fi 3d small games editor at some point
hi! supporting many colors is out of scope for bitsy 3d itself, but aury actually made an editor combining both flavors: https://aurysystem.github.io/bitsy-forks/bitsy-color-3d/index.html
thank you <3 if you still want to break some limitations it's possible to change camera between rooms using javascript from dialog hack
we discussed it with other folks on bitsy discord
https://discord.com/channels/379218174236819458/383667407572697091/7574161388787...
https://discord.com/channels/379218174236819458/383667407572697091/7576251493098...
(these are links to messages that explains how to use bitsy 3d code to do it.. i think you would need to be in bitsy discord already to open it? if you are not, there is a link inside bitsy itself in the about panel) and you can always ask on bitsy discord if anything is unclear :3
they need the original 2d canvas and it's not possible to support them out of the box, don't think there would be exit effects in bitsy 3d in a forseeable future (unless someone implements and contributes them?) cause at the moment i'm working on other features i think are more crucial.. and that to do list is pretty huge lol
thank you for your report!
regarding new rooms in the active stack - as of now this could be done by editing game data. i was planning to make 3d scenes more flexible, like having individual transforms for every room, allowing them to be parented to empty transforms and such, so more direct control over rooms and stacks would be coming together with these features
hm.. could i ask what os are you using? and if there are any errors in the console (view -> toggle developer tools)?
i would appreciate your help documenting the issue when you try it next time(◍•ᴗ•◍)
https://github.com/aloelazoe/bitsy-savior/issues