Oh hey. Music is added using the Bitsymuse hack. Check out my hacking tool Borksy, and maybe join the Bitsy Discord if you need help w it!
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You could make a sprite that saves a random number to a variable. Or more likely, you could include that same dialog that generates the number in the middle of whatever dialog where it's required.
As far as 16x16 sprites would go, it's not possible for the player avatar to be more than a single 8x8 sprite without hacks. (There is a hack for that.) Some people have created vanilla Bitsy games that create an illusion of a larger avatar using exits, but that has limits. You can of course have a game with an 8x8 avatar but with larger, multisprite characters that they interact with.
(oh hey, love your art!)
I think the best practice for accomplishing this without hacks is two steps:
- Hidden item before exit that performs the logic to see which ending text the player should be shown. This item stores the ending text to a variable.
- Ending displays appropriate ending text using 'say'
I wrote a tutorial which covers this and variables in general: https://ayolland.itch.io/trevor/devlog/29520/bitsy-variables-a-tutorial
Hey, just in case anyone is poking around this thread in the future for answers about variables, wrote a tutorial covering all this:
Hey, sorry to bump an old thread, just posting here to help anyone who goes looking for help in the future.
The correct syntax would be:
I believe when you are adding curly brackets around the variable name, you're just unnecessarily adding a nested code block for Bitsy to process. Probably doesn't hurt anything, but will save you time writing less characters.
I wrote up a tutorial about Bitsy Variables that should cover most basics like this:
Yeah, manually placing each dirt item did get a little tedious. I did use a few hacks, although the bulk of what's being done is just Bitsy. I used the directional avatar, end from dialog, and dynamic background hacks.
I can't hammer down exactly when this bug started in my project, but it looking back through different versions, it looks like some time after I deleted the initial room the editor starts you with, I no longer am able to add exits properly.
I can add one more exit, but any further exits I try to add the editor instead acts as if I have selected my most recent exit, regardless of what tile/room I clicked.
Also the 'place new exit' / 'click space in room to add exit' seems to stop toggling properly.
There was an exit in that initial room at one point. Is data from that exit not being cleanly deleted?
AFAIK, there is not a way to remove a sprite via dialog. You could hypothetically use the Exit from dialog hack to simulate this, (duplicate room, but no sprite) but if you had a lot of combat in your game it wouldn't work.
This actually makes me think that a move/remove sprite via dialog is a hack I should work on.
I'm just looking at doing some stuff outside of what Bitsy can do by itself, and it looks pretty extendable, but AFAIK, I'll have to manually add any additional scripting after each export.