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ayolland

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Thanks for the kind words and the feature!

I think the best practice for accomplishing this without hacks is two steps:

  1. 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.
  2. 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:

https://ayolland.itch.io/trevor/devlog/29520/bitsy-variables-a-tutorial

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:

{say g}

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:

https://ayolland.itch.io/trevor/devlog/29520/bitsy-variables-a-tutorial

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.

Wow, thanks!

I really, really like this. Cool concept, really nice work with the multiple-frame animation and tileset.

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?

Thanks! Initial feedback was that the maze was disruptively difficult, so they were added to be 'hints.'

Thanks! Laying out the exits was definitely the most tedious part, but I think I spent the most time drawing sprites.

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.

Just learned about Bitsy the other day, I really like it.

 Made my first game over the last two days. It's about frantically looking for your glasses in your messy apartment.

Feedback welcome.

Is there anyway currently to change a sprite's position from dialog? Or is that only able to be done from javascript?

(Edited 1 time)

Since there are already hacks/mods for bitsy that require additional JavaScript to be added, it'd be nice if there was a way to save that additional stuff when importing/exporting games. I'm thinking just a tool window that lets you edit javascript that is added to the file after the Bitsy script. I think it could allow 'plugin' like functionality without a huge amount of changes.

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.

Apparently you CAN do nested conditionals, which could get awkward if you want, say 3 variables. But it's better than nothing.

{
  - variable1 == 1 ?
    {
      - variable2 == 1 ?
        Variable1 AND Variable2 both equal 1!
      - else ?
        Variable1 equals 1 but Variable2 does not.
    }
  - else ?
    Variable1 does not equal 1!
}