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Cosmonaut Collective
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ah thx for the reply!
You said you were able to open the html in your browser, so you should be able to play it that way once opened. If you need to make changes due to finding bugs etc in your playtest, then you can go back to the editor, or edit your game file directly if you're comfortable doing so.
Just so I'm understanding correctly, the workflow should be:
- Load the hacked .html in my browser
- Make any changes I want in-editor (Bitsy Savior)
- Save the .html (or in the case of Bitsy Savior - patch the file)
- Then go back to my browser and reload the .html if I want to see changes I made alongside the hacks.
Is this accurate?
I added Bitsy Muse to my project (I added it myself) and the track never plays in editor. Neither Bitsy Savior (any version) or Bitsy Web. Is this intentional?
However if I open the .html file in my browser, it will play the track no problem. The struggle here is when I'm playtesting my game the music doesn't play and it kind of defeats the purpose.
- The .mp3 file is in the same folder as the hacked .html file
- Used Borksy and Candle's tool but same thing: file only worked when opening in browser
- I made sure I was patching any saves via Bitsy Savior
FWIW here is my hackOptions
var hackOptions = {
// Put entries in this list for each audio file you want to use
// the key will be the id needed to play it in dialog tags and the musicByRoom options below,
// and the value will be the properties of the corresponding <audio> tag (e.g. src, loop, volume)
// `src` can be either a string, or an array of strings (to support fallbacks in different formats)
// Note: you can add <audio> tags to the html manually if you prefer
audio: {
// Note: the entries below are examples that should be removed and replaced with your own audio files
'siltStrider': { src: './Silt Strider.mp3', loop: true },
// 'example sfx ID': { src: './example sfx filepath.mp3', volume: 0.5 },
// 'example with multiple formats': { src: ['./preferred.mp3', './fallback.ogg'] },
},
// Put entries in this list for every room ID or name that will change the music
// If the player moves between rooms with the same audio ID, the music keeps playing seamlessly.
// Undefined rooms will keep playing whatever music they were last playing
musicByRoom: {
// Note: the entries below are examples that should be removed and replaced with your own room -> audio id mappings
0: 'siltStrider',
1: 'S', // This room is silent - it will stop music when you enter (see `silenceId` below)
2: 'another song ID',
h: 'a song ID for a room with a non-numeric ID',
'my room': 'a song ID for a room with a user-defined name',
},
silenceId: 'S', // Use this song ID to make a room fall silent.
resume: false, // If true, songs will pause/resume on change; otherwise, they'll stop/play (doesn't affect sound effects)
};hey everyone - i'm rob/bclikesyou. i've released multiple games using Construct 2/3 and currently work as a producer on subnautica 2. found out about bitsy via playdate's pulp and it seems like exactly the type of engine i need right now. i've become really interested in just focusing on narrative and art in my games. and i really dig the community around it!
Rise from your grave, old thread!
So I was having the same issue and it led me to this thread. I got music to work but only if I opened the hacked .html file in my browser. If I try and run it through the Bitsy editor or Bitsy Savior, it doesn't play the music. Is that intentional?
Here are my hackOptions. I put the mp3 in the same directory as the hacked .html file.
var hackOptions = {
// Put entries in this list for each audio file you want to use
// the key will be the id needed to play it in dialog tags and the musicByRoom options below,
// and the value will be the properties of the corresponding <audio> tag (e.g. src, loop, volume)
// `src` can be either a string, or an array of strings (to support fallbacks in different formats)
// Note: you can add <audio> tags to the html manually if you prefer
audio: {
// Note: the entries below are examples that should be removed and replaced with your own audio files
'siltStrider': { src: './Silt Strider.mp3', loop: true },
// 'example sfx ID': { src: './example sfx filepath.mp3', volume: 0.5 },
// 'example with multiple formats': { src: ['./preferred.mp3', './fallback.ogg'] },
},
// Put entries in this list for every room ID or name that will change the music
// If the player moves between rooms with the same audio ID, the music keeps playing seamlessly.
// Undefined rooms will keep playing whatever music they were last playing
musicByRoom: {
// Note: the entries below are examples that should be removed and replaced with your own room -> audio id mappings
0: 'siltStrider',
1: 'S', // This room is silent - it will stop music when you enter (see `silenceId` below)
2: 'another song ID',
h: 'a song ID for a room with a non-numeric ID',
'my room': 'a song ID for a room with a user-defined name',
},
silenceId: 'S', // Use this song ID to make a room fall silent.
resume: false, // If true, songs will pause/resume on change; otherwise, they'll stop/play (doesn't affect sound effects)
};I've started streaming my development over on my Twitch channel. Check it out as I work on new features for ASRS among other things!
Thanks for buying the game; I appreciate it! You'll be happy to hear that I'm implementing extra lives in to the v1.1 update ;)
I made this game using Construct 2. My previous background was in music and design, so I didn't have any coding experience. C2 was perfect for this situation. If you don't want your health bar to change between layouts, you need to have your energy/life be a global variable. They retain their info between layouts.
Hey everyone!
I hope your holidays went well and you found some time to eat some treats, hang with the people you want to hang with, and relax!
Just a quick update on that I updated the build to Ver 1.0.1: this is an update that fixes some release bugs. They are as follows:
- Adjusted gamepad analog stick deadzone. Down or Up on the analog stick won't make you move now.
- You can now look with Shift + arrow keys
- Charge shot animation won't lock with gamepad
- Small enemy bugs fixed (Level 3 enemies won't get stuck)
- Small art and tile art edits
Feel free to reach out with any other bugs or issues you find. Post a screenshot, make a gif, whatever works!
Hey friends!
So I'm going to use this place to keep you all updated on what I'm currently working on in regards to ASRS. Hopefully this will keep you all in the know of what to expect.
What is coming up?
With the holidays quickly approaching things will be pretty low-key. I'll obviously tackle any huge bugs or issues that arise, but other than that, I'm mostly going to be brainstorming what other content I would like to add. Some things I'm going to look in to include:
- Keyboard and Gamepad config
- Music and SFX sliders
- Trading Cards
- Unlockable characters
I'll continue to post progress pics and gifs as things proceed. I'm excited to work on new stuff already but need a bit of a breather ;) Any questions or thoughts, hit me up!
Been working on coding Level 3 enemies. Unfortunately this means nothing cool to show yet since I use placeholder art while coding ![]()
Good news is that, according to schedule, I am ahead by one week. However I'm sure that will change soon
I just finished all 3 new enemies yesterday and will start on their art this week. Hopefully I'll have something cool to show off by the end of this weekend.










