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Valeriy Petrov

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A member registered Jul 03, 2017 · View creator page →

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bitsy community » bitsy · Posted in Scenes

Hi!

You can make exit unlock under a specific condition, say, a variable reaching a certain value. Then you can increase this variable every time character interacts with a sprite (by adding a change variable action into the dialogue of each sprite). So that when the player interacts with all of the sprites, variable value would be high enough to unlock the exit.

Nice game! Real Minecraft feels :)

Thank you, so are you! 

Power to the workers! Nice game, thanks for making it!

Splendid. Loved your restrained visual style and writing!

Tiles look nice and clean, thanks for sharing!

Beautiful game! Brilliant use of color and music. Just such a chill and relaxing atmosphere. Masterfully done, bravo!

This is fantastic. You've done amazing work and I'm truly honored that you've chosen some of my games to represent the bitsy community.

My first thought after reading this was to translate it into Ukrainian and present it in my country. I think it's a great gateway into bitsy for many artistic people who I know. Please let me know what you think about this idea! You can email me at petrovvalery88@gmail.com.

And here's my huge game: https://boticelly.itch.io/museum-of-everything 

As a person who makes games with 20+ rooms in them, I can confirm that I've encountered a similar problem. I've used to deal with it by reloading the page, but it can get quite annoying. 

I think this is a great idea. Was thinking about something like this too, but never had the time to do it. 

I would be honored if you would use some of the screens from my games: https://boticelly.itch.io/

Thank you for playing my game. I am both happy to hear that your experience resonated with it, and very sad that you had to go through this. I wish you well and hope your mental health will recover. Take care of yourself and your loved ones!

Hey Adam!

Thanks for reaching out! I've got your email but didn't have the chance to give it proper attention and write an answer. My schedule is quite dense lately, so sorry for the long silence. I'll answer to you as soon as I can.

Thank you!

I'm glad you've found the routine subversion part compelling, it was intentional. 

What parts of the game have you found too straightforward and on the nose? I have my ideas, of course, but I'm genuinely curious about what you have to say.

Без сумніву, одна з найкращих візуальних новел в які я грав. Захоплююся вашим технічним професіоналізмом та майстерністю оповідання. Дякую за вашу творчу щедрість повагу до гравця. Для такої невеличкої команди робота пророблена просто колосальна. Наснаги вам і успіхів у майбутніх проєктах! 

Без сумніву, одна з найкращих візуальних новел в які я грав. Захоплююся вашим технічним професіоналізмом та майстерністю оповідання. Дякую за вашу творчу щедрість повагу до гравця. Для такої невеличкої команди робота пророблена просто колосальна. Наснаги вам і успіхів у майбутніх проєктах! 

Thank you for reaching out and for your kind words! I've sent you a letter in the email you've provided. In case it won't reach you, here's my email too: petrovvalery88@gmail.com

Please accept my sincere condolences about the tragedy that has befallen you. Living in a country ravaged by a brutal war, that has already claimed hundreds of thousands of human and non-human lives and did immeasurable damage to nature, I am especially torn by the images of burned-down houses and habitats being destroyed. This is all too close to my heart. However, as my experience in Ukraine has taught me, it is in moments of despair like this that acts of human kindness, selflessness, and solidarity - your game being one of them - shine the most.

Unfortunately, I am currently in no financial position to donate to your cause. But I will do my best to spread the word about your plight and get as many people to know about your game as I can.

Thank you for doing what you are doing. I wish all the strength and resilience to your close ones who suffered from the disaster.

Надзвичайно вражений сміливістю експеримента з формою. Дуже вражаючий інтенсивний досвід, перша візуальна новела з багатьох, в яку мені було по справжньому страшно грати. Використання відео та змінених фотографій дуже додало до відчуття хорору. Граючи у гру згадав, як налякала мене свого часу "Відьма з Блер" ) 

Дуже крутий і незвичайний проект, мої вітання!

Надзвичайно вражений сміливістю експеримента з формою. Дуже вражаючий інтенсивний досвід, перша візуальна новела з багатьох, в яку мені було по справжньому страшно грати. Використання відео та змінених фотографій дуже додало до відчуття хорору. Граючи у гру згадав, як налякала мене свого часу "Відьма з Блер" ) 

Дуже крутий і незвичайний проект, мої вітання!

Your welcome )

Actually, I've just recently discussed this issue with Yahil, and they suggested quite an easy solution that they've used in their recent game: https://itch.io/t/3480251/pokemon-ant-war-game#post-9365418

Oh cool, thank you for this easy hack! I'll try using it in one of my next games

Hey, I've given your game a go and I really enjoyed it! 

Very curious to know what kind of dark magic you used to make music not stop while in dialog! As I understand, there were some sort of hackery involved?

Cool game!

Not the kind of thing I've expected from the Pokemon-like game, but it deferred from my expectations in a good way. Loved your inventiveness with the Bitsy, especially the 'combat' interface. 

Nice work!

I've been dealing with the same issue. Unfortunately, as far as I know, there is no way to avoid it without hacking the game in some way (

Тема - вогонь, подача - підливає масла ) Чекатиму з нетерпінням на вашу гру!

Solidarity forever! Glad you've loved my game and thanks for posting this comment :)

Вельме дякую за привітний коментар!

Дуже радий, що Вам сподобалась гра і мої скромні гумористичні потуги ) Всі ці історії, нажаль, надихалися реальним студентським життям, тому мені, коли робив ці жарти, було і весело і сумно водночас...

Щодо таблички - гарне зауваження, спробую це виправити.

Жаль, що Вам не сподобались мої неперевершені музичні композиції... жартую, музика справді спецефічна і робилась не професійними музикантами, тому розумію, що деяким людям може бути зовсім не до вподоби.

Ще раз дякую за відгук і за гарні побажання! Вам теж бажаю зустрічати у житті більше цікавих політичних ігор )

Thank you for adapting this great game! It is as enjoyable in digital format, as it is in paper.

Thank you for answering!

Sent you an email :)

Wow, cool technique! Gives me some ideas for new games instantly :)

Really appreciate your wiki, btw. I think it's a really good way to organize knowledge on different Bitsy tricks. Do you consider accepting contributions from other people? I would gladly share some of the techniques I've developed for my games!

I would have done it with exits: create an exit and set it to locked (room actions -> lock/unlock), then add a dialog to it and place where you want. You can even make it teleport the player to the previous tile, so it will appear as if the player steps back automatically when touching the water. For this just add a room action -> exit to the required tile

I've noticed that the Ukrainian loc for Bitsy has not been updated for a while. Is there a way I can help with updating it?

Also, I can translate Bitsy documentation (which I didn't know existed till recently :).

As I see it, it depends on whether you would like to make it real-time or not. If we're talking about Adventure's level of simplicity, you can go the easy way and just check when the player approaches the monster if they have a weapon or not. You can even add some probability to determining whether the strike will hit or miss, and make a simple hit points system. However, it might get a bit more complicated and messy, as you will be dealing with a lot of branching lists within branching lists.

I would say that if you want to use any autonomous movement to the NPC, you will have to use hacks.

Hello!

We had a similar conversation here: https://itch.io/t/2839532/how-does-one-roguelike-a-bitsy.

I think that Bitsy is quite suitable for making simple dungeon-crawling games. It all depends on your particular design vision and the scope of your ambitions, of course. Like, it's pretty easy to make room-to-room movement and even some sort of randomization, but I don't see how you can make combat or inventory management without some extensive hacking.

Hey, nice touch with "hiding" the character behind the tree. Will be borrowing that in my future games!

Hey, thanks for your kind words! I'm not used to thinking of myself as someone very knowledgeable in Bitsy, but from time to time I'm being reminded by other people that a lot of stuff I know is not that obvious and can be helpful if shared with others. I wish I had more time to talk more explicitly about the techniques I use to create my games; maybe in time, I'll make an advanced tutorial or something. Meanwhile, if you have any particular questions about how things work in my games, feel free to ask, and I'll gladly share any knowledge I have with you :)