I love all the tiny rooms! So cute!!
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Awwww I know it's a short game but I just can't get enough :')))))
Lovely game! Also, this might not have anything to do with the game but when I saw your skulls on the tree, on the streets, I was like, "Hey that's an Octavi Navarro skull!" XD
Oh I simply started a new game! I made something with the new dialog features, but I wanted to try something else, so I made a new game. It appeared as if everyhing was reset, but when I pressed play after i edited/the other way around, the old dialogs are still in the item/sprite, and they're mushed together with the new ones.
Hey, Adam! Just tried it and it's awesome!
Idk if others also experienced it but:
> When I start a new game (to refresh things), the dialogs from the previous one tend to stick around, confusing the new ones.
> A default dialog and a conditional one are mushed together after the item is found. So now whenever I clicked the cat, it says two sentences at the same time ;A; This is resolved when I put the default dialog within the conditional section, so I'm still a little confused on how to use the normal 'dialog' section properly. Is this a bug or this something I misunderstood?
> So I made two items for the sprite to compare: let's say apple, and actual apple. At first, when I only introduced apple, the sprite says the intended dialog, "Not my apple". But after I added the second item: actual apple, with added condition and everything, the sprite kept saying "Not my apple" when in reality I've added a new dialog for it to say "YES that's my apple!". | So I deleted the first item, the apple, and deleted the reaction dialog as well, the sprite magically kept saying the deleted dialog: "Not my apple".
I'll let you know if I can find more in the future, but for now the interconnecting reaction between several conditions seem to be the main problem. Otherwise, it's a super exciting feature, can't wait for it to develop!
Hi, I just found out today that there's a bitsy community here/// Awesome ;A;
And I'm not sure if this has been suggested before, or just an extension of Nate's suggestions, but I've been thinking of the flow of the dialogs/conversation. Right now, the avatar is only able to pop up a dialog box and if he wants a conversation, we have to cramp all the replies in the same box.
(A) It would be cool if there was an actual reply from the sprite we're talking to, and
(B) an option to generate a new/the next dialog when we revisit the sprite, instead of reading the same dialog.
So far, I'm using the room exit tool to change the scene if I want to pop a new dialog from the same sprite. This feature would open possibilities to story-branching (with reply options probably, like choose the wrong answer and you get the bad ending, for example) and goes many ways with action choices/other choices as well.