Gosh this game looks FRESH. The colours, sprites and animations really pop. Really nicely done.
danwinters
Creator of
Recent community posts
A custom script for {get-palette-in-room} could just be:
return game.currentPaletteIndex;
I believe. It needs to be javascript in there and the 'return' is there as that's what a javascript function sends back. It does send back the index though, so if it's the first palette it will send back 0, the second will send back 1, etc.
The two main objects that hold information in Môsi seems to be 'game' and 'context.' If I look at the 'context' one, I believe the following should return the color of the sprite:
return context.sprite.colorIndex;
Really enjoyed this! I think the setting is really strong. I was definitely interested in seeing more of it, so am interested in you saying it's a 'sort of' prequel.
I also think the general concept of how you "avoid the plague" is a really interesting mechanic. I think there's so much cool stuff with that. Certainly makes you rethink just blundering around the town as well.
I also really liked how you used the map for travelling, and the colours of the final area too.
Hello friends,
Just wanted to post in here in case anyone was interested. I was playing around with the 'Custom Scripts' function in Mosi and figured out a way to use the Mouse inside of Mosi. It all seems to work quite well, surprisingly. If anyone wants to check it out or ask me how it works, you can view it here: https://danwinters.itch.io/mosi-mouse-controls
Hi Vlaz,
I don't think you can write a script on the avatar, though you can do something similar if you attach a script to the floor that they're walking over constantly. I did something similar with my game here: https://danwinters.itch.io/heal
Essentially, the floor script had variables that kept the X and Y variables of the avatar generated with {avatar-x} and {avatar-y}. I would then check that variable on the next floor tile against the new values of {avatar-x} and {avatar-y}. For instance, if the previous X variable was 3 and the current {avatar-x} variable is a 4, then I know the avatar has moved right. If it's 4 to 3, then they've moved left. Same thing with the Y variables also.
You can change colors and music, using this like: {set-sprite-color 2}
and {set-music room-1-2 song-2}
. The documentation for those are here: https://github.com/zenzoa/mosi/wiki/Scripts
As for a cycle / loop, I'm not sure there's an easy way around it I'm afraid. It might be possible to do something via 'Custom Scripts' though I'm not sure.
Ah, interesting. I'll have a play around and see if I can find what caused it. As I'm asking it to do something it's not really meant to, there are weird outcomes sometimes. Thanks for letting me know.
I did assume others have done the same hack, though I can't really see them at the minute. I could have swore Borksy had it, though I can't see it.
Interestingly, I was playing one of my old favourite Bitsy games today, and was surprised to see that had mouse movement: https://linda-nd.itch.io/day-in-the-life
Looking at the Bitsy changelog you can see Adam talk about it at version 3.6 : "bugfix: remove broken mouse controls." Maybe it was causing more trouble than it was worth. Recreating it to how it was would probably be a lot of work, but doing something similar to my simpler method might be cool. I wrote a little devlog about it if you want to understand it a bit more.
Hello! Thanks for playing and the kind words!
The 'Staring into the Mirror' step is not Mosi functionality no. I coded it up myself with some javascript and was pleasantly surprised by how it all worked out. It wasn't too hard and can be copied easily, if you fancy giving it a go.
I was thinking about making a game as a 'tutorial' for how to do it, as that functionality might open up a lot of other gameplay ideas for others. I've been looking into how to do it in Bitsy and, while it's a little more complicated, I think I can probably do it there too.
Sorry about having to restart. Do you remember how you got stuck in the mirror, by any chance?
What a sweet game. I was very impressed you to took into account all the different routes you could take. I don't think I saw any text that looked out of place, and I enjoyed them adding context and guidance to the other routes.
There were a lot of really nice bits of writing, particularly watching the horror movie in the bar. That certainly resonated with me and felt quite real :)
I was interested in how it all worked, so I copied the code from the HTML into Bitsy and saw the sheer size of some of those dialogue options. It was lagging for me as well just opening it, so have no idea how you managed to keep it all together and working smoothly :)
In hindsight, I think I was focused on the refugee quest due to them sadly coming in the news so often recently. I have a Ukrainian friend here in the UK who brought her family over last year, and I've been watching the news about Palestine recently also. It's been on my mind a lot, and the idea of those kind of people just trying to survive in a peace-time space for art, with art pieces depicting people just like them, was a powerful one to me.
Ultimately though, it was a game jam with limited time and think you should be really proud of the randomisation aspects. I think the quests are more of an 'icing on the top' really. I had been wondering if the game was related to how you experienced the war, as I had played your other games set in Ukraine around then. Thank you for sharing that.
Beautiful art work, again! I'm always jealous playing your games as everything fits together so neatly.
I read through the posts with Mandy and agree with you in regards to randomisation vs the plots in the game. I was very intrigued by the refugees quest, and particularly the concept of people suffering right next to art inspired by that suffering (and critics still being more interested in the art), and to be honest I was a little disappointed there wasn't a 'bigger' thematic resolution to it.
HOWEVER, the randomisation aspect did feel the main aspect of this game and it's superb. The fact that this game works so smoothly with how much is in it incredibly impressive. You definitely nailed that feeling of walking around an endless, confusing art space. All while still in vanilla Bitsy!? Great work.
Thank you for playing!
My initial plan was to go from human, to Giraffe and then to T-Rex, but I ran out of time. And with how long it took you and others to make the giraffe, maybe it was a good thing :)
I didn't even think about restarting the room from fresh, but that makes sense. And yes, after finishing it I did realise you would be unable to reset the ones in the middle annoyingly. For some reason I thought I needed to have the sprites where you place the bones be 'walls', but I have just turned them into regular sprites now and it seems to work fine. At some point though, I would quite like to make a 'undo' button though I think it might be quite a coding challenge.
And yeah, Mosi doesn't seem to have a 'Game Restart' option like Bitsy does, which is one of the very few complaints I have of it. I would have to code it to reset all the sprites manually, I think, which was too much of a faff to bother with at the time.
Thank you for the feedback! I was planning on just moving onto the next game, though with everyone commenting I feel like I should keep adding to it. I saw you made something for Bitsy Fest too and will play it soon!
Thank you for writing this up, and thank you for the kind words about my game! There was a few rough edges to it that I didn't have time to smooth out, but overall I was really happy with it and I'm glad you enjoyed it.
I agree that it has been a great jam. It's produced an incredible showcase for what Bitsy can do. Some of the sprite work was gorgeous, lots of the writing was very touching. Thank you to everyone who produced something!
Thank you for this. I've started my own therapy recently and a lot of this resonated with me. It really is hard work sometimes, isn't it. You'd think you'd just want to be happy.
I'm glad Bitsy has matured enough to get to it's weird art game phase too. I appreciated the little 'anti-gameplay' bits and how they told their stories. Some of the text effects you managed to create are incredible.