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efreeteater

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A member registered Nov 25, 2019 · View creator page →

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Great dialogue, beautiful colors, weird architecture, and a great overall use of Bitsy.

Haha really funny game, and it really had the feel of being late to something too.

There are only two. Maybe it would be cool to have some more.

I'll be adding a "try again" option this week (along with another small change). Thanks for playing.

I've been looking for this too in the last few months. Has anyone found anything like this? The best I found that I could do was to screenshot my tiles and then paste into another program.

I've been struggling with memories childhood abuse recently, and this made me feel better. Thank you.

The way it is worded now, it is as if the dish itself is smelling the breakfast (like the dish has a nose or something).

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Oh sure. I would make it say that it "smells of" or "smells like" Pupper's breakfast.

This is a great game. I did notice one small typo/grammatical error - it says "The dish still smells Pupper's breakfast." in the first scene or two when checking the plate near the light.

Wow this is great to hear! This gives me many ideas.

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I think they would look like the main character in this game, sort of like the Pokemon, Hoppip.

Please add the rest of the stories! I loved this so much!

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I loved this! I want to see a little kohlrabi fairy soon; the vegetable is one of my new-found favorite foods!

Beautiful and sad but not hopeless either

You can make a sprite a door that opens. Make the graphic a door, lock, guardian, or whatever else you might want to block the player's path. Then set a conditional in the sprite's dialogue. If the player has the key, the sprite moves. If they don't, it doesn't move.

Yes, it simply moves the sprite around the room.
I've never tried this code with tiles or items.

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You cannot run the file in the Bitsy editor. Once you download it and add the hack, you can just double-click the html file and run in Chrome/IE/Safari or any other browser. Bitsy removes extra code like hacks. I save the hacks as a separate file and add them whenever I do tests. Yhankfully, you can add the dialogue code stuff in the Bitsy editor before downloading.

The 'a' is the item's ID, not it's name. You can find the ID in the game data. It will be the top row. In this case, the ID is '0'.
It will look like this:

ITM 0
00000000
10000100
10000010
01111111
01101101
00111011
00000000
00000000
NAME goggles
DLG ITM_0

You do add the function to the dialogue as you have done, but have you added the hack to your game? You need to copy all of the code from that file and paste it in a <script> tag right before the </head> tag within the html file. You cannot do this within the Bitsy editor itself. I save my script file separately and then paste it in after downloading my data to test. If you test within the Bitsy editor with the hacks added, they will be removed.

An example:

<script>
the hack goes here
</script>
</head>

Check out the "move a sprite" section within this hack:
"move a sprite: (js "sprite['a'].x = 10;")"

'a' is the sprite's id and then you put where it should move to afterwards (x and y coordinates). I used it in my game Eggway Dreams.

https://github.com/seleb/bitsy-hacks/blob/master/dist/javascript-dialog.js

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I believe that the way to do that is to basically make a really long title for your game. You will need to space it accordingly. There may be some hacks to help with that.


For your second question, I like using hacks to move the sprite after the player uses the switch.

Notice that all entrances to caverns from outside areas now lead to dark areas where Peggy will light the lantern again. I assume you have noticed this, but I could see someone thinking they have entered a black non-room perhaps.

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Hmmm...

For me, all of these exits are functioning. I have tested each one at least twice today and at least twice before uploading. Are you using an old save? It's possible that that could cause the issue.

Okay the missing coupon is back. The lighting should be fixed too now.

I got it figured out. It's taking some time to fix this (essentially I have to remake maps and some other stuff), but it should be up by tomorrow at the latest.

This will be fixed in the new update with the corrected lights.

Ooh, that's a big problem. I'll have to figure something out for that. I have some ideas.

I really loved this game and its world. It's very inspiring. Thank you very much for creating such a wondrous thing.

Looks like it is a bug. Strangely, it seemed to work earlier, so I'm not sure what happened. Hopefully, this is the last bug fix to make. I will have it up shortly.

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Thanks once again. I fixed the first one. I will post the update with that fix this evening. The error was caused by the email setting a variable instead of adding to it. This event works by having a variable add up to 2 from the two events that are needed to incite it, so if the email is done first it worked fine but not the opposite way.

As per the second, the Dwarf-Elf egg appears for me. Without giving a spoiler here, I will mention that the egg does not appear without some kind of "mechanical ingenuity" elsewhere.

I got it! The item was generating on top of another "item" that functions as a trigger. I thought this had happened to me in testing but was convinced it was a different error.

Thanks again.

I had some time, so it is now fixed in the current version. Thank you so much in letting me know about this! I missed some serious bugs due to really crunching time or the game jam.

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Ooh thanks very much. I'll get right on to correcting this once I am home tonight.

You can see the Javascript in action in my project Eggway Dreams.

I used the existing Javascript hack that was given as an example but changed the X and Y values to whatever seemed appropriate given the room.

See below. X values start at 0 on the left. Y values start at 0 from the top. You can also change the room identifier (curRoom) below to have items appear in other rooms. I cannot check at the moment, but I believe that this would be 'room id'. The single quotes are needed. When I say "id", I am referring to the id number/letter combination given to each room/item in the game data.


(js "room[curRoom].items.push({id:'item id',x: x value,y:y value});")

Nervermind, I was able to figure this out. I went over the documentation more thoroughly.

Also, I know I can do this by creating a new room with the item there and warping the character to that room, but that throws some serious complications at me to do it that way.

Bitsy Game Maker community » Help · Created a new topic Moving Items

Hi all,

I'm fairly new to Bitsy, but I've been working with it for many, many hours in the last week or so. It's a very interesting take on game development. I've been able to find many things I need thru hacks, but I am having trouble finding a way to move/teleport items. What I want to do is have an item appear next to a sprite after some dialogue executes. I see the arbitrary javascript script, but I don't really understand Bitsy's phrasing and the like to make much sense of it. Can someone help me out?

Thanks a bunch

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Thanks for the input. I wasn't sure how to really create feedback for the player, but I think brightening the text as you mentioned probably would have been a good idea. It appears that the game didn't register your inputs for some reason (I can tell because the guy at the end basically said you missed almost all of them - that's the section about wobbling the oblong/keeping your cool). It worked when I tested it and when some friends did, but they obviously had some more knowledge. Basically, the player has to push the key when the text appears; it disappears some time later depending on how many have appeared so far. Anyway, thanks again.

Just wanted to say that this was a pretty neat game jam with some wild results. I enjoyed participating in it and trying out some of the games.