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Thank you! It's always interesting to see it played, and it helped me realize how I could improve some things. (I already planned on remaking and improving this but I haven't had any time for it :( )
Using the basic version of Bitsy, the only thing you can do with variables is trigger some dialog.
In the "dialog" pane you can choose "conditional" and set a condition there, so when that condition is met, a certain dialog will show.
If you want more things to happen, I think the easiest way is to use Borksy to apply hacks to your game. Have a look in particular at Exit from dialog and End from dialog.
Let's say you want to have a plot appear when you find the shovel. If you apply "Exit from dialog" you can add dialog to the item shovel (it will look something like (exit "room2, 0,0") and once your avatar interacts with the item, it will be transferred to room2 (in this case, in the top left corner) which will be exactly like the room you came from, but with the plot diggable.
Let's say that you want the plot to appear once you have the shovel, and you talk to someone. Add conditional dialog to that someone's sprite, if itemShovel==1 then (exit "room2, 0,0") will transfer the avatar to the room with the diggable plot, if itemShovel==0 you could have it say something like "go look for a shovel, you'll need it!" or something.
Hope this makes sense!
Thank you! This game is born out of a joke between friends so I don't know if it's funny to other people, it also relies quite heavily on clichés!
Kenobit has been kidnapped by the evil ninja-lawyers of a corporation for mysterious reasons, and brought to the basement of their HQ. The only one that can rescue him is our heroine, the brave Zambunny. She has to be careful to avoid their dangerous shuriken, made out of very sharp paperwork; luckily for her, the corporate dress code prescribes wearing ninja hoods, that causes them to only look straight forward and ignore everything else. Once past the maze, she gets to confront an evil manager with the most powerful weapon: common sense! And thanks to a button, helpfully labelled in compliance to quality standards, she is able to free Kenobit and go home.
I am going to update the graphics a bit with better bubbles and I'll try the transparent dialog hack, that should look better.
I had somehow completely missed the entry point to the bridge. Anyway, I love the game! The graphics are great, the house feels really cozy, the music is perfect, and the worms are inspiring.
Thanks! It's not so much the time that's a problem, it's the fact that there's a bug and I can't seem to get a workaround. But I'll keep trying!
The skipping dialogue part seems to be a feature of Bitsy ;) But even when it will be complete, it will be quite short, so going back to replay it won't take a long time.