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Fib

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A member registered May 27, 2016 · View creator page →

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Thanks for playing! WASD works also. But gamepad is definitely preferred. 

That's a pretty sweet idea. Good job.

Play it now: https://fib.itch.io/sharp-slime

  • Dodge tons of projectiles to survive all the waves
  • Create interesting builds with booster packs during a run
  • Save up gold for permanent upgrades in-between runs
  • Lots of achievements that unlock characters, levels, cards, & upgrades
  • This is not a demo. It's the full game.


Ah that makes sense. Thanks for your input.

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Hey bitsy community,

I love the idea of bitsy and want to create my own version of it but a bit more powerful. If bitsy had a few more powerful features would you be willing to pay around $20 USD for it (similar to pico-8)? What features does it need for you to be willing to pay $100 USD? Is this type of tool too much of a toy and should always be free?

More powerful features I'm thinking:

editor

  1. import sprites of any size from external tools (aseprite, photoshop, etc) rather than being stuck with an 8x8 internal pixel editor only
  2. allow for more than 2 frames of animation (at least 16 frames but maybe no limit)
  3. allow sprites to have transparency in background
  4. allow custom collision shape on sprites
  5. import custom sfx/music rather than being stuck with a very limited internal editor
  6. provide different avatar movement options instead of only tile based (smooth top down and click to move at least)
  7. rooms can be any size and new camera system that follows the avatar

events/logic

  1. separate the event and dialogue systems (dialogue system now only defines the text and how it looks - new "tool" window just for events)
  2. ability to create/destroy instances of sprites at runtime
  3. ability to set x/y position of sprite at runtime
  4. sprite pathfinding
  5. instance variables on sprites/inventory items (ex: so a sprite can have it's own internal health variable to create a rudimentary combat system, or spawn coins that have random money values, etc).
  6. do actions when a timer expires (combined with the ones above could make a wave system, tower defense, shooting/bullet hell)
  7. do actions on sprite collision and overlap

publishing

  1. export an executable to publish to Steam so the game dev can make $$$

Very cool. I like the style!

I love the Link's Awakening look! This looks really good, good job!

You have 90 seconds to hit a squirrel with a ball to make him drop his nuts. The more you hit the squirrel the higher your score. My best score is 13. Hope you like it :)

https://fib.itch.io/nut-shot


I love this. Hopefully this will continue annually and drive collaboration amongst the community.

Yes it's free.

I wish it wasn't. I feel this tool is a very good proof of concept. But it could use some work on usability, and features such as sorting/filtering.

Sweet! Thanks.

Does the walk animation include up, down, and side?

I get you now. Ya unlimited possibilities is a little misleading.

You should check out Levelhead on steam. It's a more direct answer to SMM that's already out. Not to detract from amazing Super Dungeon Maker though :)

One thing RPG Maker did pretty successfully was heavily constrain custom sprites. Like it has to be a very specific pixel size and you can't change the origin, collider, nor animation frames. So if it looks like crap it's totally on the user haha.

Highly doubtful. The point of this kind of software is to appeal to non-game devs. People who can't code nor do graphic design. If it had a full blown scripting system it probably would be too complicated for their target audience, something Game Builder Garage suffered from even though they went to great lengths to simplify it, but most people can't think like a programmer. Sounds like you need to download Game Maker and create a zelda-like yourself.

No, it just exports a json file for you to import into any game engine. If your game engine already has support for json files then it should be pretty easy.

Genius idea

These are really nice. Having them already seamless cleaned up is a huge time saver. Thanks!

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fib.itch.io/monster-dungeon

It's a 2D traditional platformer that's 2 player local co-op. Just escape from the dungeon. Find the key & get to the door.

My daughter is 6yo and she said she wanted to make a game. So she started drawing in crayon some levels, characters, and monsters. I thought that was super cool so I made her artwork into a real game for us to play together. I also consulted her on most of the mechanics too.

It works with 1 or 2 players on keyboard, but also works with 2 gamepads. I highly recommend playing with gamepads.

I feel like this is totally worth the cost cause the animation is top notch. Very well done! 

Omg so cute! I love it!

Sweet. Thanks for the update.

Just wanted to say your graphic design is fire for this jam Goodgis.

Thats awesome, thanks!  I'll give your game engine another try.

It doesn't seem like you can upload your own images/sprites. Request ability to upload a custom image for an object.

This is a very awesome tool and comes close to something I would actually use! Most other small sound design tools don't have a reverb effect nor distortion, so thumbs up for that. But one thing it's missing for serious sound design is a filter and/or EQ.

I really like the horizon in a top down game. Great idea! I hope this game is still  being made.

I was literally just thinking about creating an app like this myself just a few weeks ago. I will definitely give this a shot!

The Aseprite support is pretty awesome! Thanks!

OMG I love it! I'm getting serious WarCraft 1 nostalgia looking at this. I hope you continue to expand this out then I'll definitely purchase. Good job!

Whoa that's tiny. Don't think I've ever seen a tileset less than 8x8 before

Ah gotcha. Thanks.

Your game looks awesome! I wishlisted it on Steam :)

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Does this font include Cyrillic characters? Also, how about all your other fonts? Do they all include the same character sets or are they each different?

You should be able to already achieve that using variables. Create a variable named something like "audioFile". Then just set that variable to the name of the audio file you want to play prior to the character's dialogue.

Ok so If I'm understanding you correctly, if I'm making an RPG and I have 2 conversations, one between the player and a villager, then one between the player and the final boss, I would make 2 separate dialogue designer projects?

What's the basic usage of this tool? I bought it and I'm a little confused. Is each project for a single dialogue sequence? Or is a project suppose to contain all dialogue sequences for an entire game project?