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jodediah holems

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A member registered Jun 03, 2014 · View creator page →

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i'm assuming you got it from the bundle, too? i've been really enjoying this game! :- )

i got to the 5th and final area for the first time today (and died horrendously)! maybe i can help? if you send me a game seed that gave you trouble i can take a crack at it! 

after feeling gaslit by the game saying i took 700 seconds to finish (there's NO WAY that was 10 minutes) i figured out you get a time penalty for deaths. 

i started a stopwatch on my phone the moment i began the round, and after a run where i died 0 times my phone said i took 1 minute and 15 seconds (75 seconds), but the game said i took 123 seconds.???.?

is there a penalty for messing up a combo?? like what else is happening i am SUFFERING for this beat the game sub 2 minutes achievement 

cute game!

it didn't work on my laptop trackpad, i had to plug in a mouse to be able to scroll for the main menu button. it'd be cool to have an alternative! up and down arrow keys, maybe?

aaaa thank youuu😭💖💖

😊✨💖💝💕💝💖🌸🌸!!!!! i'm so glad you like it!! happy new year :- )

starting 2020 off right with the interactive mixtape experience

: -  ) SOCK

are you talking about the one in the bottom left corner of chaos island? that's the avatar from my other game, MY HOUSE !! :- )

six-sided anomaly, voluminous and euclidean

hard same on this one, this goes for the rulebook pink as well 

i have since realized that i can open the game up in edit mode and read the rules to figure out how to progress when i get stuck! i feel a little goofy about having started this thread, but maybe my post can give someone the help they were looking for without having to page through the rules themself, which is a lil overwhelming imo

village by sokpop
play at https://sok-stories.com/?ETCR

i am trying to figure out how to village. there are a lot of things that are not making sense to me.

  • [ !!! SPOILERS !!! ]
    so far i have discovered:
    -[stick] + [rock] = [hammer]
    -[hammer] + [person] = [person with hammer]
    -[person with hammer] + [boulder] = [rock]
    -[rock] + [rock] = [2 rocks]
    -[2 rocks] + [rock] = [3 rocks]
    -[rock] + [person with hammer] = [smooshed rock]
    -[smooshed rock] + [person with hammer] = [sharp orange]
    -[smooshed rock] + [tall grass] = [grass bundle]
    -[grass bundle] + [person] = [rope]
    -[rope] + [smooshed rock] = [batarang]
    -[person with hammer] + click! = [person] & [hammer]
    -[3 rocks] + click! = [2 rocks] & [rock]
    -[2 rocks] + click! = [rock] & [rock]
    -[smooshed rock] + [rock] OR [smooshed rock] = [temporary sparks]

i have tried a bunch of combinations with what i've got at this point, but i have no idea what to do. i forsee making fire? cutting trees?

oh dang! that's probably not the way you'd like it to work, huh? 😅 I'll look back through tomorrow and see if i can figure that one out, the "char.color.r/b/g" or whatever was probably there for a reason instead of just the numbers for white.


EDIT: I figured out the problem! We were changing the text color inside something that updates every frame, instead of somewhere it's set once and referenced to.
To change the default text color (and, importantly, have {clr1, 2, or 3} tags still work) look for this line:

this.color = { r:255, g:255, b:255, a:255 };

and change the RGB values here to whatever you want them to be! :- )

(2 edits)
  • to change your game's default text color, look for:

var pxl = 4 * ( ((top+(y*text_scale)+sy) * (textboxInfo.width*scale)) + (left+(x*text_scale)+sx) );
                            textboxInfo.img.data[pxl+0] = char.color.r;
                            textboxInfo.img.data[pxl+1] = char.color.g;
                            textboxInfo.img.data[pxl+2] = char.color.b;

  • delete the char.color.x bits and replace them with RGB numbers like so:

var pxl = 4 * ( ((top+(y*text_scale)+sy) * (textboxInfo.width*scale)) + (left+(x*text_scale)+sx) );
                            textboxInfo.img.data[pxl+0] = 125;
                            textboxInfo.img.data[pxl+1] = 10;
                            textboxInfo.img.data[pxl+2] = 60;

/////////////////////////
/////////////////////////

  • to change the dialog box's little next arrow color, change these RGB numbers from 255 to something else:

var pxl = 4 * ( ((top+(y*scale)+sy) * (textboxInfo.width*scale)) + (left+(x*scale)+sx) );
                            textboxInfo.img.data[pxl+0] = 255;
                            textboxInfo.img.data[pxl+1] = 255;
                            textboxInfo.img.data[pxl+2] = 255;


(1 edit)

add {clr1}, {clr2}, {clr3}, etc. in your dialog box!

for example:
If you open a new project and change the cat's dialog to this:
"{clr1}I'{clr1}m a cat{br}{clr2}meow"

I'renders in the background's dark blue color because of the first {clr1}, then text afterward goes back to the default color because of the 2nd {clr1}
m a catrenders in sprite white, like default
meowrenders on a new line (because of {br} ) in wall tile light blue


there is!!

  • once you've downloaded your game, open the .html file in a text editor (i used visual studio code, which is free but also kinda complicated.)
  • you're looking for a line that reads "var animationTime = 400;".  you can use ctrl+f or Edit->Find to get to it quickly!
  • 400 is bitsy's default animation time. 200 will make your game animate twice as fast, 800 will be twice as slow.

thank you for asking this question and also for me being in this weird forum question answering mood today, i learned something new!!!

for anyone else who wanders by this thread with the same question!!

wow look at all my friends! :- ) 

~*gunna get myself a new boooody*~
~*gunna see those saturny riiiings*~

i love it..... ~(  TT o TT  )~ 

i enjoyed this a lot !!! :- )

the good stuff

hello!

overlays - i want to sketch out the arc of my animation on an overlay layer that doesn't affect any of the actual animation frames. this would kind of function like an onion skin guide that's always there and can be toggled on and off

select multiple frames - shift-click and ctrl-click don't seem to work on the timeline. for making longer animations it'd be lovely to have tools to select multiple frames so that i can move multiple, delete multiple, or duplicate multiple without having to do it frame by frame

frame drag - my quality of life would skyrocket if i could middle mouse/right click hold to drag a frame's position in the timeline. this is another time saving issue that pops up when working on longer animations

thank you :- )

aaaaaaaaaaaa !!!!!!! the gHOSTS

it will be a game in the mid-future ... eventually :- )

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