Oh hallo!! Thank you :D
Pablo
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Hello! This is super exciting!!! I couldn't find anywhere a mention about the license. I'd love if you gave it a permissive open-source license like MIT, or even GPL. You can still sell it btw!! It would just mean that the engine ships with its code.
Looking forward to playing around with the engine and following the progress! <3
This was a really good Bitsy! I love how I really felt like fighting even though there was no typical combat mechanics. So fun.
Also the make believe is really good! And the music doesn't have the right to slap that hard! I'm keeping the game running in the background for a while to keep banging my head haha
BTW you can prevent the dialogue starting right before the room fading by adding a {pg} before the {exit}.
Hey y'all! I wanted to share the Bitsy I made for the May jam even though I finished a few days late: https://kednar.itch.io/nothingness/
I wrote a post about the mechanic of advancing room while allowing players to move anywhere here: https://kednar.itch.io/nothingness/devlog/963761/i-fell-off-my-ship-a-late-entry...
The jam submissions always inspire me but this time I finally had the energy to make something, albeit I didn't make it before the deadline.
I hope you enjoy it!
Hi folks! I'm working on a Bitsy where the character fell off their spaceship, which appears to move away into the background. I'd like players to be able to move around in any direction, and each step taken puts the ship further away.
I managed to do this with a very dumb solution, and I wanted to ask if there's a clever way.
https://kednar.itch.io/i-fell-off-my-ship
As you see in the video linked below, the spaceship appears to move away by changing rooms. The dumb part is that I used one-way-exits to move to the next room, and since I want players to move in any direction while the room changes, I had to add a ton of exits. This took time and my dignity.
https://drive.google.com/file/d/1UI8tiCEbZUmznuHsgoHUrMt44sTnkabZ/view?usp=shari...
Another way I tried is to use the edit-room-from-dialog hack to erase and draw the ship sprites when the player picks up an item around them, instead of changing rooms. I used the same hack to draw this item everywhere with "drawAll", to allow players to move in any direction. However, this method is cumbersome as I cannot preview the results in the editor.
The best idea I had was to change room when players pick up an item that's around them (using the aforementioned hack to draw it everywhere). However, changing room from the item dialog requires specific coordinates where the avatar will be put, and we want the avatar to stay where it was when it moved and picked up the item.
So here's the rub: I want the player avatar to stay in the same location where they picked up the item that takes them to another room (the location of the item is not known as it's instanced everywhere). Basically, I need to have the exit from dialog act as a proper one-way-exit.
Something like:
{exit "0" player.x player,y}
Alternatively, do you have a different solution in mind for what I'm trying to do?
Thanks so much!








