good to know! thanks for the feedback :) helps me figure out what to prioritize
Adam Le Doux
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I think having a unique color per sprite/tile would be outside the scope of Bitsy's current goals, which is to stay very simple.
However, an item system of some kind is very much on my mind, so stay tuned for that!
yes, I'd like to do something like that. another related though I had would be to have the option for the avatar "sliding" between grid spots instead of "hopping" instantaneously like it does now - it could animate during that transition potentially.
Hey if you want to suggest a theme for one of the monthly jams, please post here! :)
For inspiration, here are the jam themes that have been suggested so far:
... and we never looked back
Repetition, repetition, repetition
what I had for breakfast
if on a winter's night a traveler (interesting title of an italo calvino book)
riding in the back seat of a car
daydream on a hot day
this is really cool! I love the clever way to use Bitsy to make the radio communication possible :)
quick note: if you want people to be able to play without using fullscreen you can change the viewport size in the itchio game settings so they can see the full game
you're welcome! let me know if you have any ideas about improving it :) I haven't added anything new to it in a while.. one thing I was thinking of is "snapshots" of specific rooms that just capture the animation in that room
Yeah, that might become necessary eventually. For now I'm hopeful I can avoid modes by adding functionality via new tool windows - that way new users can add tools as they need them. One thing I'm considering is preset "workspaces" that open a set of related tools automatically.
thanks for the suggestion! one of the goals of Bitsy is to keep things constrained, which is the reason I limited animations to 2 frames. it makes it so you don't have to worry too much about getting super detailed. for those reasons I don't see this happening soon. (that said, I want Bitsy to be useful so if it seems like this constraint causes many people problems I would reconsider.) also, do you mind telling me what you wanted to animate that needed more than 2 frames? it's helpful to understand what people's goals are.
As for controls, something on the right side of the keyboard for attacks is definitely good so that it's not awkward with WASD. I'm on a macbook and I notice there is no right-ctrl key. On my keyboard right-shift and enter/return would seem like natural choices, but I don't know if there will be a combo that works for all keyboards!
This is a very enjoyable demo! The polish on the combat and movement is really nice. :) The flat look and orthographic camera go really nicely together.
Some feedback on the current iteration:
- I found the way way the enemies seem to follow you forever overwhelming. I'd prefer to have the option to run away from a fight and come back later (this is almost always an option in Zelda games).
- On a laptop, using the trackpad to attack is awkward. I'd prefer spacebar or some other comfortable keyboard option.