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neven

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A member registered Mar 23, 2015 · View creator page →

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This looks fascinating—I’m wondering if you’ve considered submitting it to Playdate Catalog? 🙂 

This is awesome—as a huge fan of the band, I dreamed of someone packaging Poly for Playdate. Thanks for doing it!

I have a small bug report: in pdxinfo, the imagePath is graphics/launch.png. There's a note on this in the docs: "Image files are compiled to Playdate .pdi files by the pdc compiler. When referencing images in code use no extension or the .pdi extension." This bug causes the launcher art to not be shown in some situations.

Hm, I actually haven't used variables at all! Sorry—I hope you can find an answer!

No hacks needed—you can place a door anywhere in Bitsy, and if it’s over a floor tile, it won’t look like anything in the game. 

Thank you for your kind words! I'm glad you enjoyed the game.

There's one main trick used in Pauper's Bride to give the illusion of an active, dynamic stage: slightly-tweaked copies of the level.

Let's take an example: in the first scene, when you walk up to your mother in the top-left, she appears to look up; what has happened is that the tile right in front of her is a door to another room, one in which her sprite is looking up.

Then, after your conversation with her, there's a knock at the door. This only happens once you step back (which you'll naturally end up doing) and enter ANOTHER door behind you, which then takes you to a copy of the room with the "knocking" lines.

This is how most of the changes are done—I have invisible doors that take you to a copy of the room with slight changes in it. It creates the illusion of a more active, animated environment.

I hope this helps!

Tod! Thanks! I’m so glad you liked the game.