thank you for this super sweet comment! ;; I love my characters so it makes me really happy when people like them too.
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Sorry for the confusion! This game is more of a view-and-click game than a clicker game. Sometimes your bunny will ask for attention, and you can talk to it then. Think of it like a really simplified Tamagotchi.
Triggers could be implemented in sprites, so that if a trigger was on, it would trigger an ending elsewhere or cause a different room to appear from an exit. Or if an item was interacted with once, it would show different dialogue afterwards.
0 In room 1, talk to a character sprite (dialogue: Please get milk.)
1 In room 2, interact with sprite of fridge, triggers A (dialogue: You take milk from the fridge.)
2 Interact with fridge again, but because A is triggered, there is different dialogue (dialogue: You already took the milk!)
3 Because A is triggered, talking to the character sprite again triggers an ending (ending: Thank you for the milk!) Without trigger A, the character sprite would repeat the original dialogue.
Hi, I'm really enjoying playing around with bitsy, but I noticed that when you use the mouse and click to move the player character, it can move through tiles that have been specified as wallls. I worked around this by just removing mouse input completely in the bitsy game I uploaded, but it would be nice if there were a way to keep the mouse input but have the character avoid going through wallss.
(Off-topic but another thread mentioned how it would be nice if there were some sort of way to include triggers and that would be really nice!)
hi, due to the nature of the editor, leaving the company screen even if the player hasn't actually entered the company/"gone to work" will result in the CLOSED sign appearing. since this is unfixable let's just say that the player spent time loitering outside the company until the company closed.