A coworker made this masterpiece.
William John Holly
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I don't like to indulge too much in hyperbole because I feel that it waters down the meaning of hyperbolic words for the next time they would have been appropriate to use. That said, this is a really beautiful, profound, thoughtful bitsy piece that certainly gave me a lot to think about and feel. The way in which you managed to express this message so simply and concisely is a mark of true artistic genius and I'll certainly be following your work from here on out.
Really well played. The use of bitsy hacks to color the ocean environments were put to great use to really drive home the punch of the topic. I didn't read the description first, so I was expecting something similar to Odell Lake in feel but got something much more atmospheric and meaningful. Color me impressed!
Thank you for the kind words and for the feature! I remember this feature when it first popped up on Twitter. Such recognition is a badge of honor in my mind, so I greatly appreciate that you have included Detective Gumball in your article!
I know that I would be able to make do without individual cropping, but I'm sure other people would be able to get use out of tabbing between images on the crop tool. I think the main thing about the design that would possibly trip me up is if I HAVE to adjust the sliders or cropping differently and don't have an "Apply to all" button. It'd be quite a pain to have to flip through each frame and try to make the settings match up.
It worked fantastically. I couldn't tell that you were taking any shortcuts and the navigation never got confusiong.
Also, I was going to mention Bad Mojo but I didn't think anybody would know what I was talking about. That's a real deep cut, and I'm glad to hear people are still aware of that game haha
The whole time I was thinking "This is a really neat concept piece for innovative navigation" and then I realized by the end that I could have saved myself some time and thought "This is ART".
But really, though. Great execution of gameplay, fantastic end scene.
I basically merged multiple animations in the game's data. In the game's data, a tile's graphic is stored in a grid of 0's and 1's (0 being background color, 1 being the main color) that corresponds with the pixels of the graphic. An animation is stored as two of these grids with a ">" between them to indicate that the first grid becomes the second grid as the game animates. So, if you create a bunch of tiles with the animation frames you want for one animation, you can link the animations together like so:
The column of text on the left is of two tiles with 2-frame animations; the column of text on the right is the same two tiles merged into one 4-frame tile. I hope that helps!
I loved this. I can't imagine how long it took to make a game where you navigate the dark like that in Bitsy. It's so effective too! At several points I was in fear of being consumed by a grue.
I really appreciate the message. From the other comments, I think people don't recognize that the gameplay is supposed to reflect the unfulfilling and cyclical nature of an emotionally abusive relationship, and so they're criticizing the game for being frustrating (which is exactly what it should be). I'm always pleased when RPG Maker games can transcend the tool they're made with, and I feel that this manages that.