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A member registered Apr 20, 2015 · View creator page →

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Eee! I'm so glad it's made you happy! <3

You can always put the bunbons in your inventory to move them from planet to planet! To restart, you can open the browser console (F12) and type "resetState()" and then enter.

<3

https://zenzoa.itch.io/bunbons

Spawn is just for multiplying on the planet they’re already on. Good luck!

Thanks for playing! The attack slider determines the chance they’ll choose to attack, and the travel slider determines the chance they’ll launch themselves to form a new connection. Hope that helps!

You want to leave off the square brackets: {place-sprite key room-0-0 4 6}

You can also refer to the examples in the wiki: https://github.com/zenzoa/mosi/wiki/Scripts#place-sprite-sprite-name-optional-ro...

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That might be because of extra whitespace between script commands. Sometimes whitespace gets misinterpreted as dialog... perhaps not the best design decision on my part, but give that a shot and let me know if it doesn't work.

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I'd recommend using item scripts. For example, if you have an item called "key" you could have a door sprite that checks for it with {if {eq {item-count "key"} 1}} ... {/if}. And if you want to check for multiple items, you could do this: {if {all-true {eq {item-count "flour"} 1} {eq {item-count "sugar"} 1} {eq {item-count "butter"} 1}}} ... {/if}.

To make the door passable, you could either make two sprites - an open one and a closed one - and use {transform-sprite "open-door"} OR you could just make the door no longer block the player with {set-sprite-wall false}

Hope that helps!

Not really, just this itch.io forum. I do recommend the Bitsy Discord, though - it's a great place for talking about Bitsy-likes as well as Bitsy itself!

Thanks! I have no plans to make a mobile app right now, since it requires so much time and money (to pay app store publishing/dev account fees). That's actually why I make so many mobile-friendly web-based stuff, so avoid all that. But if you or anyone else wants to take that on, I would absolutely love to see that happen!

Thank you! <3

I figured out the issue - it happens moving eggs in and out of the inventory. Uploading a fixed version now! You can reset your game state by using the console command resetState() or; in the game itself, typing a tilde ("~") to open debug mode, "r" to reset, and "~" to close the debug mode again.

I figured out the issue - it happens moving eggs in and out of the inventory. Uploading a fixed version now! You can reset your game state by using the console command resetState() or; in the game itself, typing a tilde ("~") to open debug mode, "r" to reset, and "~" to close the debug mode again.

I'll take a look this weekend. I'll also add a way to reset the game without the console command!

Can you let me know what led up to the eggs disappearing? BTW, you can also use ctrl+shift+i (or cmd+shift+i on a mac) to open the browser console.

Awesome! Glad you got it working!

Hm you may need to play it in a browser, I'm not sure why it wouldn't work in the app...

Oh no! Mind telling me what happened so I can hopefully prevent that in the future?
The easiest way to reset it to open the browser's console (F12) and type window.localStorage.removeItem('bunbons')

Yes, but it would require a third-party tool to convert Bitsy files to Mosi. You'd need to parse the Bitsy file format (most of the third-party Bitsy tools already do this, and I think at least some are open source - Mosi itself already parses Bitsy font files which are a similar data structure) and then convert the data and output some stringified JSON.

Oh my gosh that means so much to me to hear that!

Hi! Speed is basically whether the notes are quarter, half, or full notes - it multiplies how long the notes are. I’d love to see the version you make in Godot!

Source code is here, btw: https://github.com/zenzoa/beepster

It should be pretty easy to make a tool that converts mosi files to bitsy-compatible data, but I'm afraid I must leave that as an exercise for someone else! Mosi export files are just JSON, btw.

Custom scripts are javascript functions that take in the world state as an argument, and return an updated world state. I haven't really documented custom scripts thoroughly because I think the best way to understand how they work is to take a look at the script.js source code and see how I've implemented the built-in scripts.

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<3

Yes! If you click on the world icon in the menu a second time, it'll bring up the world panel. Click on the name of the world - it's a button - to bring up a menu of options. One of them is "clear" which will do what you want. Hope that helps!

You could add one to a variable every time you pick up an item, then for the sprite you're using as a wall, use an {if} conditional to check the number of items and use {set-sprite-wall false} to make the sprite passable.

Try the {move-avatar} script: https://github.com/zenzoa/mosi/wiki/Scripts#move-avatar-optional-room-name-x-y

Oh! You can click on the sprite preview in the sprite screen to cycle through colors

Hi! You can add colors to the current palette by going to the Palette Editor (click on the little rainbow icon at the top): https://github.com/zenzoa/mosi/wiki/Palettes

I'm going to bookmark this to come back to when I need a fish to tell me to wiggle my toes (and other advice that and I, too, need to be told all too often).

No worries! Glad you figured it out! There seemed to be one case that didn't work as-is, but at the very least I changed the code up to be more readable/understandable (at least to me).

Alright, I think I fixed it - let me know if it's working for you now! (I also took the opportunity to lower the music volume to be more reasonable)

Thanks! I'll take a look at this sometime this week

I don’t have any new features I’m actively working on at the moment, but I haven’t abandoned Mosi!

Are you using the right version of Love2D? Depending on which zip file you use, you'll need either 10.2 or 11.1.