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sg

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

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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.

No, sorry!

Oh that's awesome!

Any questions in particular about the engine? If you feel like digging through the code, here's the github link: https://github.com/zenzoa/mosi/

Looks like the problem was that the gif was generated a color table of size zero for rooms whose palettes only contained two colors, resulting in an invalid gif file. The github version is fixed already, and I'll update the itch.io version right now. Thanks for your patience while I looked into this!

Hi! Can you let me know what browser and OS you’re using so I can look into it more?

Try removing the square brackets - those aren't meant to be included, they just indicate where you need to replace stuff with your own text: {move-avatar first 2 2}

Hi! Absolutely you're free to ask questions here!

Mosi doesn't have built-in "endings" per se. It's a bit more geared toward open-ended exploration. Of course, you can construct an ending yourself a number of ways. You could teleport the player to a room that's enclosed on all four sides when they collect the last item, and provide some dialog to indicate that it's the end of the game. Or if they need to speak to a character to deliver their items, you could have that character let the player know they've completed their quest but that they're free to wander around more if they wish.

Hope that helps give you some ideas!

<3

Hi! Sorry you're not able to download the newer Linux version! It seems like I'm able to download it ok from the website - but I did notice that the 1.01 version wasn't marked as a Linux version, so I went ahead and checked that box in case it makes a difference. Can you let me know if that did the trick?

https://zenzoa.itch.io/ungrounded

I'll update it on itch.io once I fix a few more things!

I just added a slightly experimental {pick} script to the github version of môsi (https://zenzoa.github.io/mosi/). So you can do something like this:

{pick {sprite-at x y}}
{remove-sprite}
{/pick}

More info on the wiki: https://github.com/zenzoa/mosi/wiki/Scripts#selecting-sprites

Really cool! Awesome job! I'll have to take a look soon :)

For a .mosi file, you can import it from the world pane’s extras menu: press the button with the planet icon twice to get to the world pane, then click the world’s name to open the extras menu - there should be an import button there that opens up an import dialog where you can upload a .mosi file or paste in game data

For an html file you’ll need to open it in a text editor and copy the value of window.GAME_DATA, then paste it into the text field of the import dialog

Thanks! :D

Yeah, it makes sense that an early build wouldn’t be optimized for performance - and laptops usually aren’t always great at running games in general. But I’d be more than happy to help test future Mac builds!

This game looks like it's going to be beautiful and a really cool exploration/survival game! Unfortunately I'm running into issues running the demo on my MacBook Pro (2017). The screen appears to be the wrong resolution for me, so the left and right sides of the screen are cut off. During the dives, the game runs too slowly to tell when I'm interacting with things - it can take several seconds for the hover state to trigger, and several more for the actual action to happen, whether it's movement or pressing buttons on the control panel. Needless to say I didn't get far enough to provide much real feedback, but the little bits I can provide: I wasn't sure what the camping buttons did ("dusk" and "dark" seemed to progress time, but I didn't see a way to cancel out back to the main screen) and once I was diving, I couldn't see an option for returning to shore. Thanks for sharing your work-in-progress - I look forward to following the rest of the game's development!

I love how the landscape changes as you wake up the sprouts - and there are crows! <3

D:

Crows are the best :)

Tiny bats! The echolocation is really cool

This is so beautiful - especially the [spoilers] at the end! The way the music shifts at certain moments is also very poignant. And as always, I'm a sucker for user interfaces made in bitsy :)

I love wandering around your memories of this library - it reminds me of the library in my hometown growing up, and how it changed over time with remodels and such. Thanks for sharing!

Doh - I forgot the entire bottom row of the map! Anyway, success this time! Thanks for this, Onion, it’s really a gem :)

I played through twice, both times collecting all the spoons in a methodical fashion, but didn't get the 'last spoon' message (the bed didn't do anything either)

Yeah of course! I'll report back shortly!

Hm yes, I thought I had to go back home and lie in bed, but nothing happened

This is so pretty, with all its cozy colors! And that AURORA, holy cow! (I haven't discovered the ending tho...)

(2 edits)

The graphics are excellent! And I liked that you get to play out the suspects' testimonies. I hope we get to see more of my new favorite corvid detective in the future...

Awwww!!

A succulent mystery!

An excellent onion detective story! I especially liked the cameos :)

Wow, I love this song - I'd never heard it before! The galaxies look amazing in bitsy, and the journey through them complements the song perfectly