Heyo, maybe you already figured things out (if so, please tell me how!) but I did manage to use the one-track only https://candle.itch.io/bitsy-audio to put a backing track into my Bitsy 3D Color game. Still working on getting other hacks to function with it though.
AlmostABetrayal
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This is a cool idea! I actually made one of my original poems into a bitsy game, The Opposite of Brontide
Mine took place inside a single scene so it's pretty simple, but La Belle Dame sans Merci has a whole arc to it, I think it'll be really interesting to see what you do with it!
Hi! I know this doesn't help much, but just to confirm what you might have already guessed, as far as I know since bitsy game data is stored on your local browser, if it's been deleted and is not available in local storage anymore, then I don't know that you can retrieve it.
I hope they didn't lose too much work, or that someone else is able to speak up with a retrieval solution if one exists.
Also fwiw, I appear to have my uBlock Origin turned off for the bitsy page, so I must have had compatibility issues with it at some point in the past. I think you are right that that may be the source of the issue. Have them try turning it off for bitsy and seeing if that fixes the problem.
You cannot add the code directly into the Bitsy interface as far as I am aware. You will need to add it to the html file. I usually just open my games up in notepad and go from there once I hit the adding sound stage.
Explanation using my game The Opposite of Brontide as an example below, let me know if it's not clear.
First, find the part of the hack that says the entries below are examples and put in your sound file names and what you'll refer to them as:
'wind': { src: './lightwind2.wav', loop: true },
'lightning': { src: './lightningcrackle.wav', volume: 0.5 },
'thunder': { src: './thunder1.wav', volume: 1 },
Next, find musicByRoom and add tracks as necessary:
musicByRoom: {
0: 'wind',
1: 'wind',
2: 'wind',
3: 'wind',
Then for specific sfx, find the parts of the dialogue that you want to have them in and call the various sounds there
DLG 1
"""
{
- {item "2"} == 1 ?
(exitNow "3,+0,+0")Spreading outward from your ribcage until your ears
- {item "2"} == 2 ?
(soundeffectNow "thunder")finally catch up
I don't think you necessarily need advanced bitsy skills to host a jam, especially if you're doing an unofficial jam. Mostly you just need the ability to get the word out and willingness to be the one to press the "Create a Game Jam" button. And if you posted about it here in the community, I'm sure you'd get a good turnout.
Unfortunately I don't know of any specific jams that match what you are asking about, but if you look on itch.io's jam page for jams with no engine requirement, I'm sure there will be something that will catch your fancy.
I hadn't heard that there aren't going to be any more official jams. I know there was an official jam in December (Bitsy Jam #78). I assumed folks just got busy in January. If it's true there won't be any more, that's really too bad.
In any case though, I'm pretty sure you can always hold your own unofficial jams! Also, sometimes Adam lets official jams be guest hosted, so maybe you could try to reach out to him if you're interested?
Yeah, unfortunately the hacks can be version dependent, which also means they don't work for all forks. In the future, you may want to specify when you are asking for solution for a fork since the version numbers aren't always the same as the current vanilla Bitsy.
But it sounds like Valeriy's suggestion should be pretty easy to implement, I hope it works for you!
I know you don't want items in the inventory list, but the simplest way to do this is with items.
If you make one invisible (aka no drawing), transparent item, set its dialogue to be "You can't swim." and put a bunch of those in front of the actual wall-set water tiles, it will look to the player like when they touch the water it is playing the dialogue.
Maybe combine that with the permanent item hack so that the water narration can't be picked up and added to the inventory?
https://github.com/seleb/bitsy-hacks/blob/v17.0.0/dist/permanent-items.js or choose Permanent Item Hack on Borksy
The other option would be to make your water tiles as sprites, which can't be walked through and do display dialogue, but you would have to duplicate enough sprites for each individual water tile that you need which seems like a hassle.
They are still there! If you're using the bitsy exits & endings toolbar, click the little gear button on any given exit or ending to get the dropdown list of transition effects. If you're doing a room action exit or ending from dialogue, click the white box that appears after you add it to the dialogue tree and you will get the +transition effect option.
Let me know if that helps, or if you still can't find it!