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bitsy

a little engine for little games, worlds, and stories · By adam le doux

Dialogue box w/out item/sprite collision

A topic by ulrebululru created 9 days ago Views: 26 Replies: 2
Viewing posts 1 to 3
(1 edit)

Hello, 

I'm currently working on my first bitsy game and id like my first room to be just like a POV character/contemplative landscape + a few words,  without any exploration or interactions. Just my decor (made of tiles), then a textbox appears with some thoughts of my character, but no sprites, avatar or items. But it seems all dialogues have to be linked to a value, an item or sprite collision. How can i make it happen ?

My first idea - because it seems my avatar have to be in the room 0 anyways- was to morph my avatar in a tiny sprite for this room like a dot, so it feels like he's not here, and...

I tried to take a look at conditions, but it doesn't seem there is a way to do something like :

If (my avatar is in the room) then : dialogue X appears 

[then after my text I want it to automatically transport to the next room]

Any ideas to do this ?

Thank u !!

sorry for my english im french :)

Okay update bc my problem is solved, so for somebody asking himself the same question, here's what I did :

I created a sprite (just a dot) who is my avatar (only for this room).

In the case next to him, another same dot but it is an item.

The player just have to press -> to get the item, and I attached a dialogue to this tiny item dot +  a page break and an exit to the next room !

Visually it's like a "..." so it's not really invasive in my landscape.

I placed tiles with wall all around those 2 boxes so my avatar can only go on the item.

Hello!

There are multipe ways to solve this problem. I usually do invisible avatar (create an avatar sprite and have no color on it), then place in some place on the screen and surround with 4 invisible sprites with exit script attached to each of them OR exits. So when player moves avatar to any side, they automatically trigger exit script and move to other room. If you want exit to trigger only if player moves in specific directions, then surround the avatar on all other directions with invisible walls instead.