FAQ

Have a locked door that opens when the player finds a key?
You can place an exit on the same tile as the key. The exit takes the player to an identical room where the door is unlocked.

You can also use the exit from dialogue hack, and have conditional dialogue on the door which will exit the player to the next room if they have met certain conditions (found the key, have enough coins to pay for entry, have spoken to the right NPC etc).

(See the ‘Tools and resources’ section for more information about hacks).

Add extra colours to the palette?
This is done by editing the game data. You add the extra colours to the palette by putting each RGB value on a new line, like so: PAL 0 255,161,172 255,224,163 241,65,117 to PAL 0 255,161,172 255,224,163 241,65,117 255,255,255 32,50,100 Then you can assign a different colour to each of your tiles, sprites or items by adding 'COL [N]' to it in the game data. The colours are assigned using 0 based indexing, so the first colour in the palette is COL 0, the second is COL 1 etc. The first colour you add will be COL 3, the second COL 4. TIL b 00000000 00000000 00010100 00111110 00011100 00001000 00000000 00000000 NAME heart WAL true COL 3

Have more than two colours per tile?
By using the transparent sprites hack, you can layer sprites and items over tiles and have the art for the tile and the art for the sprite/item show.

(See the ‘Tools and resources’ section for more information about hacks).

Add extra colours to the palette?
This is done by editing the game data. Two frame animations created in the Bitsy editor will look like this in the game data: SPR A 00000000 00000000 00011000 00010100 00011100 00111100 00010000 00000000 > 00000000 00000000 00011000 00010100 00011100 00111100 00000100 00000000 POS 0 1,6 Extra frames can be added like so: SPR A 00000000 00000000 00011000 00010100 00011100 00111100 00010000 00000000 > 00000000 00000000 00011000 00010100 00011100 00111100 00000100 00000000 > 00000000 00000000 00011000 00010100 00011100 00111100 00010100 00000000 POS 0 1,6 Each number in the 8x8 grid represents a square in the Bitsy drawing window, where 0 is a square of the background colour and 1 is the tile/sprite colour. Make sure to separate each frame of animation with a '>' symbol on a new line.

How do I change the background colour of the text box?
This is done by editing the Bitsy source code. Open your exported HTML file in a text editor and search for 'fill text box with black'. Replace the 0 at the end of each line with the R,G and B value for your desired colour. for (var i=0;i<textboxInfo.img.data.length;i+=4) { 	textboxInfo.img.data[i+0]=0; textboxInfo.img.data[i+1]=0; textboxInfo.img.data[i+2]=0; textboxInfo.img.data[i+3]=255; } to for (var i=0;i GAME TITLE  GAME TITLE If you don’t have a title, this line needs to be blank.
 * 1) BITSY VERSION 7.1

 GAME TITLE  This may be useful if you’ve downloaded your game, added hacks or made other changes, and don’t want to reupload your game to the editor to change the title.
 * 1) BITSY VERSION 7.1

How do I read out items and variables (and drawings) as part of the dialogue?
You can print how many instances of an item the player has collected in dialogue like this: Where apples is the name given to the item in the drawing panel: You can print a variable in dialogue like this: Variables are declared in the inventory tab: Andrew Yolland has written a tutorial on Bitsy variables: https://ayolland.itch.io/trevor/devlog/29520/bitsy-variables-a-tutorial

You can also print tiles, sprites and items as part of dialogue. This can be useful for custom characters or symbols.