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(+2)

Wow, this is amazing, good work!

thank you <3

(+2)

im having a problem with the exits effects. they show on on the 2d monitor. but not on the 3d version.

 they are not supported in bitsy 3d as of now

(+1)

they need the original 2d canvas and it's not possible to support them out of the box, don't think there would be exit effects in bitsy 3d in a forseeable future (unless someone implements and contributes them?) cause at the moment i'm working on other features i think are more crucial.. and that to do list is pretty huge lol

(+1)

Having fun checking this out so far but I ran into some problems with the Universal Camera. For some reason the position and rotation values will not save.  The value in editor will appear updated but the preview does not change and after pressing play all values are reset to default.  For some people this is clearly working as I've played a few games that use a fixed universal cam.

I have tried different browsers, Chrome and Firefox, using it on my android, and changing the values directly in the HTML all to no avail.  If you have any ideas about what could be happening I'd love to hear them. Thanks

(+1)

thank you for catching this one! just uploaded a fix ✨

(+1)

Cheers, thanks for being so quick

(+2)

This is really amazing! I have one problem, for some screen size ratios, like a wacky widescreen one, the dialog box is at a weird position and the title doesn't even show at all. Is there a way in the settings I can move this?

(+1)

oh.. this needs to be fixed. unfortunately no way to configure it through settings. thank you for reporting!

(+1)

this is finally fixed in the last update  ✨

Can't get exits to work.. :(

(+1)

exits aren't supported in the scene editor yet, but you can use vanilla bitsy 'room' and 'exits & endings' panel to edit them. you will be taken to the appropriate room-layer in the 'room' panel when you alt-click something in '3d scene' panel

(+2)

Still can't wrap my head around how cool this is!

Some issues I've ran into so far:

  • child meshes aren't affected by their 'hidden' setting
  • disabling 'follow avatar' in camera setting lets you hold ctrl to drag the camera around (doesn't happen with the dungeon crawler/fixed position follower presets), seems like a potentially undesirable behavior that should have its own checkbox
  • compatibility with hacks:
    •  _reinitEngine in dialog hacks undoes the DrawTextbox patching
    • the dialog choices hack breaks rendering somehow, can't figure out what's going on with that
  • suggestions:
    • it would be nice to have a way to explicitly add a new room to the active stack
    • editor camera's max radius feels needlessly low
(+1)

thank you for your report!
regarding new rooms in the active stack - as of now this could be done by editing game data. i was planning to make 3d scenes more flexible, like having individual  transforms for every room, allowing them to be parented to empty transforms and such, so more direct control over rooms and stacks would be coming together with these features

(6 edits)

Got the dialog choices working, I think. Looks like the main problem with hacks is that they can overwrite the patched bitsy functions, so you need to make sure that all the patches are still in effect after the hacks are applied. I guess making all other patches happen inside the patched `startExportedGame` might take care of things?

I changed the code to this and  it seems to be working:

document.addEventListener('DOMContentLoaded', function() {
    var interval;
    if (bitsy.EditMode === undefined) {
        // if we are in exported game, patch bitsy with 3d functions
        // if the project includes hacks, then when this runs startExportedGame is doAllInjections
        b3d.patch(bitsy, 'startExportedGame', function () {
          b3d.patch(bitsy, 'update', null, function () {
            b3d.update();
            b3d.render();
          });
          // doing this before everything else runs ensures that the intro dialog is cleared
          // in case a hack overwrites bitsy.update (there's probably a better way to do this?
          // like i'm surprised starting the updates before the actual game works)
          // this will leave us with two running update intervals when the game actually starts, 
          // which i guess is bad, so it'll need to be cleaned up afterwards
          interval = bitsy.update_interval = setInterval(bitsy.update, 16); 
        }, function () {
          clearInterval(bitsy.update_interval);
          bitsy.update_interval = interval;
          b3d.init();
          var py;
          // make position of the dialog box configurable through game settings
          b3d.patch(dialogRenderer, 'DrawTextbox', function () {
              py = bitsy.player().y;
              bitsy.player().y = b3d.settings.positionDialogBoxAtTheTop ? bitsy.mapsize : 0;
          }, function () {
              bitsy.player().y = py;
          });
          // adjust movement direction relative to the camera
          b3d.patch(bitsy, 'movePlayer',
              function () {
                  var rotationTable = {};
                  rotationTable[bitsy.Direction.Up] = bitsy.Direction.Left;
                  rotationTable[bitsy.Direction.Left] = bitsy.Direction.Down;
                  rotationTable[bitsy.Direction.Down] = bitsy.Direction.Right;
                  rotationTable[bitsy.Direction.Right] = bitsy.Direction.Up;
                  rotationTable[bitsy.Direction.None] = bitsy.Direction.None;
                  b3d.rawDirection = bitsy.curPlayerDirection;
                  var rotatedDirection = bitsy.curPlayerDirection;
                  var ray = b3d.scene.activeCamera.getForwardRay().direction;
                  var ray2 = new BABYLON.Vector2(ray.x, ray.z);
                  ray2.normalize();
                  var a = (Math.atan2(ray2.y, ray2.x) / Math.PI + 1) * 2 + 0.5;
                  if (a < 0) {
                      a += 4;
                  }
                  for (var i = 0; i < a; ++i) {
                      rotatedDirection = rotationTable[rotatedDirection];
                  }
                  bitsy.curPlayerDirection = rotatedDirection;
              },
              function () {
                  bitsy.curPlayerDirection = b3d.rawDirection;
          });
          // patching onready is useless at this point since it's already been called
          // remove borksy touch control fix that breaks mouse camera controls
          var touchTriggerEl = document.getElementById('touchTrigger');
          if (touchTriggerEl) touchTriggerEl.parentElement.removeChild(touchTriggerEl);
        });
    }
});
Deleted 176 days ago
(2 edits)

also, as far as i know dialog choices haven't been updated to work with bitsy v7 yet, they crash both bitsy 3d and vanilla bitsy as kitsy tries to replace the code that no longer exists in v7. not sure how you would have fixed that by changing the order in which patches are applied

so dialog hacks do overwrite DrawTextbox in _reinitEngine, as you have correctly pointed out, but all other other patches are compatible
going to add a lil fix now
thank you for investigating the issue!

hm actually i'm not sure about some kitsy injects, they might still break things it seems

(4 edits) (+1)

oh, i wrote a temporary fix to make the dialog choices hack work with bitsy 7.0.

it works fine with regular bitsy, but when i tried it with bitsy 3d, i realized that  when the old script tags are replaced, the patched functions are replaced too, so you still need to reapply the patches, or at least that's what i think is happening (a script tag will be executed when it's attached to the document, right? i may be wrong, i'm terrible at this)

see  the screenshot - the dialog choices hack needs to alter the updateInput function (this is in the original hack, not something i added), so it replaces  the tag that contains it, which in turn breaks the patched update function (and also restarts the renderer)


so if i'm right, it'd be safer to find a way to apply patches after the hacks, if i'm wrong, well, that's embarrassing, sorry about wasting your time

(3 edits) (+1)

i improved compatibility with hacks by using kitsy for all bitsy 3d patches when it's present in exported game. and sean just updated dialog choices
they should finally  work well together :D
thank you for finding the bug and for your suggestions, it was very helpful!

(+1)

This is looking so good. Nice work. :)

thank you [◍^‿^◍]

:) I just wondered if you have a list of features in Bitsy 2D that aren't in Bitsy 3D? I'm thinking about developing my latest Moomin Bitsy as 3D. It doesn't use hacks, just a lot of exits and variables. 

For the free-looking first person camera you should allow the player to move diagonally. It's weird walking in only 4 directions when you can look diagonally. Otherwise great job! :)

(+2)

thank you! that's one of the things that i might add before the release!

Just panning the camera around, I noticed the cat sprite rotates so it's always oriented toward the camera, but the player sprite maintains a constant angle. Playing the demo is even weirder: WASD always moves relative to the current camera angle (e.g. if camera faces east, W moves east), but does not rotate the camera. Arrow keys also move relative to current camera but also move the camera, up and down for up and down, and rotating for left and right. Pressing left arrow repeatedly makes the PC move in roughly a circle. I don't know how much of this behavior is intentional, or how much is a result of being a first pass at the idea.

this is because cat drawing is set to use billboard mesh and avatar uses the plane. you can alt-click the drawing in the editor and select a different mesh type in 3d settings panel, under mesh tab
arrow keys rotating the camera is not intended behavior, it's on the todo list for getting fixed!

Ah, I hadn't noticed those were options. I tried the different types, and they seem to offer a wide set of options. The transform options allow for some effects not found in 2D Bitsy. I also found the camera type options and played with those.

I had just started typing a comment about transparency when I found the option for that as well.

and when i start the game it is just a blue screen i even tried to make a new game and everything

hm.. this might be because game data is corrupted, because you have very dense fog settings or because camera is facing away from everything. did you have any errors in the console?

the dungeon crawler camera, has a bit weird, and i dont know what but something in the engine inverted the controls of the player, but overall its really good, keep it up

i'm not sure what could have inverted the controls.. one thing i can think of is if you use 'arc' camera type you can set 'use left and right to rotate by angle' to a negative number

(+1)

Wow great work