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<textboxInfo.img.data.length;i+=4)
{
	textboxInfo.img.data[i+0]=83;
	textboxInfo.img.data[i+1]=73;
	textboxInfo.img.data[i+2]=76;
	textboxInfo.img.data[i+3]=255;
}

```

#### How do I change my game’s title in the game data (without using the Bitsy editor)?

The game’s title (the text that appears in the opening text box) is declared on the first line under the opening script tag in your game's HTML file.

```
<head>

 <meta charset="UTF-8">

 <title>GAME TITLE</title>

 <script type="text/bitsyGameData" id="exportedGameData">
 GAME TITLE

 # BITSY VERSION 7.1

```

If you don’t have a title, this line needs to be blank.

```
<head>

 <meta charset="UTF-8">

 <title>GAME TITLE</title>

 <script type="text/bitsyGameData" id="exportedGameData">

 # BITSY VERSION 7.1

```

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.

#### 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.