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Dialog

297 words·2 mins·
Table of Contents
The dialog window editing the cat's dialog
The dialog window editing the cat sprite’s dialog

The dialog window edits the text your game shows, and the logic around it. Every sprite, item, exit and ending can have a dialog; the dialog bar at the top steps through all of them by name.

Selecting a sprite or item in the paint window opens its dialog here.

Writing text
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Type in a text block. Long text wraps onto pages automatically, and the player advances with A on VGC Zero or Z on a keyboard. Select some text to apply text effects: wavy, shaky, rainbow, or a palette color.

add
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add inserts a new block below. The choices are:

Group Blocks
dialog dialog (a plain text block) and pagebreak (starts a new page).
lists sequence list (each line once, then repeats the last), cycle list (loops), shuffle list (random each time), and branching list (shows the first branch whose condition is true: an item branch, a variable branch, or the default branch).
room actions exit (move the player to a room and position, with an optional transition), end (stop the game), lock / unlock (for exits and endings), palette (change the room’s colors), avatar (change the avatar’s drawing).
sound actions blip (play a sound effect) and tune (change the music).
item and variable actions set item count, increase item count, decrease item count, say item count, set variable value, change variable value.

Each block has its own controls, so you build logic by clicking instead of typing code.

Other controls
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  • show code shows the Bitsy script behind the blocks. You can edit it directly.
  • preview shows the text the way it looks in the game.
  • The pencil button keeps showing the dialog of whatever drawing is selected in the paint window.

See also: Dialogue.

Related

Blip

121 words·1 min
Make short sound effects for sprites, items and tunes.

Colors

185 words·1 min
Make and edit the three-color palettes your rooms use.

Exits & endings

233 words·2 mins
Connect rooms with exits, add endings, pick transitions, and lock doors.