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Pixels X Paper

The document introduces Bitsy, a simple game engine that encourages creativity and storytelling through limited pixel art and interactivity. It also discusses Flatgames, which focus on the process of game creation rather than the end product, promoting accessibility and collaboration within the gaming community. The zine accompanying the PIXELS X PAPER show highlights various games and experiences from both Bitsy and Flatgames, showcasing their unique approaches to game development.

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0% found this document useful (0 votes)
6 views30 pages

Pixels X Paper

The document introduces Bitsy, a simple game engine that encourages creativity and storytelling through limited pixel art and interactivity. It also discusses Flatgames, which focus on the process of game creation rather than the end product, promoting accessibility and collaboration within the gaming community. The zine accompanying the PIXELS X PAPER show highlights various games and experiences from both Bitsy and Flatgames, showcasing their unique approaches to game development.

Uploaded by

balconybobs
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

PIXELS X PAPER

Contents
An Introduction to Bitsy 3

Bitsy Game List 5

An Introduction to Flatgames 7

Flatgames List 10

Flatgame Rules 11

On Bitsy 13

No Bad Games 15

Bitsy Prayers 16

Flat Pack 17

Let’s Make A Slot Machine In Bitsy! 18

Bitsy – My First Experiences 27

Computer 30

Cover art by Stephen Thecatamites

Zine design by Lenny Magner


An Introduction to Bitsy
Ebeth

“Bitsy is a tiny game engine for making


little games, world, and stories. When
I made it, I chose limits - the 8x8
pixel art, the interactivity limited to
walking and talking - that help keep the
focus on making a story, but I never
could have predicted all the creative
ways folks would turn those limits
inside out.”

Bitsy Creator Adam le Doux

Since its creation Bitsy has been used to make puzzle games,

worlds to explore, RPG’s, poems, little slices of people’s lives,

glimpses into alien worlds and the creatures that live there, grand

adventures and ordinary occasions, digital cards, musings about life,

relationships, gender and crying. Bitsy’s simplicity, versatility

and accessibility have allowed hundreds of developers to share their

stories. It’s the diversity of Bitsy games that gives them their

strength. That’s why I believe its best when Bitsy games travel in

packs, like a roaming digital library for people to explore.

For some the limits of the engine are a comfort, the simplicity cuts

through the overthinking and over complicating that often block us

from making and finishing games. For others it’s a challenge to push

to its limits. Bitsy has a wonderful hacking community of folks who

are constantly taking on new challenges and trying new things.

3
The community itself is a strength of the engine. People in the

community are always willing to share their knowledge and lift each

other up. It makes sense that such a friendly and creative tool would

have such a friendly and creative community.

The joy of Bitsy is this- when you absolutely need to make

something it is there for you. It doesn’t matter your experience

level or the kind of game (or not game) you want to make- with

Bitsy you can do it.

Like Bitsy, Flatgames are also about the act of creation and

accessibility to people who want to make them. That’s why it made

sense for them to join together for the show PIXELS X PAPER at

Babycastles and for this companion zine. I hope the show inspires

you to make your own creations!

4
Bitsy Game List
I’m Bored, Let’s Explore (Mall) by Corgi Snow Day by Cassidy

Dan Lance Aquilino-Berg

Slow Growing by Ebeth Tutorial by Claire Morely

Lil Onion Detective by Onion Cat’s Out of the Bag! by Claire Morely

A Different World by Onion The Milk and Mitten by Sarah Gould

THE CRYING GAME by Sophie Mallinson Exhume by Dan Dudley

It has been 36 seconds since the Snowcrash by Breogán Hackett

accident with the Expando-Beam by Jumbled Manifesto by Breogán Hackett

David Mowatt Vitreous by Breogán Hackett

Ballad of the Space Whale by R.E.M.-scape by Night Driver

David Mowatt Day in the Life by Night Driver

A Cozy Winter Walk by Rick Hoppmann A Quest for Candy by heyits5AM

le pi dop te ra by Becklespinax Night Drive by heyits5AM

Tutorial: Get Chunks, Talk to Your Little Duck’s Big Adventure by Em

Friend, the Bird by BedWords Becky’s Apple by Em

Raining Cats and Dogs by William Gasu the Hugging Dragon by Nenekiri

John Holly III Tome Full of Stars by Adam Dixon

Bric-a-Brac Shop by William You Have a Destiny! by Amberle

John Holly III Johnson/Awesomonster

Pink Mansion by Emma Daues My Name Is Rose by Mozz/Rose

Space Bubble Cat by Emma Daues Strawberry Cake by Lenny Magner

Flotsam by Mark Wonnacott King Butt Eater by Gaeg Melton

No Destination by Mark Wonnacott Be You Manifesto by Gaeg Melton

Amethyst Horologist, Radical End Transmission by Gaeg Melton

Archaeologist by Ben Bruce A Girl with Moonboat by Leonie Zhou

Zen Garden, Portland, The Day Before Memories in the Snow by

My Wedding by Ben Bruce Brandon Thread

Crop Circles by Adam Saltsman A Walk in a Field by Brandon Thread

Realm of the Dread Sorceress by Mount Azazel by JohnLee Cooper

Ben Bruce 12:44 AM by JohnLee Cooper

5
Text Me When You Get Home by

Josie Brechner

Local Network by Michael Arcadi

Lets Get Breakfast by Sean S. LeBlanc

Rain by Sean S. LeBlanc

The Tram by Red Skald

Sophrosun by Ricasso Fiction

Snoop! by adam80027

What Was Found In The Underground by

Lucas Vially

searching for your cat on a midnight

stroll by tommakestuff

W.I.P. by Connor Halford

six day old kitten by Tati Soutar

that was a long night partying by

Graven Grotto

A Moth Batters Against Glass by

Sam Keeper

A Secret Bitsy Game by Hyper Structure

Bjarne Speak by Thayle Edward Thomas

BITSY MYSTERY DUNGEON by The

Bitsy Community

The Bitsy Jim Jam by The

Bitsy Community

6
An Introduction to Flatgames
Emilie Reed

If we have an idea of how sculpting with clay or making a painting

feels, what does making a videogame feel like? Or, going even deeper

than that, if we know that sculpting with clay and sculpting with

marble are dramatically different, then doesn’t that mean there are

dramatically different processes possible in making games, too?

I love flatgames because they foreground a specific process in making

a game, rather than a goal or outcome. Flatgames are interesting to

think about precisely because they encourage us to reflect on what we

expect from games, and how and why they should be made. The original

description Llaura McGee wrote states that flatgames present “a game

as the most raw and immediate combination of movement, art and

sound.” The process starts with an experience or mood, translated to

images and sound (which can be handmade, digital, or found) and a

digital “container” organizes the images and sounds and allows the

player to move through them.

This container can take a lot of forms, of course. The flatgame jams

offer a Unity template for beginners to add their images and sounds

to, but others have used Javascript, Multimedia Fusion, Construct,

and other game making tools to assemble their flatgames. A member of

both the bitsy and flatgame communities, Mark Wonnacott, has also made

a mobile app for building basic flatgames. You can download flatpack

now if you have an Android or Windows device, and begin making a

flatgame right in the gallery! ([Link]/flatpack)

7
A lot of discussions of what makes computer games unique focus on

the ability of the computer to keep track of variables and simulate

systems, whether that’s physics systems or social ones, like the

various elements of city life you have to keep track of in SimCity.

A flatgame doesn’t have any of those things, but I think flatgames tap

into something more important that computers allow us to do. Being

able to combine images of all types with sound and movement is a

uniquely accessible capability due to digital media as well. This is

something the weird multimedia CD-ROM experiments of the

90s embraced, and allows for both a different approach to making

and playing.

Making flatgames takes me back to the process of imagining videogames

that I would daydream up when I was a kid. Maybe I would doodle rows

and rows of a level unfolding across pages of lined paper, or set up

a series of obstacles I would bounce my beanie babies through, all

the while imagining their adventures in the form of a videogame I was

playing. This sort of playful imaginary gaming is captured in Marek

Kapolka’s Honor System Platformer, which was made before flatgames

emerged as a term. However, this concept is also central to flatgames

in general, where there are no hitboxes, collisions, or points, just

the idea of a narrative forming as you move through space.

The first game which used the term “flatgame” as a descriptor was

This Isle is Full of Noises by Dreamfeel studio, itself a kind of

manifesto for game making. The combination of chunky, colorful marker

art with found music and personal narrative presents an approach to

making games that doesn’t worry about in depth coding or polish. Just

releasing your game is what is important. The games made in the flat

jam that followed often reflected on the creator’s past year or had

the feeling of a diary entry, due to the immediacy of the process.

8
The structure of flatgames also makes them easy to collaborate on.

Memory Museum compiles art done by guests to the games festival Now

Play This in April 2018, and MACAULAY DAD 2016 is a collaboration

between father and daughter. The visuals and sound for a flatgame

can be found anywhere. The flat pack RTP, or asset pack created for

the Bitsy X Flatgames show includes a variety of drawings, photos,

clipart and more gathered by members of the community to serve as a

jumping off point for adding visuals to further games.

Flatgames drew influences from a lot of recent developments in

accessible game making tools, game jams, and game making communities,

like Glorious Trainwrecks. Likewise, they are also going on to

influence other work, through people bending or expanding flatgame

rules, and using mice or other control methods beyond traditional

arrow keys. For an Inktober project, Becca Rose Glowacki took her

daily ink sketches and brought them to life using the limitations

of flatgames in some cases, and creating alternative gameplay and

movement in others.

My introduction only mentions a few of the games in the show, but it

serves as an overview of the possibilities that come with a “limited”

or “simple” approach to making games, like flatgames. Flatgames and

Bitsy are both alternative paradigms for thinking about the process

of making games that provide their own tools, communities and

resources, which is why I’m happy that they’re presented side by side

in this show. It shows how flatgames and bitsy provide new, accessible

ways to make games that welcome first-timers, but also are open to

collaboration and being built upon by a broader community. Bringing

them together makes perfect sense.

PIXELS X PAPER 4EVER!

9
Flatgames List
Part 1: Live Flatgame Part 6: Community Flatgames

Add to the wall art with your own Morning Mushrooms by Ebeth

designs, and move the character December 25, 2016 by Remy Ripple

around, creating a flatgame over the Cavern by Tati Soutar

course of the show! Radiation Wave by Sweeneezy

je suis un ananas by Mark Wonnacott

Part 2: First Flatgame The Light Ahead by Carol Mertz

The Isle is Full of Noises Bus Song by Aria Xavier

by Dreamfeel The Craigallian Fire by Niall Moody

Unsettled by Jon Stone

Part 3: Pre-Flatgames tip-toeing around an empty house

Honor System Platformer by by Space Puppy

Marek Kapolka night thoughts by Space Puppy

Fluuu by Melissa Jr.

Part 4: Web Flatgames by Andy Nuggy

Samara by Pol Clarissou The Bones of You by Thairyn

sensitive briar by Everest Pipkin Left by Josia Roncancio

Inktober Doodles by Becca Rose and i made sure to hold your head

Glowacki sideways by Jenny Jiao Hsia

Overground by Rosa Carbo-Mascarell

Part 5: Collaborative Flatgames The Past is a Kaleidoscope by

Memory Museum by Alice Casey and Now Tara Copplestone

Play This Guests Dream Diary by Spiderlili

MACAULAY DAD 2016 by Kyle and Robot cleans the room by Heather Alexis

Macaulay Reimergartin Porthole by Mark Wonnacott and

Claire Morley

Special thanks to Richard Pieterse

for the loader script in the

arcade cabinets!

10
Flatgame Rules (llaura dreamfeel & gothdome) 11
Flatgame Rules (llaura dreamfeel & gothdome) 12
On Bitsy
Claire Morley

I get pretty excited when I learn to use a new cool creative thing

and always want to share it and allow other people to experience

that excitement too. It’s amazing to see the different ways that

they might use it, and what they might gain from it. One of the first

things I wanted to do when I started using Bitsy was to tell everyone

else how amazing Bitsy is.

Bitsy taught me some really important lessons about game design,

particularly about scope and limitations – making something

manageable and complete, whatever that meant to each project (maybe

that means it’s not complete at all). These were lessons that I’d

heard before but never really put into practice. Bitsy enforces it

through its design, and at the same time allows you to make something

that feels cohesive and hand-crafted, complete but with boundaries

stretching beyond itself.

I loved that it was so easy to learn and to use, but at the time

there wasn’t much documentation or anything in the way of a tutorial

on how to use Bitsy, so I made one and put it online a few weeks

after I made my first Bitsy game. Talking to people online about it

after was so lovely, and was the first time I’d really got involved in

an online community for anything. The Bitsy community is one of the

best things about Bitsy – people are very friendly, supportive and

respectful, and I think a lot of that comes down to (obviously the

people being great, but also) the fact that it’s built around a tool

that’s so creative and accessible. I wanted to spread the culture of

Bitsy – Bitsy culture is sharing and creativity.

13
I’ve helped run 5 Bitsy workshops so far, all at quite different

events to different audiences: game design students at a university;

children and their parents at a tech fair; one lunchtime in my office

of developers, HR staff and business analysts; A MAZE festival

in Berlin; a local women’s game developer meetup. At all of the

workshops people pick up Bitsy within minutes, and most have a

playable game within an hour. Bitsy gives people an opportunity

to express themselves in a medium they might not have experienced

creating in before, and I love being able to help open that up to as

many people as possible. But, the great thing about Bitsy is that

it’s not just a tool for people new to game development, it’s a tool

for everyone and has so much value and potential. For me, it allowed

me to focus on the core components of a game and its narrative and to

filter out a lot of the noise I normally feel when designing games.

The limitations allowed me to focus, create, and then move on to a

new area of the design, while keeping the central theme in sight.

My pace of making Bitsy games has slowed down in the last few months,

and sometimes I feel like I *should* be making more, but I think

that Bitsy has opened me up to thinking about game design in lots of

new ways, and has given me lots to think about when I’m developing

with other tools too. Like the games its developers make, Bitsy’s

boundaries stretch far beyond itself.

14
No Bad Games (Onion) 15
Bitsy Prayers (Emma Daues) 16
Flat Pack (Emilie) 17
Let’s Make A Slot Machine In Bitsy!
Andrew Yolland

When you first start using Bitsy, the options available to you for

what your characters say may seem pretty straightforward. Using

the interface provided, you can use the built-in cycle, sequence,

and shuffle functions to move through lists of dialog. You can add

conditionals to trigger certain dialog. You can even get a little

fancy and chain those ideas together. And all that will already get

you pretty far. But you can definitely do more. In fact, a LOT more.

Even though Bitsy’s scripting

language is relatively limited,

you can combine these basic

structures into some very robust,

complex dialog trees. To give you

an idea of what’s possible, I’m

going to show you how I built a

slot machine in Bitsy!

What Does the Slot


Machine Do?

Ok, so before I show you how I

coded it, let’s just cover how my

slot machine works. I made a VERY

PROFESSIONAL FLOWCHART to show

you how it works:

18
I’ll go through it in detail in just second, but here’s the TL;DR

version of that flowchart:

You need Bits to play, otherwise, get lost! If you have Bits, you

can play but it costs you a Bit. Three random dials are displayed.

Cherries are special, so if the first dial is a Cherry you win 1

Bit, and all other prizes are multiplied by 5. If the first two dials

match, you win 10 (or 50 for cherries,) and if all three dials match,

you win 100 (or 500 for cherries.) If you won anything, the machine

tells you how much. And then it always will tell you how many Bits

you have left.

Here’s a chart of what it those payouts look like from the

player’s perspective:

If you did the math, you might realize this is a VERY generous slot

machine. Oh well, good thing it’s not full of real money.

19
Using the ‘Show Code’ View

Ok. So next, let’s just go ahead and show you what my slot machine

dialog looks like in Bitsy.

That’s all there is to it! It’s one conditional, have fun making

games everyone! LOL J/K that’s just what you can see of this dialog

from the visual view of the editor. If I click the ‘<> show code’

button, it actually looks like this:

20
{ - else ?

- Bits >= 1 ? {multiplier = 1}

You put 1 Bit in the slot }{


machine.{Bits = Bits - 1}{br}The - dial1 == dial2 ?
dials whir.{br}{prize = 0}{shuffle
{prize = 10 * multiplier}

- {dial1 = “BAR”} {

- {dial1 = “Lemon”} - dial2 == dial3 ?

- {dial1 = “Cherry”} {prize = 100 *

- {dial1 = “Bell”} multiplier}

- {dial1 = “Grapes”} }

- {dial1 = “Orange”} }{

}{say dial1} - {shuffle - prize > 0 ?

- {dial2 = “BAR”} {Bits = Bits + prize}

- {dial2 = “Lemon”} {rbw}You won ${say prize}!!!{rbw}


{br}
- {dial2 = “Cherry”}

- {dial2 = “Bell”} }You now have {say Bits} Bits

- {dial2 = “Grapes”} left.

- {dial2 = “Orange”} - else ?


}{say dial2} - {shuffle You don’t have any Bits left!
- {dial3 = “BAR”} }
- {dial3 = “Lemon”}

- {dial3 = “Cherry”}

- {dial3 = “Bell”}

- {dial3 = “Grapes”}

- {dial3 = “Orange”}

}{say dial3}{br}{

- dial1 == “Cherry” ?

{multiplier = 5}{prize
= 1}

21
Whoa! Look at all that stuff going on! Ok, I know that can look

pretty… intense. But using the ‘show code’ view in the dialog window

in Bitsy is 100% necessary when making more complicated dialog

options in Bitsy games. Some of the things you can do in Bitsy just

aren’t able to be understood by the visual editor.

Bitsy Code Blocks

In Bitsy’s scripting language, any text inside of curly brackets is

interpreted as code. Any text not inside curly brackets will simply

output as text. When you make a conditional or a list with the visual

editor, it creates code that you can view with the “<> show code”

button. I won’t be able to go into the syntax of all Bitsy scripting

right now, but know that you can always switch to code view to see

what it actually looks like. For example, a sequence list that

displays three dialog options in order looks like this.

{sequence

- dialog option 1

- dialog option 2

- dialog option 3

The curly braces indicate that a code block is starting, ‘sequence’

tells Bitsy what sort of code block it is, and then each dash

indicates a new item in the list.

22
Nesting Code Blocks

Alright, with me so far? This is where it gets crazy. You can

put code blocks INSIDE of other code blocks. This is why my slot

machine code looks like only one conditional when using the visual

editor. Because all other code blocks are actually inside that first

conditional that checks if you have enough money to play. Just as

an example, here’s that same ‘sequence’ list but with a conditional

nested inside.

{sequence

- {

- a == 1 ?

sentence A

- else ?

sentence B

- dialog option 2

- dialog option 3

You might notice that conditionals in Bitsy use a slightly different

syntax than lists. But hopefully the idea is clear. The first time the

player avatar encounters this dialog, Bitsy will use variable ‘a’ to

determine if the player will see ‘sentence A’ or ‘sentence B.’ The

next time, the player will just see ‘dialog option 2.’

23
Using an External Text Editor

Once you start writing dialog with nested code blocks, you’re

probably going to want to use a text editor other than just your

browser. It will just help with things like indentation and generally

make it easier to read. I use Sublime Text, Lots of people use

Notepad++ as well.

Bitsy Variables in Dialog

I mentioned ‘variable a’ when talking about that conditional a moment

ago. I won’t be able to explain what variables are in detail here,

but variables are key to writing more complex Bitsy dialog. Suffice

to say, a variable stores data, and Bitsy has them. There are three

things you can do with variables in Bitsy dialog. You can:

• Evaluate variables in conditionals.

- b == “Hello World” ?

This is some sample dialog.

• Set variables to a value, either a number or a string. Variables

do not need to be added in the ‘inventory’ window of the editor in

order to set them. Doing so simply allows you to set a value for that

variable at the start of the game.

{ a = 5 }

{ b = “Hello” }

•Display the variable in dialog text.


{ say b }

24
Putting it All Together

So those are all the big pieces you’ll need to make complex dialog in

Bitsy. So here’s one more walkthrough of that slot machine code, but

this time, in English but structured just like my Bitsy code is set

up.

1. Conditional checks if you have money.

a. If you do, sets Prize to 0, reduce Bits by 1, and

b. Randomly set Dial 1

c. Randomly set Dial 2

d. Randomly set Dial 3

e. Check if Dial 1 is equal to “Cherry”

i. If it is, set prize to 1, multiplier to 5

ii. Otherwise, set multiplier to 1

f. Check if Dial 1 is equal to Dial 2

i. If it is, set prize to 10x the multiplier


and then…

1. Check if Dial 2 is equal to Dial 3

a. If it is, set prize instead to


100x the multiplier

g. Check if prize is greater than 0

i. If it is, add the prize to Bits, and tell the player how
much they won. (In rainbow text, ofc)

h. Tell the player how many Bits they have in total.

2. If you don’t have money, it tells you you can’t play.

That’s how the sausage is made. A lot of nesting code blocks, plus

setting and evaluating variables.

25
See It In Action

If you’d like to see this slot machine in action for yourself, you

can find it in two places:

Find it in the room I made for the Mystery Dungeon Bitsy Collab:

[Link]

Or I view the demo of it by itself on my [Link]:

[Link]

I hope this guide helps you dream up some crazy dialog options for

your Bitsy games!

26
Bitsy – My First Experiences
NewbishKewbish

As a gamer with a YouTube channel, I’m always looking for games to

record. From the start, I’ve used [Link], a site for indie games. I

looked at many games, but I soon noticed these pixelated thumbnails

and games popping up in my search results. After some research, I

found out that these word-based games were made with a tool called

Bitsy. I played a couple, expecting a small game each time, but

finishing with a respect for the creators’ ingenuity. I soon thought I

would try to create a Bitsy game of my own.

Opening up Bitsy, I was greeted by a seemingly user-friendly

interface. Clicking around, I soon realized that I was kind of wrong

(But only because I had NO clue what I was doing). I found a great

tutorial that explained the basics of Bitsy, corrected my mistakes

and moved along quite well. Until I realized that I had no idea what

my game would be about since I was just exploring how to use each

tool and putting jokes in the dialogue for everything.

I decided to stop fooling around and start brainstorming. Because I

can’t think of ideas for the life of me, I used a phrase generator.

Even though I clicked through many phrases, all the ideas I thought

of were A) already made into games or B) impossible to do with my

small grasp of Bitsy mechanics. Feeling drained after a long hour of

Googling Bitsy tutorials and trying to find ideas, I decided to join

Discord and ask some random people in the [Link] server for ideas.

27
I finally found a game jam that would end a day after I started my

desperate plan to make a game. The theme was “YOU are the villain”.

Coincidentally, I was watching a video in the background and heard

“Caesar salad is great!”, which inspired me to make a game about a

waiter who was trying to poison Caesar with a “deadly” salad. (If you

follow me on [Link], you’ll know that my first game was actually Keys

To Happiness, which I began while I was trying to figure out Bitsy and

later finished after I finished A Salad for Caesar.)

Once I had a concrete idea, I stopped procrastinating and started

making rooms, which are Bitsy’s spin on levels. The tile system was

easy to use since I’m a pixel art newb. My first room was pretty

simple to make, but when I finished, I had to make a new room and

estimate where to place the entrance to the second room. Looking

back, I definitely should have created all the rooms and THEN placed

the entrances and exits. Redrawing the rooms was quite a hassle since

each room needed walls and tiles in different places.

As I went on, I realized I had a problem. The main premise of the

game involved collecting items to put in the “salad”. Knowing that

there was an inventory panel, I previously thought I could easily do

this. While investigating the panel, however, I realized that I had

no clue what to do. I frantically put out a post on the Bitsy help

forum, and luckily, a kind human assisted me with figuring out the

variables and conditionals to get the collection system working.

28
After that, everything went smoothly. At this point, I didn’t have

much more time. The game jam was going on for another day, but I only

had another free hour to finish. If you played my game, you can tell

that the last few rooms slowly deteriorated in quality. The dialogue

of the sprites became briefer, and the rooms became easier for the

player to complete.

But finally, I finished and sent the game off after one last half-

brained playtest. I was actually the first to submit, but my entry

was probably the worst. Still, I loved using Bitsy after the initial

bout of confusion. The limited art offset the pressure for beautiful

assets, and the simplicity of the dialogue greatly facilitated the

creation of my game. Even though I had a couple struggles along the

way, my first Bitsy experience was an amazing one! I’ll definitely be

making more games soon!

Visit me at [Link] and at my YT channel NewbishKewbish

29
Computer (Onion) 30

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