candle's blog

flicksy 2

the intention going on is to massively clean up the flicksy 2 code so that it can be more easily understood by anyone who wants to make customisations

in the course of those changes i've gotten around to separating the playback from the editor, so now when you export a game all the editor scripts, html, and css get stripped away to make the final game smaller

i've added the ability to use a drawing as a custom cursor. it's a small change but i think it will add a lot of opportunities to add personality to flicksy games

i've also added an experimental feature to publish a flicksy game directly to neocities from the editor. it opens a pop-up to a standalone webpage that you type your username and password into (if you trust me) and choose a destination to upload it to

i tried to make the uploader independent of flicksy, and as simple as possible, so that you can look at the javascript for yourself and see i don't save the passwords anywhere. however because the neocities api doesn't support requests from the browser, i have to proxy through a server that's more difficult to check--if you know anyone running neocities.. please ask them to support CORS in the API

flicksy is a small game making tool i made in march 2018. it was inspired by bitsy and flickgame and was one of the first web tools i released

i'm now releasing flicksy 2, a recreation of flicksy using my updated expertise and philosophy for creating web tools

it introduces some improvements:

line, floodfill, and color picker tools for drawing

resize drawings after creation

new playtesting tools, including jumping to other scenes and jumping to editing the currently playtested scene

simpler javascript-based scripting with easy commands for changing object drawings and switching scenes as dialogue progresses

smaller editor filesize and much smaller exported project filesize

and loses some features for now:

the scene size is fixed at 160px by 100px

there's only one in-browser save

does not include music bundling export function

a major motivation for flicksy 2 is to make flicksy as hackable as bitsy. i am working towards that end in a few ways:

i have written it directly in plain javascript rather than being machine-converted from another language

the scripting is now javascript based with the intention that a user could create their own custom commands to trigger from their objects

i have switched the project data to use standard browser dataurls instead of a custom format (this also ends up being much smaller)

the javascript code isn't the easiest to read, but it's my intention to simplify it and provide more inline documentation now that the functionality of flicksy 2 is there

i'm am open to feedback on shortcomings and annoyances in the editor interface and featureset. email me or tweet at me!