So in between checking out some of the splendid user-made levels that are showing up, I'm working on an update that should address a couple of the most pressing problems. If you have any work-arounds for these, or additional issue I've missed please add them in a comment.
Coming in the next update (v.0.1.4):
Does no-one like cursors+ZX anymore? No? ok, so instead of trying to standardise the controls and design around that, I'll instead make them as configurable as possible. There's a new menu in OPTIONS coming in 0.1.4 which lets you assign keys, joystick movements, button presses, mouse clicks and mouse movements to the 10 different actions the player can perform:
move(x4), jump, shoot, directional shoot (x4).
:: Drifting -- character constantly runs up/jumps etc
It seems this is caused for a variety of reasons. Some systems are reading the mouse or the accelerometer as an uncalibrated joystick input, or there is a joystick device present with no physical counterpart, or one of the many keyboard keys assigned to a particular action is incorrectly registered as pressed.
The way I'm doing the new configurable keys will fix the vast majority of this. You have to explicitly enable each device as an input (keys / mouse / joystick), so if there is anything giving off ghost signals it won't affect the game.
:: BBS LEVELS crash on page 2
This was happening because the index file downloaded from the bbs was being cut short, and Voxatron wasn't handling the incomplete data well. If you've had this problem, try choosing UPDATE in the BBS LEVELS menu to download a fresh copy of the index.
There's also a bad ordering bug (page 2 onwards) that will be fixed in 0.1.4
Later on, but some possible temporary solutions:
Linux Display Problems // especially on multi-monitor setups / high resolutions.
Although it's slightly slower and less compatible in general, it's possible to run Voxatron in a resizable opengl-rendered window.
- Open ~/.lexaloffle/Voxatron/config.txt
- Change opengl_blit to 1
Note that if you resize the window, the game resolution stays the same and it is stretched to fill the window.
In config.txt you can also set the startup resolution using video_mode
Sound not Playing
If you find that the music works but not the sound, look in config.txt and set sound to 1.
It should never be set to 0 in the first place, but on some systems the sound handler seems to incorrectly report a failure on startup.
The png loader I use appears to crash on ppc systems, and I'm looking at using a replacement just for Mac builds.
Unfortunately there's no work-around for this at the moment -- I'll try to get a fix together as soon as find the time. If you have a PPC machine and are keen to help me test, please send me an email at hey @ lexaloffle.com
I understand that a lot of users are complaining there not being dual-stick controls and of course you should implement that feature. But please make it an option to keep it as it is now. I quite like how one's flow around the map are evolving as you play and keeps getting better. I think it's just about getting used to not have dual-stick controls. I really like it better that way. Also makes the game a little bit more difficult at first, which I personally likes :-)
I kinda like arrow keys + XC(no ZX for me, cos I have czech QWERTZ keyboard instead of classic QWERTY)...
And the game is really great, I can't believe it runs on a 1.6GHz Intel Atom netbook! (Level filled with bombs lags though, but I've done that only so I can yell at you that you are [irony]bad programmer and all good games should be able to run on 486 and less![/irony])... But seriously, i didn't even thought that the game would work so smoothly on an atom netbook!
Something that happened to me earlier today was that my little dude was stuck in one direction.  I could move him around fine but he would not rotate.  It seemed to stick as soon as I started firing and every time I died it continued onto the next life.  A quick reset and it fixed itself.
@forces because of how the voxel engine is set up, I think, the game relies more on CPU than GPU. Even so, it relies very little on the CPU in comparison to, say, minecraft. Minecraft is a resource hog, this game is not! (Thankfully! Good developers that work with low-end systems in mind are worthy of worship!)
There seem to be various issues with the help file in the editor not being accurate to the current state of things. I couldn't figure out where the supposed size field was that should let me change the size of objects, and was also unable to find the level-ending squid item. According to the help, it should be #9 in the item list, but it is not.
It's pretty clear all that help stuff is EXTREMELY basic, early stuff, and I'm sure you're going to change it soon so I probably didn't even need to mention this, but I figured I'd say it anyway. Also have some requested features for the editor and the BBS level browser, but I suppose I'll make separate threads for those.
Item #9 is actually the level ender, as well as the room switcher.
For it to switch rooms, either set DOOR to YES and place it somewhere, and it will act like an invisible portal, or set DOOR to NO and place it somewhere, and you'll get a crystal. Either way, set the room number to something different.
To make Item #9 end the level, DOOR must be set to NO and the room number set to the room number that it's in.
In the help section above it says "If you find that the music works but not the sound, look in config.txt and set sound to 1". Well I downloaded the game tonight in the Humble bundle and my game files DO NOT include a config.txt file. I have ZERO sound, no music or effects. None of the text documents in the game files appear to contain configurations.
very very great game. been looking forward to it since i saw a trailer on tigsource. i like the controls the way they are but twin stick mode is better since u can strafe when shooting. i love the game very great work. one question though. is it playable with gamepad? and when do you think we will be able to create our own monsters and skins if ever?
Could you please add an option to show a mouse cursor and to toggle locking the angle of view off when firing? It's so hard right now, I much prefer to point a cursor in the direction I want to aim and use that for changing the direction I'm facing.
The Binding of Issac does this exactly how I prefer.
Nice game indeed !
I haven't found a wishlist so I will post it below :
- Import obj or 3ds file in voxatron and automatically convert material to voxatron color. Export too would be nice :-)
- Better selection tool, move tool, mirror... a mix between Blender and   Sketchup ones would be nice.
- Block placement is quite hard especially placement in height
- Moving block to create flying moving plateform
- Death block to create pitfall with spike
- Option to change the view angle during the game
- Adding realistic water, would be so cool with wave support, pumping, jeyser ...
- Adding blood/gore in option
- More weapon (flame thrower, grenade...), melee (axe)
- A jetpack
Quite a lot of things, I hope you could add them.
Thanks by advance (and sorry for my english i am french)