v0.1.6 is a quick patch to resolve some show-stopping problems with v0.1.5:
- It's possible to load .vob.png files into separate slots again
- Linux Users: the game now uses your system's version of SDL by default. This should resolve the missing sound & bad performance issues in 0.1.5. If you still have trouble with performance, trying setting "opengl_blit 1" in ~/.lexaloffle/Voxaton/config.txt
The main new features in v0.1.5 are the ability to add new character graphics to a level, and filter/favourite levels in the BBS LEVELS menu.
Fixed: vob loading bug
Fixed: UPDATE not showing all new levels
Added: Customisable per-level character
Added: BBS LEVEL menu categories & favourites
Added: Optional mouse crosshair style
Added: Mouse sensitivity option
Added: Loading BBS vob as a demo level
Added: Auto-pause when game loses focus
Added: Confirm save over existing file
Fixed: More intuitive mouse control
Fixed: F fast forward during gameplay bug
Fixed: Linux Joystick bug
Fixed: Game clobbers mouse when not in focus
Thanks, forgot to include this blurb.
You can grab the updated version from your Humble Bundle games page (you should have a link to it in your email).
Just install over the top of your previous version and the old save games should be picked up automatically. If you would like to back up your data just in case, you can find it here (replace "Voxatron" for the name of the game in question):
Bonus multipliers only go as far as 2x. If you get two multipliers, surely you should get a 4x and not maintain the 2x multiplier.
Another thing is that it would be nice if you got a 2x multi when you got a double-spawn item.
Lastly, I think it would be interesting if, when you shoot at items before collecting them, they lost quality. As in: Triple-Shot after you've shot it 2 times only gives you 80 bullets. 4 times, 60 bullets... Sushi is worth 100. It could be worth 200 and each time you shoot it it would lose 10/20 points.
Shooting items is interesting because it pushes them. Sometimes you want to push a bomb into lava, or a sushi away from minotaurs. I like it this way. It can be both beneficial and harmful, if you don't watch where you're shooting you may push a sushi into a big group of monsters.
This is brilliant! I made a ninja first, Then to be more clever a hovertank. It'll be nice to see what a finished asset editor'll look like, As this feels like a quick patch or test for now. (Asset 6 editing) :D
@otaviomiguel: It's listed in the game's physical directory (Not the savedata folders) in vox.txt near the end, But in essence I've clipped it for you:
"The 6th vob has a special meaning if the name of the first
item is: _char In this case, the vob is used as the player's
character models for the duration of the level. In this case, the
frames should be roughly the same size as the usual robot
There are 6 body frames, 5 feet frames, and 1 sword&armour
1. shoot (right)
2. shoot (left)
3. sword: neutral
4. sword: swipe 1 (always right handed)
5. sword: swipe 2
6-10 feet // animated in pingpong sequence: 6,7,8,9,10,9,8,7
11. is a frame of only the sword and armour used when the
player is hit.
All frames should be 16 voxels high."
LATER EDIT: Someone was kind enough to put up THIS Tutorial which explains it a lot clearer. :3
0.1.7's almost ready. It's not super-exciting from a player perspective, but has a lot of changes under the hood which will allow releasing incremental updates more easily. I'm off for a couple of days, but it will be out sometime this coming week and 0.1.8 around a week after that.