Log In  

0.2.1 is out now! This version contains some new stuff for level designers to play with, room camera position, refined 0.2.0 monsters, more detailed trigger control, and a Bullet Hell Elephant.

Here's a demo level that shows most of the new features (you'll need to update in order to play this):

Cart #6320 | 2012-07-24 | Embed ▽ | No License
3

How to Update: Use your Humble Store / Humble Voxatron Debut links. Search your email for "Your Humble Bundle order" or "Thanks for purchasing Voxatron". Alternatively you can request a new link here

*UPDATE: You can now add games directly to your lexaloffle account to make updating easier. Click on the link at the top of the Humble Store page. See here for details.

v0.2.1

Added: Void base type
Added: Bullet Hell Elephant
Added: Customize start/menu button
Added: Negative voxel colour (subtracts voxels from the world)
Added: Vertical camera position control
Added: Partial room sizes: minimum room width or height is now 8
Added: Synthesized audio now cached as sample data for faster loading
Added: File dialogue filters file list according to partial filename
Added: no_weapon base pickup
Added: Dummy invisible pickup (immobile, can be used to trigger groups etc.)
Added: Customise navigator thumbnail size in config.txt
Added: Fine time control. Can adjust by quarter seconds with [ and ]
Added: Dragon actor
Added: Each room can have a default camera position
Added: Choose if each room is a checkpoint
Added: Playback that can span multiple rooms
Added: Implicit checkpoints at blue doors
Added: NO DOOR trigger only applies to doors in own group, iff group_size > 1
Added: Control room object draw order (f: bring to front, shift-F: push to back)
Added: Delete last item from navigator using shift-1 ('!') // not undoable!
Added: LCTRL (add) and LSHIFT (subtract) selection modifiers in timeline
Added: Instant prop / monster warp-in control
Added: "Collect once" flag for items
Changed: "Edit" button (navigator) now only needed when viewing a room
Changed: Minotaur stays in attack pose for longer, lunges further
Changed: Don't need to type ".png" when loading a file
Changed: Barrel of doom emits less permanent sludge
Changed: Minotaur, armadillo, hound can trigger barrels
Changed: Monsters/props at t=0 appear instantly (no warp-in)
Changed: Trioc slightly easier
Changed: Tweaked palette colours
Changed: Item navigator scroll positions are now saved
Changed: NODOOR trigger is now NOITEM and applies to any use-once object
Fixed: BOOM pickup not emitting downwards particles
Fixed: Saving redundant scores file "vox.sco"
Fixed: Directional shooting buttons trigger menu
Fixed: File dialogue sort by filename
Fixed: Bullets collide with invisible doors
Fixed: Indestructible dirt damaged by some explosions
Fixed: Shoot diagonally through indestructible wall
Fixed: Jump/shoot actions broken in arcade mode
Fixed: High score sometimes not saved when fast-quitting
Fixed: Multiple dragons in same room cause shared tail
Fixed: Inventory clipped out for small rooms
Fixed: Base weapon: sword starts on peagun for single shot
Fixed: Space-time rift during playback
Fixed: Room object order is now preserved after delete operations
Fixed: Default text in save filename field sometimes wrong
Fixed: 2-way door sometimes doesn't allow player to stay in next room
Fixed: Some objects visibly blink in at start of room
Fixed: Crash when using joystick to navigate joystick config menu

Camera Controls

It's now possible to move the camera to a more overhead position while you're playing a room -- e.g. if you need to make some tricky jumps and need to see exactly where everything is. You'll need to set up controls for this under the options->control->customise menu.

If you're making a room that is better viewed overhead, you can indicate this by clicking the camera icon next to the name field at the top right. The three possible settings are: none (use previous camera position), low angle (default, same as usual) or high angle.

P#6322 2012-07-24 18:20 ( Edited 2012-07-24 22:20)

Most straight-to-the-point monster name I've ever seen XD
Let's see if I get to test the new stuff without crashing (something on my own end, don't worry about it)

P#6323 2012-07-24 19:14 ( Edited 2012-07-24 23:14)

2.1! YAYYYY!

Edit: omg da bullet elephant! :O

P#6328 2012-07-25 02:27 ( Edited 2012-07-25 06:28)

Yay! Finally a new update. Love the void base, now I can improve my Golden Vox map.
Also liking the new camera setting, will see if I can think of something fun to do with that.

P#6329 2012-07-25 04:01 ( Edited 2012-07-25 08:01)

The elephant 'roar' almost made me crap my pants.
That level was SO well done. Thumbs up!

P#6331 2012-07-25 11:16 ( Edited 2012-07-25 15:16)

Dat Bullet Hellephant! :D

P#6332 2012-07-25 12:15 ( Edited 2012-07-25 16:15)

No more sphere voxels?
Bug: If I return from map which has rainy atmosphere, it keeps playing rain sound in editor.

P#6333 2012-07-25 13:25 ( Edited 2012-07-25 17:32)

So glad to see the update but I fear that the community might leave before 1.0 shows up.

P#6336 2012-07-25 19:48 ( Edited 2012-07-25 23:48)

kewl just finished the level, i loved it! elephants rule! and brickwork floating over black stuff is cool. Jump button stuck occasionally not sure why? particularly the level theres a key to your left and heapso roaches coming out of a pot. When i got the key i kept having the jump fail as i jumped back. Playing off jumps ol mini mac. Was super excited to see this today! yay! Im drooling imagining the scifi levels still awaiting release! great work.

P#6337 2012-07-26 06:38 ( Edited 2012-07-26 10:38)

If you're updating to 0.2.1 (or even if you already have), note that Humble Store/Bundle customers can now add Voxatron to their lexaloffle account:

https://www.lexaloffle.com/bbs/?tid=1207

P#6341 2012-07-26 19:48 ( Edited 2012-07-26 23:52)

@tom.K
Noted, thanks
I turned voxel mode options off while I'm working on the renderer

@ladybug
Do you mean you'd press jump but it wouldn't respond? At that point in the level the ground is quite lumpy so it's possible it happens when your feet aren't touching the ground.

P#6342 2012-07-26 20:11 ( Edited 2012-07-27 00:11)

Okay, I have another issue. I've set my resolution to 1024x768 (manually through cfg file) using windowed mode. However, when I've chose "Back to BBS list", all of sudden window became fullscreen and went unstable. I don't understand why it happened. It wasn't reacting to anything for few seconds until I've used Ctrl+Alt+Del and it seems that it shutdown.

EDIT: Might be possible that's already caused by known bug. Ignore if it's true.(https://www.lexaloffle.com/bbs/?tid=700) Note that "windib" has been set to 0 so DirectX is used. I've changed it to windib 1 to check is this going to happen again.

P#6345 2012-07-26 21:58 ( Edited 2012-07-27 02:20)

oh yeah the lumpy ground was to blame, it dips just at that edge, i didnt notice coz of roach dodging! i was falling just as i pressed jump. whoops!

P#6351 2012-07-27 16:32 ( Edited 2012-07-27 20:32)

I love the new camera angle in this update! The maze section in twisty castle was amazing!

P#6382 2012-07-30 07:35 ( Edited 2012-07-30 11:35)

Thought up of Two more darn things right after this was realeased. >:(
I thought of having difficult settings where easy mode would have small monsters like the bit dudes and cockcroaches do like half a heart of damage. mostly a tought don't kknow if i really want that in tough.
The other idea is to have customizable options like in Gradius that help attack and can take a hit for you! (it is a bit selfish tough, I mostly want it more for character design purposes :P eh.)
Other wise this update... was... AWESOME! :D

P#6384 2012-07-30 23:20 ( Edited 2012-07-31 03:20)

Another idea that I had that could be interesting would be Pushable blocks aand switches that would be useful for some puzzle like rooms where you had to either push a block on to a switch to activate a door or push blocks of different size to make a stair case!

P#6397 2012-08-02 22:42 ( Edited 2012-08-03 02:42)

I have a ridiculously old version of Voxatron, I need to update.

P#6416 2012-08-07 16:44 ( Edited 2012-08-07 20:44)

Thank you Zep, great game, Really appreciate your efforts!

P#6420 2012-08-10 18:17 ( Edited 2012-08-10 22:17)

I had an issue with the Linux version. I'm running Debian unstable x64 (kernel 3.2.0-3-amd64). Both the .tar.gz binary and the 64-bit .deb file had no sound output by default. These were the terminal outputs:

ALSA lib ../../src/conf.c:3314:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.so
ALSA lib ../../../src/pcm/pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM default

It was trying to use the 32-bit ALSA libraries which aren't present on a 64-bit installation of Debian. The lib32asound2-plugins package had to be manually installed (only present in Debian stable, not testing or unstable). Maybe this should be marked as a dependency for 64-bit Linux installations (at least for the .deb files)? I'm not sure if this is an issue unique to Debian though.

P#6429 2012-08-13 02:01 ( Edited 2012-08-13 06:02)

[Please log in to post a comment]

Follow Lexaloffle:          
Generated 2024-03-19 02:56:28 | 0.019s | Q:43