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Cart #kijawozuno-1 | 2019-07-27 | Embed ▽ | License: CC4-BY-NC-SA
2

This was a level that I've been working on for a while; currently unfinished but I'll upload the finial product before I stop working on it.
The starting area was made to highlight the mostly finished parts of the game, which include: the abandoned factory, the slime encounter, the corrupted weapon's core encounter, and the skeleton encounter. The starting area will be removed in the final game, and the levels will be played in sequential order.

Edit: In this minor update, I have removed many bugs, while also trying to improve many other things.
I don't have an exact list of everything I did (someone got rid of it while I wasn't looking). Many of the bugs were things that happened in the abandoned factory. I also added some visual flair in the corrupted mines.

If anyone finds any bugs, please post a gif of it.

Final notes: It's likely that I'm not going to work on this level anymore. I probably won't have access to the computer that I used to create this level in the future.

I added a level transition between the abandoned mines and the new floating castle level. Unfortunately I only completed a few rooms, and you don't even have a direct access to the boss through the level.

P#60265 2018-12-22 22:52 ( Edited 2019-07-27 22:22)

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Cart #42897 | 2017-07-29 | Embed ▽ | License: CC4-BY-NC-SA

Kudos for my teacher for the custom level art.

My teacher gave me the task of creating a enemy where it cannot be hurt from the front, but can be hurt from the back from any projectile. First I thought: I'll make a Visibility modifier and make the enemy immortal when the player is in view. My teacher then placed a projectile shooter in front of the thing, and the player behind it. The projectile happened to kill it from the front.

Then I had to rethink things. The only way (that I thought) to stop something from hurting you is to place something in front of you. I then made the monster produce another monster repeatedly to take the bullet for it. It worked, and the monster cannot be hurt from the front (with acceptation of collision damage).

Also, they're based off of the knights from the binding of Issac (if it was too hard to tell), so don't be surprised if they start moving faster when you stand in front of them.

P#42898 2017-07-29 16:58 ( Edited 2017-07-29 20:58)

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My teacher requested that I help finish Digitalmonkey's level, I successfully created a monster that "act like ghosts do in pacman."

P#38021 2017-03-03 20:57 ( Edited 2017-03-05 00:32)

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Cart #32033 | 2016-10-29 | Embed ▽ | License: CC4-BY-NC-SA
1

My failed attempts at recreating some known tunes in voxatron

P#32034 2016-10-29 16:35 ( Edited 2016-10-29 20:35)

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As of Voxatron 0.3.4

The visibility option asks for two numbers:
The first number is meant to represent the "Host's" line of sight, and 72 degrees for every 0.1 (0.5=360).

The second number represents the "Actor's" line of site, it uses the same number system as the first number.

If the host can "see" the actor, and the the host is within the actor's line of "sight", then the modifier activates.

Red is at 0.2, 0.1 (Visible within 144 degrees, makes a cone of 72 degrees)

Orange is at 0.35, 0.05 (Visible within 252 degrees, makes a cone of 36 degrees)

Yellow is at 0.5, 0.02 (Visible within a full circle around you, makes a cone 14.4 degrees).

If you have a controller for Voxatron, then use it for this level, it makes the effect look less rigid

WARNING: do not make the the actor a "monster", it will make the game lag for some reason.

*Just found out that facing and visible could be slightly different: facing goes though walls and visible doesn't (will have to test later)

P#28692 2016-09-17 16:28 ( Edited 2017-12-03 00:51)

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Cart #26598 | 2016-08-06 | Embed ▽ | License: CC4-BY-NC-SA
1

P#26599 2016-08-06 16:56 ( Edited 2016-08-06 20:56)

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Cart #26163 | 2016-07-30 | Embed ▽ | License: CC4-BY-NC-SA

P#26164 2016-07-30 16:42 ( Edited 2016-07-30 20:42)

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Cart #20082 | 2016-04-30 | Embed ▽ | License: CC4-BY-NC-SA
1

P#20083 2016-04-30 17:02 ( Edited 2016-04-30 21:02)

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Cart #19201 | 2016-03-12 | Embed ▽ | License: CC4-BY-NC-SA

Shoot to disperse, jump to call back.

P#19202 2016-03-12 16:59 ( Edited 2016-03-12 21:59)

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Cart #19199 | 2016-03-12 | Embed ▽ | License: CC4-BY-NC-SA
1

P#19200 2016-03-12 16:57 ( Edited 2016-03-12 21:57)

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Cart #19551 | 2016-04-02 | Embed ▽ | License: CC4-BY-NC-SA
4

1.1: Added more levels

1.5: Added even more levels

P#18676 2016-02-06 17:08 ( Edited 2016-05-18 16:23)

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Cart #18542 | 2016-01-30 | Embed ▽ | No License

P#18543 2016-01-30 17:03 ( Edited 2016-01-30 22:03)

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Cart #18423 | 2016-01-23 | Embed ▽ | License: CC4-BY-NC-SA

P#18424 2016-01-23 16:59 ( Edited 2016-01-23 21:59)

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Cart #18330 | 2016-01-16 | Embed ▽ | License: CC4-BY-NC-SA
2

P#18331 2016-01-16 17:00 ( Edited 2016-01-27 16:01)

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Cart #17733 | 2015-12-12 | Embed ▽ | License: CC4-BY-NC-SA
1

P#17734 2015-12-12 17:06 ( Edited 2015-12-16 15:55)

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Cart #17731 | 2015-12-12 | Embed ▽ | License: CC4-BY-NC-SA
1

P#17732 2015-12-12 16:45 ( Edited 2015-12-12 21:45)

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Cart #17136 | 2015-11-28 | Embed ▽ | License: CC4-BY-NC-SA
1

This idea was done before, credit to that person.

P#17137 2015-11-28 17:15 ( Edited 2015-11-28 22:16)

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P#16662 2015-11-14 16:54 ( Edited 2015-12-09 21:21)

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Cart #16363 | 2015-11-07 | Embed ▽ | License: CC4-BY-NC-SA

This is a concept that I thought of.
Note: this may look like "panic mode", but it's different. Same trigger, different result.

P#16364 2015-11-07 17:05 ( Edited 2015-11-07 22:05)

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Note: Model K. doesn't block bullets

P#16064 2015-10-31 17:07 ( Edited 2015-11-14 21:40)

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