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):
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.
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 ControlsIt'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.
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.
I turned voxel mode options off while I'm working on the renderer
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.
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.
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
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!
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.
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