I noticed that the new doors only act as horizontal portals, it would be nice if there was a door that worked upwards or downards too.
I also noticed that some posts are really important and it would be helpful to have them always at the top of the forum list, like the Bug Bucket, the option to delete your own posts would also be very handy
I actually don't know if this is currently impossible or not but I'd love to be able to trigger something in one room from another room, the best I can do right now is have a large room with a shape base and build the two separate rooms inside of it. This works well enough but it causes the camera to scroll in what looks like a perfectly square "room"; giving away the effect.
Nice idea, please post away! Even ideas that seem impossible or difficult are useful because they show the kind of things users are interested in making, and there are sometimes alternative solutions with the existing or planned features.
@Kling Yep, I have down and up doors planned for 0.2.* update
And BBS features noted. I will go over this while I'm doing cart ratings and updating.
@Killroy you can actually do this already with the 'S-STATE' (superstate) property. It's the only property that can be read between rooms though. Object IDs are now unique to the entire cartridge, so you can do something like OBJ_ID:34 S-STATE COLLECTED to open a gate when a key in another room was already collected, for example.
@kibkob I struggled with this and eventually decided it will have to wait until full lua scripting, because there are too many different combinations of interactions between actors that need to be accounted for. The plan is to allow callback functions that can reject the interaction (e.g. on_actor_collision() can return 1 to reject any subsequent consequences of the collision such as blocking the actor's movement).
Hi, thank you for having this suggestion bucket section!
I would love to have more options for selecting voxels. I am making a lot of custom voxel characters and props for my levels. It would be nice if when editing a prop, a single click on a voxel could select the voxel under the cursor.
I would like to also have a way to make precise selections. For example, if when holding (some) key, you could restrain the selection to a straight line. If not that, may be an additional select tool that drags out a selection in the shape of a rectangle?
more camera options!
I saw zep's vine with voxatron on isometric view and I WANT IT.
the option to lock the camera (not only orient it automaticaly like it does now) on a certain specific angle would be nice.
also, I know it sounds impossible, but what about a first person view? I would love it FOREVER.
I'm also looking foward to the lantern so please focus on that for now, camera options can wait.
@Mouser: transparent voxels will arrive in the next couple of updates (I need to improve the editor renderer a bit first to handle this). I've also wishlisted selection tools -- especially the single voxel selection should be possible. I'm not sure how it would be useful by itself, but I'd like to add a 'grow selection' tool for picking out things like limbs and isolated connected regions of the model.
@kibkob Unfortunately Voxatron's engine is based around an 8-bit palette, so there are limited colour entries to work with. I'll gradually add some extra transparent colours as they seem useful, but for now you're stuck with white and grey-blue, sorry!
Its okay to have the 8 bit pallete, but sometimes I would like something different, is it impossible to be able to import you own 8 bit pallete sometimes? also, about the trasnparent voxels, can't you just put a checkbox on the corner like for the indestructible voxels so someone can use any collor they want?
Is there a way to disable for someone the ability to use the dual-stick controls of aswd and jkli? Being able to use it in one of my maps instead of the single-stick ruins the controls. I guess this is basically the customizable control suggestion again, though.
(Also I don't think a note to politely ask players to just use asdw and x won't cut it)
Edit: Thinking now, to solve my problem all that would be needed is a fifth option in quantization for just one direction available. Custom controls would still be great though.
I think I've found a bug- I'm unable to edit anything in the fourth tab. I think this is left over from when that tab was just vanilla items, so it makes some sense.
Custom controls would be incredible though, for one you could make a mockup two-player mode, if in the future you can control more than one player. Which would also be nice. Plus with keybindings you could be able to select multiple weapons, or have an inventory button for instance.
It just adds to the possibilities!!
That growth tool you mentioned would be very useful, but for the overall selection tool I have some suggestions. Would it be possible for, after you select a region, you to fill in that whole area with a single color? This could be better than mashing the bucket tool over the solid color model that you just realized was the wrong color.
Could a select all option be possible too? One that selects empty voxels too- this could be used to quickly fill in the box in the editor. A solid box in the editor can be used for a pseudo-carving where you use the select tool and delete like a knife.
Another bug- when lock while shooting is turned on I've noticed that if side stepping to the left or right, pressing down to move southeast or southwest doesn't do anything. This confused me as moving left or right and up worked fine. It isn't my player as the same thing happened when I tested the alpha world.
By the way, where is the emitter modifier? Though if there wasn't one in the first place, I'd like to ask it be implemented, if it can be.
Right now I'm just trying to recreate the ol' pea gun, and I'm at a loss how to make it. An emitter modifier would do it for me.
I also found that friction has no effect on bullets in the air. With friction effective on bullets and some modifier trickery, think-
You do know you can do that by just using two triggers working in paralel right?
Like, on the activation control you can put the time it is active plus a delay (lets say 1 if each trigger is on the same group)and then on the "next" you put the other trigger, then they would alternate perfectly.
I found out my problem, I was using IJKL instead of x to shoot and for some reason that wouldn't work. Twin stick shooting always seemed more practical and became a habit. I tried to have the emitters activate when shooting in any direction, then have that modifier inside one for using an item. For some reason that didn't work and just caused my player to shoot automatically without me pressing anything.
I still think having emitter modifiers would be a great help, at least for organization. Having two working in conjunction is like having two whole player chars working in conjunction, requiring you to clone the whole thing and change them twice for every single change. If players and everything else get modifiers, why not emitters? At least to make the editor more uniform and consistent. Though if there is a reason why there can't be emitter modifiers, I'd like to know why, if that's alright.
another thing I'd like to see is reflecting voxels, like when you are on the cart section screen and you can see the cart's reflection at the bottom of it. another thing I'd like to see is multi-object properties (ie: once monster1 is at 5 health, monster 2 changes shape.
kidcob:you have multi-object properties on the modifiers, the example you used could be easily done using obj-id or def-id. They are working perfectly right now.
speaking of reflective voxels, I think we should have a surface box in the editor, where, while you pick you color, you also pick the voxel surface on another box, it would also be nice if the voxel surfaces could react diferently to light, like, this voxel is metal, that other one is a more wood-like suface and so on, it would also give space to the pallete, since we could just place the transparent (75%,50%,25%) and the indestructible colors there! it would also increase the freedom greatly.
I'd like to suggest something that detects if you (or a monster) are above or below a monster (or you). I have an idea involving planes that allows you to ascend and descend, and the level is going to need this for the enemies.
Also- I see that you plan to redesign the editor, could you have an option to turn off soft shadows when editing rooms? It really cuts down my frames with many objects.
Although after its redone, my frames might not even be a problem.
Thanks Zep! I look forward to seeing the updates to the editor rendering and the grow selection! Thank you for all your hard work and taking the time to respond to us! :)
I thought of another thing:
Would it be possible to click inside of text fields? For example, if I type "trand .3 -.4" and then realize the "t" at the beginning is a typo, would it be possible to place my cursor in the middle of the text I typed?
I was wondering if there could be a few more additions to a future update regarding saving:
A warning message asking if the user wants to save their modified level before leaving the Designer.
- Auto-Save feature that saves a copy of your current level every 10 minutes or so (May be up to a maximum of 3 auto-save files). Then continues to overwrite the oldest Auto-Save.
Hey everyone. Thanks for the feedback -- I'm working on finalising a todo list of features for 0.3 which I will make a blog post about shortly. I think it will address almost all of the issues here, except for switchable inventory items which will arrive in a 0.3.* update.
Another exception is having modifiers for emitters and animations. I couldn't find an elegant way to do this and decided to leave it for now as there are ways around it (like switching between two separate emitters), and I suspect being able to write emitters using lua scripting later on will provide any extra needed control.
If you lock the xyz of an actor and turn off the collision flags (pushable, standable), it will internally use less computational resources. But unfortunately there isn't a nice way to save memory because it's switching between states with the trigger that causes actors to have a larger memory footprint.
How many do you need in a room roughly? Having 500 or so static actors is no problem. For example, I use monsters to implement a room full of grass that visibly gets cut when the player shoots/hits it and performance seems ok.
hey, found a bug with the sound editor:
When you put some random sound on a loop and then decide to switch the type of object you are making (lets say from sound to prop), the looped sound never stops, and it will keep playing until either the end of time or the game closes/crashes. This makes it annoying to play games if you screw up like that.
would i be possible for an animation to be played acordingly to a avariable of an actor? it would be useful for things like a health bar, a speed bar and maybe even a minimap, since it wouldn't be necessary to do an animation for each possible variable.
also, a bullet knockback option would be nice too.
edit: also a bullet that bounces from props
I may have mentioned this before but i would like it if it was possible to edit controls for each player individually. I have controllers for my computer, but they aren't recognized by voxatron as a joystick. I can however map the buttons on the controller to specific keyboard keys, but since voxatron isn't able to edit each players controls differently, this method is useless. I was only wondering if it would be possible later on. Until I get more controllers that are recognized as joysticks I can't play with my friends.
Hey all, thanks for the feedback. I'm a bit behind on responding to feature requests after 0.3, but I do appreciate every suggestion and try to shuffle task priorities to suit. So please keep them coming!
Blegh -- ok, endless looping sound fixed for 0.3.3
Path following is on my wishlist too. I think I can integrate it (around 0.3.5?) with actor targeting, which allows monsters to chase other actors rather than the closest player. Instead of chasing another monster, it should be possible to chase an invisible waypoint (and then move to the next waypoint after getting close or by time).
I saw the nice npc pig at the start of warrior princess, and yeah -- it will be great to have an easy way to choreograph a bunch of characters wandering around doing stuff.
I suspect animations responding to actor variables will have to wait for lua scripting -- it's hard to do this in a nice general way. I'm considering making a special case for player health though, as it's so common.
Re: HOST M-STATE TIMEOUT -- ok, good idea.
I can't promise online multiplayer yet, but I'm planning to devote some time to it around 1.0. Especially as I'm hoping to make a 4P dungeon spelunking cart at some stage :}
The first thing I want to improve which will hopefully solve this is simply better joystick detection and configuration. It's possible to add SDL2 joystick configs to ~/AppData/Roaming/Voxatron/sdl_controllers.txt, but it's difficult to edit by hand and there aren't good 3rd party tools available to help with this yet AFAIK.
I'll see if I can add multiple keyboard configs back in too though -- it actually used to be possible to do this in earlier versions, but I had to redesign the config code when updating to SDL2 and multiple keyboard configs was a temporary casualty.
I would also like to suggest another thing. Its about the BBS Carts. The actual show-up of the BBS Carts is good, fine. But it doesn't really satisfy me, Its too simple. So, I would suggest that, insteaf of just showing up in a list, it could be like in the Alpha Carts, with a simple custom image that the owner could make, I really think that it would be better that way.
EDIT: Well, I actually noticed that there is already a thread, in the Blog, about this...
How about a way to set specific parameters for collision boxes for objects/monsters/players? Perhaps a special type of selection tool that will set the hit box of a object by selecting corners/edges of said object?
Then you could set modifiers for those areas. Say a certain area of a monster is the only part that'll do contact damage? I dunno, I was mostly thinking that if water moved when a character was only partially submerged in it then that character could have it's feet create splashes by stepping in and out of the water when walking.
Maybe just water being affected by characters moving around only partially submerged in water? :)
[Please log in to post a comment]