Has anyone considered steam support? I know you are currently in Alpha, but I have many friends (usually including me) who only play games through steam. IT keeps all our games in one place and makes our lives much easier as tamers. Especially now that steam has cross platform support, it really helps your cause with this game being that its cross platform support. This is just my way of letting the devs know that I would really appreciate it. Even if you don't give a steam code to indy bundle purchases, I'd repurchase it to be able to play through steam.
Thanks for your time! ~PR0X

I bought Voxatron Alpha in the Humble Voxatron Debut. I tried it out, and noticed the sound effects weren't working. The music was working, but not the sound effects. My friend tried it out too and it worked for him, but he is using PulseAudio. I prefer ALSA. I tried using the aoss wrapper to start the game, but no luck. Then I tried running the Windows version in WINE, and the sound effects worked. But some aspects are slower.
Any fix?

Hi,
The current (0.1.3) 64-bit linux .deb crashes (SIGSEGV) when I try using the D-pad on a gamepad (Logitech Rumblepad 2 or Xbox360 gamepad tested).
OS: Debian sid with 3.0.0-2-amd64 kernel
gdb has this to say about it:
Program received signal SIGSEGV, Segmentation fault.
HandleHat (value=0, axis=< optimized out >, hat=< optimized out >, stick=< optimized out >)
at ./src/joystick/linux/SDL_sysjoystick.c:939
|
Using the distro's installed SDL lib seems to fix it.

So I download voxatron and run it on my nifty dual monitor setup... and voxatron appears spread over both screens. (Actually, given that I ran it in the right-hand monitor, it appeared half on the screen and half off the edge. I'd rather it just occupy one screen because a huge black bar down the middle of the game would be unpleasant.)
Attempting to resize the window (by, say, hitting maximize to constrain it to one screen) causes the window to softly and silently vanish away.
I know libsdl-1.2 has awful support for xrandr (I had to hack it to stop it from switching my screens back into cloned mode whenever I quit a game!), so it would be entirely acceptable for voxatron to start out spanning two screens, as long as I could then resize it. (Though this would still make it the only SDL game I own that does this.)
Now to try to make it work in fullscreen. Hanging onto my hat...
-- the monitors are two nearly-identical devices side-by-side, configured as a single virtual screen distinguished with xrandr like so:
Screen 0: minimum 320 x 200, current 3360 x 1050, maximum 8192 x 8192
DVI-0 connected 1680x1050+0+0 (normal left inverted right x axis y axis) 478mm x 300mm
1680x1050 59.9+ 120.0 110.0 100.0
DIN disconnected (normal left inverted right x axis y axis)
DVI-1 connected 1680x1050+1680+0 (normal left inverted right x axis y axis) 474mm x 296mm
1680x1050 59.9+

Hi everyone !
I've just purchased Voxatron from the HIB.
As you read, I'm running (L)Ubuntu 11.10 64bits using the Nouveau driver and the game refuses to launch while I already installed the ia32-libs packages.
It sends me back the following message:
/opt/voxatron/vox: error while loading shared libraries: libGL.so.1: cannot open shared object file: No such file or directory |
The find /./ 2> /dev/null | grep -i libGL.so.1 command give me back this:
/./usr/lib/i386-linux-gnu/mesa/libGL.so.1.2 /./usr/lib/i386-linux-gnu/mesa/libGL.so.1 /./usr/lib/x86_64-linux-gnu/mesa/libGL.so.1.2 /./usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 /./usr/lib32/mesa/libGL.so.1.2 /./usr/lib32/mesa/libGL.so.1 |
If anyone have an idea...
Thank you all very much in advance!

Here's some forest & castle levels made with the editor. Feel free to doodle with it :D
To play BBS levels in Voxatron, go "play" then "bbs levels" - simple as that!
And to upload your own levels, go to the Voxatron page on this site and "Submit a Level".
All the level data is stored as a single .png image file so you can post levels freely on the interwebs & wotnot.

Hi everyone,
I am excited about Voxatron, checking blog everyday, looking forward to alpha and I have a question regarding that matter.
But firstly, let me note that I am from Czech republic, have learned my english at school and on the internets, so sry if I hurt you language sensibilities.
Voxatron is undoubtably a game with potential. I think that the difference between it being a great and godly game could be in the approach to user content.
You see, the posibility to create your own worlds is probably the reason many of us are here, but this function has two problems, that are usually not widely acknowledged.
First is, that there are not that many people, that are willing to create a thing so big and devote so much time to it, that it is really worth downloading by others. The second problem is, that there usually is still so many of these people and their great mods, worthy of playing, that the field is very fragmented and orientation is difficult, more so because some of the mods are the wishes fulfilling kind, that are not making the game anymore challenging or interesting.
I saw this situation in the Fallout 3 and vegas modding communities and I think that it is a expression of a general function. The problem here is preciselly in the fact, that each modder is there on his own and can only pull off a project of certain size. Also ordinary people would love to make a few maps, but are not going to finish big projects. And I see that the biggest loss are the people, that would love to devote themselves to a certain element - lets say map building, but are not interested in others, scripting and vice versa.
I do not think this is necessary. I think we are by our human nature able to work in communities, I think many of us like more to take part on a huge work, than doing ourselves something mediocre. Why did we not than already, unite in any way, on other occasions? The problem is in distribution of authority. Basically, there is a need for somebody that would make this happen, take care of the project and responsibility, manage the people, someone to become the authority on this.
The feeling of entitlement to authority comes from two things. Either from your certainty of ability, earned by experience in the field, that makes you someone who knows what he talks about, or by being a bit naive and submitting to your ambitions, blind to the problems and responsibilities. But people who have the first kind of authority do not usually aspire to lead, because it is really not worth it in the end.
And even if they wanted to lead a bigger project, they still feel to be on the same level as others with same amounts of experience and so the field is still a ecosystem of competing works.
Words like authority and management sure sound lifeless and no fun at all, but they do not have to be. In this instance I think there could exist a hierarchical system of management, that would be fun for everyone and would allow even a guy that wants to devout fed dozens hours to playing with the editor a chance to be a part in a big work, widely played, a small part, but still a meaningfull one.
Because playing with editors is fun, but in the end it feels a bit meaningless, if you do not reach the level of complexity, that makes it interesting for others.
The solution of the problem lies in an act, performed by the creator of the game, the highest authority, that would divide the responsibilities between people that want them and give them official support. Only by this act, there could be an effort, to make something that stands alone above others, even if wacky and chaotic and strange. the point should be moving the competition into the work and limit it, instead between projects. The point should be making one chaotic user created project, instead of users creating singular projects in chaotic unregulated environment.
The only challenge is to invent such regulating frame, so that it ensures maximall efficiency of integration of user submitted work, while leaving maximum freedom to imagination and intentions of the user.
I in no way suggest, that people should be dettered from working on their own project. The whole point is creating a environment of work on singular project, very helpful and open to newbies, so there would be a chance to make your work count and supported from official authority, so it would grow quickly and could become a leader and growing project.
The idea of freedom in creating has its limits, it can be a misleading one. We are never fully free, we are humans limited by our abilities and time and other things. We can only feel the joy of accomplisment only if our work is meaningfull. The intention of leaving maximum freedom to the users is noble, but would be a waste not to give a meaningfull alternative to those, who do not need really that much freedom, that need help but can also help others. It would be a waste not to send a message that if you want, your work of any kind is welcome in an official project under the management of experienced people, for a price of abandoning a bit of freedom you can not really use.
There are numerous question about how this structure of work would be best organized, but there is something that has to be made clear first.
The official support is necessary. I do not think, that I am a person that could pull this off even with it. So the problem has to be understood, acknowledged and dealt with, or judged as unimportant and forgotten about. The responsibility/authority is held by the author of the game.
And so, this is my question. How will the user submitted content work? Completelly free of organization? Is it a good idea?





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