Hello, I hope this is the right place to report an issue I ran into with voxatron.
I was trying to get it to play in a reasonably sized window, as opposed to full screen. However, the only resolutions listed were:
1680x1050 (native), 840x525 (huh?), 800x600 and 800x480. So I have either to play in full screen or a tiny window. Something in between, such as 1280x1024 window would be nice.
System specs:
x86-64 (Intel Core i7 Sandy Bridge @ 3.3GHz)
Arch Linux x86-64 (rolling release, so no version number)
AMD Radeon HD 6850 (using AMD's binary driver: catalyst-11.8)
PS. The 840x525 one displayed graphical corruption in the form of "random" mostly horizontal black lines all over the picture...
Regards,
Arvid Norlander

Hey,
I made a model, placed it on a 255x255 level and it seems alright in the editor but as soon as I click play the level seems cut off and only the lower part of the model is rendered/shown in the level.
Second strange thing is that I placed ONE model but it seems as there are two models in the actual level.
Heres a screenshot of what I'm talking about.
Is it a bug? Am I doing something wrong? Apart from this the alpha is really cool :)

To start with, I like this game very much already. If it can become popular, I'd expect to see some amazing creations and minigames made with Voxatron.
Now, after jumping into it I have a few things to say:
~ Pressing left or right arrow keys on the BBS Levels page will crash the game.
~ While I played Adventure, using Arrow Keys to move and X to shoot, my character somehow got stuck in the right-facing position shooting bullets. I couldn't turn him anymore without restarting the game. Might just be a keyboard problem on my end, but I don't think so.
~ For the cursor-fire mode, add a little cursor or crosshair of some sort. It would be very nice!
Also, how are updates distributed for this game? I'd like to get in on whatever great new features get added.


The game consists of a voxel and map editor, along with an arcade mode and a sample world ("Adventure Mode") which shows some of the things you can do with the current editor. In fact, all of the adventure mode was made with the editor (except for the dragon boss, which is a bundle of quick hacks). I've spent most of the development effort so far making sure the editor is powerful and easy to use. After a few hours, there are already some nice custom maps springing up in the BBS, and I can't wait to see what kind of whack things will come out of it.
[b]Where to Now?

This level is really just to use my Ditto model, and also it's my first level and the one I used to learn how to use the level editor. Challenge comes in when you're on a small platform with four monsters, before being thrown into what is essentially a voxel-based bullet hell. And then finish it off with a bang!

Love the game! Two quick questions. How will future updates work? Are you going through steam, or a email system? Second any future update for some twin stick action. I love the game, but if I could use my second stick on the 360 controller it would make an awesome game even better!
Thanks, looking forward toward the final version.
PS: Start a Voxatron facebook page!!!

Using ldd, i can see that on the 64bits of voxatron:
linux-gate.so.1 => (0xf77c4000)
libSDL-1.2.so.0 => /usr/lib32/libSDL-1.2.so.0 (0xf7708000)
libGL.so.1 => /usr/lib32/fglrx/libGL.so.1 (0xf761e000)
libc.so.6 => /lib32/libc.so.6 (0xf74a3000)
libm.so.6 => /lib32/libm.so.6 (0xf7479000)
libdl.so.2 => /lib32/libdl.so.2 (0xf7474000)
libpulse-simple.so.0 => /usr/lib32/libpulse-simple.so.0 (0xf746f000)
libpulse.so.0 => /usr/lib32/libpulse.so.0 (0xf7421000)
libpthread.so.0 => /lib32/libpthread.so.0 (0xf7406000)
libXext.so.6 => /usr/lib32/libXext.so.6 (0xf73f2000)
libgcc_s.so.1 => /usr/lib32/libgcc_s.so.1 (0xf73d4000)
/lib/ld-linux.so.2 (0xf77c5000)
libpulsecommon-1.0.so => /usr/lib32/libpulsecommon-1.0.so (0xf736f000)
libjson.so.0 => /usr/lib32/libjson.so.0 (0xf7367000)
libdbus-1.so.3 => /lib32/libdbus-1.so.3 (0xf731e000)
libX11.so.6 => /usr/lib32/libX11.so.6 (0xf71e7000)
libxcb.so.1 => /usr/lib32/libxcb.so.1 (0xf71c8000)
libwrap.so.0 => /lib32/libwrap.so.0 (0xf71be000)
libsndfile.so.1 => /usr/lib32/libsndfile.so.1 (0xf714d000)
libasyncns.so.0 => /usr/lib32/libasyncns.so.0 (0xf7146000)
librt.so.1 => /lib32/librt.so.1 (0xf713c000)
libXau.so.6 => /usr/lib32/libXau.so.6 (0xf7138000)
libXdmcp.so.6 => /usr/lib32/libXdmcp.so.6 (0xf7131000)
libnsl.so.1 => /lib32/libnsl.so.1 (0xf7118000)
libFLAC.so.8 => /usr/lib32/libFLAC.so.8 (0xf70ca000)
libvorbisenc.so.2 => /usr/lib32/libvorbisenc.so.2 (0xf6f51000)
libvorbis.so.0 => /usr/lib32/libvorbis.so.0 (0xf6f26000)
libogg.so.0 => /usr/lib32/libogg.so.0 (0xf6f1e000)
libresolv.so.2 => /lib32/libresolv.so.2 (0xf6f07000)
Can you see, there is a lot of lib32 dependences, works fine on 64bits system because I have installed ia32libs, but without this package, Voxatron isn't working. Can you recompile Voxatron to 64bits with 64bits dependences?
Thanks.
BTW, some intentions to try Desura?

The controls right now are kind of clumsy, with the movement keys doing double duty as movement direction and firing direction. Why not have them like Smash TV/Binding of Isaac, where you have four keys to shoot in the four cardinal directions? One good adaptation would be to allow diagonal shooting by pressing two keys together, which those games lack.






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