Grab it from your Humble Voxatron Debut download page (the link you received earlier by email still works for all foreseeable updates).
New in 0.1.4:
Added: Configurable controls
Added: Mouse aiming crosshair (well, actually it's a single voxel)
Fixed: Drifting character bug
Fixed: BBS LIST incomplete / crashing on last page
Fixed: Sound switching off permanently after failing once
The controls are now in one of 3 modes:
- keyboard
- keyboard+mouse
- joystick
You can only use one mode at once, and each one can be customised separately.
The default mode is keyboard, so if you like playing with ASDW+mouse or joystick, you'll need to switch it back on in the options->controls menu.
If you're wondering why the game doesn't show up in your 'My Games' page -- Humble Bundle and I don't have a unified system for handling users yet. Sorry about that! We'll sort something out before too long.
Thanks everyone who emailed me with bug reports and feedback. I'm a bit behind in responding, but I'll get to you all eventually..
The next things I'll be working on are:
- Display/Sound bugs (hopefully 0.1.4 will fix some of the no sound problems)
- Improving the BBS (search replied-to posts, sub-categories)
- A way to organise/search the BBS levels list
- Mac PPC support
- Multi-frame model editing (in preparation for character editing, and for fun)
--
EDIT: How to update:
Just copy or install 0.1.4 over the top of 0.1.3 and your existing player data will be picked up and still work. It should be pretty safe, but if you want to back up you can find it here:
Windows: C:/Users/Yourname/AppData/Roaming/Voxatron
OSX: /Users/Yourname/Library/Application Support/Voxatron
Linux: ~/.lexaloffle/Voxatron
The player profile files are called player_1.vop, player_2.vop etc.










Hey All
So in between checking out some of the splendid user-made levels that are showing up, I'm working on an update that should address a couple of the most pressing problems. If you have any work-arounds for these, or additional issue I've missed please add them in a comment.
Coming in the next update (v.0.1.4):
:: Controls
Does no-one like cursors+ZX anymore? No? ok, so instead of trying to standardise the controls and design around that, I'll instead make them as configurable as possible. There's a new menu in OPTIONS coming in 0.1.4 which lets you assign keys, joystick movements, button presses, mouse clicks and mouse movements to the 10 different actions the player can perform:
move(x4), jump, shoot, directional shoot (x4).
:: Drifting -- character constantly runs up/jumps etc
It seems this is caused for a variety of reasons. Some systems are reading the mouse or the accelerometer as an uncalibrated joystick input, or there is a joystick device present with no physical counterpart, or one of the many keyboard keys assigned to a particular action is incorrectly registered as pressed.
The way I'm doing the new configurable keys will fix the vast majority of this. You have to explicitly enable each device as an input (keys / mouse / joystick), so if there is anything giving off ghost signals it won't affect the game.
[b]:: BBS LEVELS crash on page 2









Hi,
i think i found a bug that makes the main character jump forever.
It happens in windows only.
Here is how to reproduce it:
0) start voxatron
1) using the proper option enter in windowed mode
2) gain focus on another window
3) return to the window of Voxatron and start the game
You should see your character jumping and jumping and jumping and...
Mr.Pelo

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?









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!!!




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?




It has been a while now since the first preview trailer for Voxatron came out. At that time it quickly became apparent that I should recklessly suspend everything in my life to make this game, and apart from a couple of months clambering out of contract work and some other minor distractions, I've been hacking away on it non-stop since then. It started as a cut-down arcade game to alleviate my long-burning desire to make something set in a virtual display cube, but is now growing back into the potentially expansive adventure game it originally came from ("Felix and the Firebird"). It looks like it will grow even larger and absorb much of the design of Felix.
I don't yet have a fixed schedule for the final release as the design is still evolving. But what I do have is a very playable alpha that will be available shortly for anyone who's keen to pre-order the game. The alpha also includes a map and voxel editor with which it is possible to make almost everything you can see in the following trailer:










Anyone who upgraded to OSX Lion and plays games made with SDL might have noticed a lot of programs crashing all over the place recently. Including mine. The problem is with SDL's fullscreen support using code that is no longer supported in Lion.
It looks like there's a new stable version release on the horizon to address this, but my solution was just to use an opengl surface instead:
SDL_SetVideoMode(0, 0, 32, SDL_FULLSCREEN | SDL_OPENGL);
And then update a single quad texture using glTexSubImage2D each frame. It seems to be reasonably fast on modern macs.
If you're a registered user, you can get the Lion-compatible versions here:
https://www.lexaloffle.com/games.php?page=my
Another minor feature in these updates is the ability to get a larger window in windowed mode. You'll have to manually change the configuration file to do this though. Look in ~/Library/Application Support/Game Name/config.txt (Mac OS X) or C:\Program Files\Game Name\config.txt (Windows) and change large_window to 1. This will give you a window scaled up to 960x720 for all games.
It's been so long since I played CC, that I forgot all the "cutie things" you can do, e.g., send my solutions; find a solution; etc. I just entered the BBS for room 38- easy and found my own solution. I'm stuck there, but I can't read my own solution.
I high-lighted it, then press "ctrl+c" but now I have no idea what to do with it. There's a "clipboard", but honestly, I don't remember where it is, how to access it, enythin! It's like if I were playing CC for the first time.
I appreciate any help given! Thanks!

I love writing tools. There's always one more nifty time-saving feature to add and the constant promise of the whack things you're going to make with it. Lately I've completed a fairly intense block of tool development and am reconfiguring my brain to shift back into creative content-manufacturing mode. So now might be a good time to show a few things I've been working on. Also to confirm to RSS subscribers that the feed is actually working (first post!).
Most of my tools are quite hacked together and behind the scenes. Voxatron's sound synth designer, music mixer, BBS code for sharing and previewing levels, and my trusty sprite editor are all gangly monstrosities that noone else should be exposed to. The thing I'm most excited about is the Voxatron editor, which is starting to feel like a user-friendly piece of software. Rather than considering it a peripheral feature that hard-core users can engage with, I'm hoping to make it a central part of enjoying the game. It should be possible for an average player to plonk some monsters, items and blocks into a level and still have fun playing it. Here's an example room that took about a minute to make:








