ok i recycled thread
game crashed while viewing list of bbs levels
voxatron 0.1.4
windows 7 x64
latest ati drivers
Faulting application name: vox.exe, version: 0.0.0.0, time stamp: 0x4eb1ce61
Faulting module name: vox.exe, version: 0.0.0.0, time stamp: 0x4eb1ce61
Exception code: 0xc0000005
Fault offset: 0x00050bd6
Faulting process id: 0x280
Faulting application start time: 0x01cc9bebb0b5f7f2
Faulting application path: C:\Program Files (x86)\Voxatron\vox.exe
Faulting module path: C:\Program Files (x86)\Voxatron\vox.exe

I added a few levels to the game! :D If you have already played the first few levels, there is a hidden portal that skips to the newest levels directly behind the purple robot that is on the right of the gate in the first room.
Constructive criticism welcome. :3 (Also tell me about any mistakes I might of made, I already know I forgot music on the canyon level :0)
Edit: Also tell me if its too hard/easy, my goal if for it to be hard enough that one is near rage quitting, but is then rewarded with a win.

Right now the objects are hidden when they are not active, and they only appear when they are activated (by being triggered and by the timestamp).
But sometimes it's useful for it to be the other way around, and disappear when activated.
For example, it would be fun to make it so that the whole map starts disappearing as soon as you pick up some object and you have to run for your life to avoid sinking in the lava.
Another use for this would be for an object to disappear on activation when the player touches it (or gets close to it), as if it was an object that was picked up. We would need no more keys or apples to trigger events, we could make our own custom buttons and item-like objects this way.
Right now every possible puzzle has to happen in the same single room. You can't allow for the player to go grab a key or activate something in a room that can open a door or trigger a change in another, different room.
I think that a nice way to enable this in a way that's consistent would be using global object groups. Groups could have a "global name" property so that groups with the same name are in fact the same group, even if they are in different rooms.
When an object in a global group is activated, wherever it was, the active status would apply to all the objects in all the rooms that have the trigger set to "group" and are from the same group.
Something like this would be very useful for dungeon/maze-like kind of levels where you can go back and forth exploring the branches searching for a trigger or an object that will help you in another part of the dungeon. It would also allow for some kind of inventory, as the level will know if you did pick up something (or got next to it at some point).

Hi there,
Before someone would do the same, I thought: Lets post it!
It's a Work-In-Process, so not finished yet.
I have no idea what to do with it monster-wise, I'll work on the moving objects first :)
For now, it stops when all the aliens went one down.
Ideas:
- Aliens coming down - (One done)
- Small blocks when you shoot a 'bunker' or an alien - I tried, it sucks
- Longer duration - Working on it
Ideas? Anything?
Please post!


This level is a quick tech demo of a project I might work on if I get enough feedback.
Its basicly a survival game with a background HUD. The System Runs of apples as trigger buttons, I may later make it keys but can't be bothered to re-do it right now. It has 3 waves and a bonus on the third one, there was going to be a boss, but when I made the boss spawn after the third wave was over, the second wave of things would not spawn, I re-did the logic and still had the same problem and I don't know what is causing it. There is one thing though, due to the way the logic works with the 'NOMON & TIME' button spawning, you must kill all the enemies as fast as possible or it will stuff up and spawn the buttons and all the next waves at once.
NOTE: This was done in about 2 hours due to 2 unsaved Crashes and a failed save. I did it just to see if it could be done.
- Flatgub

I've started working on an adventure set in the Aperture Science labs, -so far I have a couple of battles orchestrated, some working portals, and some working laser turrets.
I'm uploading it here because I plan on adding a bunch more levels, with increasing complexity and difficulty (the current levels are fairly straightforward). I want people to start playing it now and offer constructive criticism & feedback. I'm also afraid that someone will put out a portal-themed map that is far better than what I have before I finish it... So please play and comment!
edit:
Added several new rooms today (which include lasers travelling through portals and extending bridges :o :o :o). I think this means 1.1?
edit:
1.2!
edit: Complete, with GLaDOS confrontation, Chell character skin, and two alternate endings!

After browsing around the forums and Youtube a bit, I noticed nobody had started anything showcasing some of the community levels. Figured I'd start up a series of videos to playthrough some of BBS levels. Couldn't figure out how to embed videos, so I'll just post the link :D If you 'wanna see a level featured, just post a reply.
Links: Quality will improve when the video is done processing :)
Episode 1:Gladiator Assault Quest (Jumbify) and The Typical Adventure (Le_Gars).






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