The new keybinding options are great, but they're a bit lacking. If you have a keyboard that can't register a lot of button presses at one time, it can be a problem. Sometimes you might find moving diagonally, shooting diagonally, and trying to jump all at the same time. In that case, you'll be pressing two movement keys, two shooting keys, and the space bar, 5 keys, it can be too many.
8-way controls make things easier. Here's how to set it up.
I'll use the numpad as an example. Now, in order to make this work, you have to give each shooting direction three different keybindings, but luckily we can do that! Here are the bindings:
Shoot Up: Num-7, Num-8, Num-9
Shoot Left: Num-7, Num-4, Num-1
Shoot Right: Num-9, Num-6, Num-3
Shoot Down: Num-1, Num-2, Num-3
You'll notice some keys are bound to two different directions, but this is on purpose. For instance, Num-7 is bound to both Shoot Up and Shoot Left. Num-7 will make you aim Up and Left at the same time, so that makes you shoot diagonal Up-Left.
You can set up the directions like this, too, if you want, but it might feel a little weird if you're doing it over on the letters on the keyboard.
I tend to get really long winded, but I hope this helps someone!

So, I noticed a lot of you are eager to start working on your own, custom Voxatron characters but don't really know where to start. I felt the same way too. Luckily, I overcame the learning curve and I'm here to make sure the same thing happens for you!
First of all, let's explain how custom characters work.
A custom character consists of 12 frames (frame 0 to 11). Each frame has the size of 15x15x16 voxels.
Frame 0 - neutral, not shooting or equipping the sword and armor.
Frame 1 - shooting, right (your character's right; your left)
Frame 2 - shooting, left (your character's left)
Frame 3 - sword and armor, neutral
Frame 4 - sword and armor, swipe 1
Frame 5 - sword and armor, swipe 2
Frame 6, 7, 8, 9 and 10 - your character's legs. I'll explain how this works below.
Frame 11 - sword and armor, drops. This is what your character will drop upon taking damage and losing the sword and armor and is purely eye candy.
*your character always swings the sword from right to left, so keep that in mind when working on these frames.

| The Post Of Development |
Genre:
A non typical futurist adventure.
The Beginning
It is the beginning of a story, a developer is searching their all creations in the world, this work is commissioned it to a machine and his assistant, but it is not an easy job, because the world today is very dangerous and the only transport is traveling in a cyber world.
Difficulty: Easy/Normal.
Length:Long(Coming Soon)
What have the map?
- Teleports
- Dungeons
- More coming soon...
News:
[hidden]+ Change name to "The Small Machine".
The First News:
- Add custom character and grass.
- Remove Dialog Box.
11/16/2011: - The Room 2 has been Re-designed.
- Add One new Room.
12/22/2011: - I'm Delete the monsters of all rooms

Just a simple city-level I have in the works. I think some of my models (The buildings/Roads) might be a bit big as Vox sporadically crashes and I need to save a LOT as I work. Making the rest after I post this, Is just a completeable test of the blocks assembled into a map. The lil' blue bugs are supposed to pop out of the mouth of the huge ones when they appear, But sometimes they spawn around them instead.

The finished levels will be interconnected by the doorways which will spawn portals when each room is cleared, And contain more furniture as I get to making them. I know the buildings block a lot of the foreground action so I tried to make enemies spawn only where you could see them. Maybe in the future some kind of transparency can be added to the blocks. (Hint, Developer! :D)
[B]LATER EDIT:

Read title.
I used to play with WASD, Space, and the numerical keys to shoot wherever I pleased without having to spend time and space aiming with a mouse or manually by stopping to look. The latest update removed the bindings for diagonal shooting so this has really hurted me in particular, and I suspect other people who got used to that control scheme might have this problem as well.
I humbly ask for the diagonal shooting bindings to be implemented into the config screen.

I'm just wondering about the legality of making levels and characters based on things like tv shows, movies, etc... Is that "allowed"? I'd love to see some Simpsons/Family Guy/South Park etc.. levels/adventures get made. I know there have been mods of other games based on IP's like these (Simpsons mod for Quake 3), so I'm assuming it's all good.
?
Hey Zep I wonder if you can tell us what you are working on next and how the basic stuff will be implemented so that we can already start building level objects and stuff until the features we need are released. My questions are:
How will it be possible to link weapons/behavior to the player character/actors?
Maybe you should create a competly new index called missiles that can be linked to either items (-> pick up weapon) or directly actors (standard weapon like the peagun). Properties for missiles could be speed, ofc appeareance which you can set in voxed as usual, starting coordinates, direction, etc.
I just wonder what are your future intentions and how you gonna implement it while still keeping things simple in clean. For example I can understand that you wanted to implement the char editing asap but they way it is located as 6th vob isn't really intuitive and I am sure it is rather a placeholder thing.
Also a key feature I personally need asap is removing stuff after a set amount of time. The biggest task will be keeping things simple and intuitive.
Version 0.1.5 is now available! The most interesting change in this version is that it's now possible to create your own character graphics for a particular level. Once you update, here's a level to try it out on:
(it's also in the BBS LEVELS menu)
I've just discovered that 0.1.5 breaks vob loading. So, if you need to load any vobs in the editor, you might want to wait approximately 6 hours for v0.1.6, which is a quick patch to fix this. So much for my fail-safe testing procedure. [~ _ ~] ROBOT DISAPPROVES.
In the meantime, you could try drawing over the fox in this level (vob number 6). Or there are some notes near the end of vox.txt on how to set up a character from scratch.

laohu_ily
is posting a link to a fence website. They make fences lol. what that has got to do with voxels i will never know. UNLIKELY TO BE THE RIGHT TARGET AUDIENCE. Im playing voxatron mmmm might buy a fence now... dont think so.....
laohu_ily
::
wire mesh
Welded Wire Mesh
welded mesh
P#3777 Posted at 2011-11-09 22:15

[ #3804# ] -- Guess it breaks the code.
Well, I wanted to fight 400 on those weaklings. Apperantly they are stronger than I thought. So right now if you survive for 1:30 minutes, which shouldn't be that hard you can easily win. I think I'll make the survival time longer in a while... maybe?
Because I found out it's not as hard as I thought. Only 2 bombs :) Which I think is way too much as I've managed to beat it without using 'em. Maybe I'll set 'em for 4 minutes or something if someone wants to explode the level after beating it.






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