Hello, i would like to make a simple post that i need a support, now i recently purchased a Humble Voxatron Debut, then i downloaded Voxatron and running the game... the problem is:
"Brutal Lag while is fullscreen"
Yes, it's bigger lag it looks like 1 FPS but more like frozen screen that's really unplayable to me, but it's only fullscreen, there a exception about the window mode goes everything is fine, it shows 50 FPS text is from options panel. It's not big deal.
My PC specs are:
Intel Pentium Dual Core 2.0ghz
2 GB Ram
ATI X1600 PRO Radeon 512 MB
Windows XP 64 Bit Pro (Windows Server 2003)
That's all
My regards,
Ivan

v0.1.6 is a quick patch to resolve some show-stopping problems with v0.1.5:
- It's possible to load .vob.png files into separate slots again
- Linux Users: the game now uses your system's version of SDL by default. This should resolve the missing sound & bad performance issues in 0.1.5. If you still have trouble with performance, trying setting "opengl_blit 1" in ~/.lexaloffle/Voxaton/config.txt
The main new features in v0.1.5 are the ability to add new character graphics to a level, and filter/favourite levels in the BBS LEVELS menu.
See the post for v0.1.5 for more details
There are already a couple of levels that show new character graphics. You need to update to the newest version to be able to see them (check your Humble games page).

In case you missed it, the Humble Voxatron Debut now has a total of 7 games. 3 of Lexaloffle's earlier titles have been added to the lineup, and 3 guest games: Blocks that Matter, Gish, and The Binding of Isaac. You can download them from your Humble games page, and as usual all updates are free, cross-platform, and DRM-free.
Jasper's Journeys is an adventure platformer I made with my brother Jumps (who did gfx & map design), and Dr. Petter (sound). We originally released it for DOS in 1997, and later reworked the whole game and released a Windows & Mac version in 2008. And it's still in active development! (More on that soon). Jasper is an old-school platformer that doesn't shy away from being challenging, and generally [i]videogames

I originally tried to upload this level under a different named, messed myself up, then decided to make a couple minute aesthetic changes I'd forgotten to and re-upload it again. So, yeah. The objects are ones I made, inspired by the Zelda series. It's kinda short, and doesn't throw anything amazing on the table. It has a beginning and an end, though. :3

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.





2 comments

