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Cart #6087 | 2012-04-16 | Embed ▽ | No License

its fixed

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Cart #6084 | 2012-04-16 | Embed ▽ | No License

looks pretty good

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Cart #6079 | 2012-04-16 | Embed ▽ | No License

enjoy

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Cart #6076 | 2012-04-16 | Embed ▽ | No License

link char

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Cart #6073 | 2012-04-16 | Embed ▽ | No License

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Anyone doing Ludum Dare next weekend?

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Here are some characters to replace the default black squares shown for BBS users with no icon.




[ Continue Reading.. ]

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Cart #6061 | 2012-04-13 | Embed ▽ | No License

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Cart #6057 | 2012-04-11 | Embed ▽ | No License

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Cart #6055 | 2012-04-11 | Embed ▽ | No License

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Cart #6051 | 2012-04-09 | Embed ▽ | No License

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Cart #6049 | 2012-04-07 | Embed ▽ | No License

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Hello, I'm kinda new to Voxatron and I am a bit wondering.. In many levels, your sword of fortune doesnt drop when you get hit, you just lose HP instead.. How to set this on level editor?

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[This is a series of posts on the development of Voxatron. The game is available in alpha form and buying a copy entitles you to all future updates. There's also a development plan and a FAQ]

Voxatron Team Size Doubles

Until the first alpha release of Voxatron I had been working mostly solo. Usually I like making games this way -- keeping every aspect of the game in mind and letting ideas from different departments interact with each other directly without the pesky need for inter-human communication.

The scope of the project grew somewhat from the original design however, rendering this approach impractical due to the volume of work. Especially in the area of modelling and level design; the planned game world of 1.0 spans a number of environments that all require attention to detail. What Voxatron needed was someone whose aesthetic sensibilities were aligned such that I could treat them as a bionic brain implant. And who could turn out great stuff like a freaky wizard.

With these things in mind, I'm very pleased to welcome Anthony Flack to the project, who is probably best known for his clay-animated games. Mr. Flack will be helping out with level and model design along with additional demo worlds that will ship with major alpha releases. He has already been pushing some serious voxels (pictured) for a sci-fi themed level designed to show off the new features of 0.2.0.

[ Continue Reading.. ]

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Cart #6070 | 2012-04-15 | Embed ▽ | No License

Some pieces of furniture, more to come.

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Tried both with radeon driver and intel driver (both uses mesa). If I enable both 2xAA and Splots, the game turns to a bizarre bluish color pattern.

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It's been a HUGE long while since I've been here.

sorry for the massive inconvenience!

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Cart #6008 | 2012-03-19 | Embed ▽ | No License

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Cart #6006 | 2012-03-18 | Embed ▽ | No License
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A Puzzle

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Ohaiyo zep - i had a funny thing happen when i died with five or so aliens firing the death rings at me. they kept firing but because i was dead (maybe) the rings became very slowed down and looked like little swarms of bees. It is a great looking effect and i wondered if you will have a particle system for non-active particles, to make smoke, mist or swarms of bees/butterflys that dont need to interact. or just bounce away when touched. anyway i couldnt think of any cool extra things to add except for simple two frame animations. for example to make a object with a flashing light or a step that lit up when you stepped on it. anyway none of this is that important just a few thoughts!

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