Note: you need to update in order to play levels made with this version (as they include new monsters etc).
How to Update
Use your Humble Store / Humble Voxatron Debut links. Search your email for "Your Humble Bundle order" or "Thanks for purchasing Voxatron". Alternatively you can request a new link here
Changelog for 0.2.0
Added: spiky weed, barrel of doom, hound, trioc, roach
Added: 2-way doors (green)
Added: use-once doors (blue)
Added: NODOOR trigger (true iff no blue doors)
Added: screenshot button (F6)
Added: base weapons: Sword of eternity & peagun
Added: _char properties: speed, jump, base weapon
Added: indestructible floating voxels
Added: voxel text drawing command
Added: help tips for items
Added: editor z-clipping, allow closer camera
Changed: navigator icons now much smaller
Changed: turned down maximum monsters limit from 8192 to 4096
Removed: rendering options (temporary)
Fixed: player can't shoot immediately after entering room
Fixed: player not hurt by frozen monsters
Fixed: thumbnails in timeline empty









[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.









[Note: this is a quick follow-up patch. Check out the changes for 0.1.7 here if you want to see what's new. Also check out the Development Status page for future plans]
How to Update
Use your Humble Store / Humble Voxatron Debut links. Search your email for "Your Humble Bundle order" or "Thanks for purchasing Voxatron". Alternatively you can request a new link here. Lexaloffle accounts still aren't integrated -- I'll post about that separately when it's ready.Changelog for 0.1.8
Added: turn on splot mode per-room by including _splot in room nameFixed: Loop of death when selecting joystick control without joystick plugged in
Fixed: BBS LEVELS search string input only active when the search menu item is selected
Fixed: Definable keys don't interfere with search string input







This was the "Bug Fixing Update" listed on the Development Status page. The page is now updated with a few small changes of plan -- moving exporters forward to 0.1.9 and some new features planned for 0.2.0.
To Update: use your Humble Store / Humble Voxatron Debut links. Search your email for "Your Humble Bundle order" or "Thanks for purchasing Voxatron". Alternatively you can request a new link here. Lexaloffle accounts still aren't integrated -- I'll post about that separately when it's ready.
Main changes:
Search
You can now search the bbs level list by author, title, or id. Select VIEW: SEARCH and type something in (e.g. the id number a level you want to play). If you want to search for a specific title or author, you can use "title:something" or "author:something".[h3]Joystick Detection







Hey there, this blog it's for created a list of the best levels of Voxatron, yeah, thats levels good, good mapping, good history and long. Currently there are not many of these in the BBS, but more maps will come out of dedicated users and imagination, apart from that pixel artists.
These maps have been selected to be original, have a good mapping, good story or a good pixel art.
List of the best levels for votes:
- Save Heaven - Created By BlindDevil Votes 1
- The Last Dragon "Test" - Created By D Votes 1
- The Quest of Elements - Created By le_gars Votes 1
- Psychedelic Adventure - Created By Failbot Votes 0
- Return to Castle Voxlestein - Created By Kilkun Votes 0
- Aperture Science Adventure - Created By le_gars Votes 0




What's that? You're wondering where the next update has gotten to?
Well I'm glad you aske.. LOOK OVER THERE! AN AUTHOR PLAY-THROUGH!
(sound of footsteps running into distance)
Today was the first time I played the alpha demo world for a while due to working mostly on non-gameplay related code. I was lucky to keep the sword as far as the lava levels in this one, setting up the scene for my favourite short-cut -- leaping from the top of the pole in the first lava room onto the platform with 3 red grunts and smiting them in one slash. Instead, I slipped and fell in the lava and then lost almost all remaining hearts in the subsequent panicked flailing. For your entertainment.









Here BlindDevil
Ok so I decided to make a clan called Motivation ...
The goal of a clan is to unite together poeple that have point in common.
Here my clan recruitement :
Like voxatron |
Here what would be fun:
Do a clan map
Before each made map say something like: MVN BlindDevil Heven Vs Hell ( MVN for motivation )
The goal for a clan is also to become popular and get respect from other player ;)
-- I need someone to know and know how to menage a forum ...
MVN BlindDevil --
If you want to be in, leave a comment, then I wil tell you If I recruit you or not :$


In the Voxatron control options menu, it's possible to reset the joystick controls to default. The current default values are simply the first two joystick axes (x, y) and the first 2 buttons. Directional shooting is ignored. This scheme is better than nothing, but it would be nice to automatically detect the type of joystick and set the default controls accordingly. There are many different joystick types and layouts, so it's not possible to do this without a bit more information.
Some of you have already posted your config.txt file for particular joystick configurations that were either a pain or impossible to set up. I'd like to go one step further and build a decent-sized database of good default control schemes for various joysticks. That's where you come in!
Joystick Test
I've made a joystick testing program that asks you to perform various actions with the joystick and records the low level events to a log file (log.txt). You can download it here for Windows and Linux:









This is the first post in an ongoing series detailing the development of Voxatron. I should probably do a separate entry bringing you all up to speed on the history of the project as it's already over a year into full-time development and the first prototypes were in 2004. But maybe more of you are interested at this point in what's happening with the planned updates. So I'll start with what I've been working on for the last couple of weeks.
Voxel Properties

The current version of Voxatron has just one type of voxel property: colour. Eventually it will be possible to give voxels or objects some other properties. Current candidates include: indestructible, super-crumbly, slippery, floating, bouncy, sticky, non-interactive, negaitve (subtracted from map) and hurts player. Although I'm yet to decide how to build these into the engine at a low level, they won't be too expensive cpu-wise and most of them are fun/useful for making levels so will make it into the final product in one form or another, even if they don't appear in the main game.









Hey everyone,
I'm working on making an affordable true physical voxel 3D display - no glasses, can view 360 degrees around objects - and am hoping to get game designers and game enthusiasts -- such as those who love Voxatron -- interested in the project. These things actualy actually exist, but most people have never seen them outside of hollywood special effects, learn more here: http://en.wikipedia.org/wiki/Volumetric_display --- Wouldnt' you love to play voxatron in physical 3D with chunky bits you can look around by moving your head instead of just staring at a 2D screen?
My partner has been building these since 1988 for museums and special displays and we are working to get them into hands of regular people to watch volumetric 3D video (voxies) and play voxel based games like Voxatron and Minecraft. Volumetric displays have traditionally been only affordable to medical research, oil drilling companies, and the military at prices from US$30,000 - US$150,000. Imagine a whole arcade setup with games built using the Voxatron engine --- but displayed so you could stand around them like campfire? The Voxelcades are coming! But you can get your own personal VoxieBox in the not too distant future ---
With the VoxieBox we are trying to debut a consumer grade display around the same price point as the MakerBot --- between $1500-$2500. Eventually we'd like to get that down to about $300-600 if we can get a high enough volume of them into production. We've got a number of working prototypes and will be launching a kickstarter.com project soon to show them off and raise money to get them manufactured. We want to get them into the hands of developers such as Lexaloffle and people creating 3D video and games with the Kinect so there will be lots of great things to hack around with and enjoy on these types of displays when they go mainstream.
If you're interested please leave your email at http://voxiebox.com so we can notify you when the kickstarter project is up.
Sean
PS crap, i hope this doesnt feel spammy --- apologies if it does!



