I added a few things to the BBS:
- Support for arbitrary text (e.g. html tags <b>like this</b> are not filtered out anymore)
- Unicode support ˁ˚ᴥ˚ˀ こんにちは!
- Security improvements to reduce spam and future attacks
- Image and formatting widget now insert at cursor position rather than at the end of the text
- Fixed bug when editing the head post of newly posted thread would sometimes fail to submit
- Limited image sizes so that they don't push the side of the page out
The [code] tag now looks like this. Spaces are preserved, so it's now possible to post source code..
uint32 vox_rand()
{
m_high = (m_high<<16) + (m_high>>16);
m_high += m_low;
m_low += m_high;
return m_high;
}
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Welcome back to another edition of Voxatron's development diary. The game is available in alpha form (with access to all future updates) here. There's also an updated development plan if you'd like a broad feature-centric summary, and a FAQ.
Recently Voxatron has been going through a kind of annealing process; many sub-projects jostling for position as it becomes clearer how they interact with each other. I've collected a large wishlist of engine features and gameplay ideas, and now the goal is to gradually boil the whole thing down into something that is technically possible and creatively in self-agreement. The temperature is getting a bit cooler now, and it's clearer what form features will take and which ones will get squeezed out.
So, here's a run-down of some of those sub-projects in roughly the order that they'll show up in future updates..
I'll go into a bit more detail about this side project in the next dev diary shortly, but here's another sneak preview of the LEX500. It's a fictional low-res machine designed for hacking out little games quickly and sharing them on the BBS. The resolution and data storage size is quite limited to encourage making something small and interesting.
I'm planning to have a fixed 16 colour palette (including transparency) to further prevent extra work the designer might feel compelled to do. This screenshot is just a test for the palette, showing an example game scene and different ways the 16 colours can be used together. If you have any gripes about the palette, let me know soon!

It came to my mind how cool would it be to having statues of enemies that would come to life when we came close enough. I don't know if anything similar has been done before but I went to try it myself, as you can see in this test level.
It doesn't look too bad, but the animation has not many frames, since that would require much more work. Also the animation itself is complex to set up on the room as it is, let alone with more frames. Still, this serves to show it is possible, and I believe we will certainly have options in future versions to make stuff like this with a simple process.
note: also, to make the frames/props appear instantly, put 2 in the "instant" box. Thanks for the tip, Zep :)

Hello everyone!
I'm currently working on an animation that triggers upon reaching close, and that then transforms into an enemy. In order to to that I needed however to make the prop disappear before spawning the enemy in its place...
So far I've been able to use the negative voxels to make the prop disappear, but the problem is that the negative voxels themselves have that "spawing animaton" like every other prop, so intead of the prop disappear instantaneously, it erases just the bottom half, and then the top half falls to the groung due to lack of support.
So, in short, what I mean is: is there any way to get rid of the "spawning animation" of props? I tried putting values on that "instant" box, but that doesn't seem to do the trick.
Thanks in advance!
Hello, once again everyone! You may have seen my previous model of Link from Minish Cap.
Now I have tried to make Link of the GBC version!
I was trying to make it look like in the game the best I could. So instead of trying to go 3D immediatly - which ends up looking different -, I tried to put its 2D sprites together, and was playing around to see what looked best and experiment...
... so I ended "joining" the sprites together, so it would look better and more compact. Of course, this means the character willl always have 1 or 2 black lines over it the entire time... But still looks very cool!
And finally...

I WAS MAKING A CHAIR FOR NEW LEVEL. But i made a mistake. I tried to undo, but the DOWN PART OF CHAIR DELETED! Then i tried to redo but THE EMPTY SPACE CHANGED to strange block or cube with many colors!!!
I repaired the chairso it was looking like this beforte the "BUG" (and after the mistake - one side is higher than second) - the picture of repaired chair is AT THE BOTTOM OF THE POST.
GUYS PLZ CAN YOU EXPLAIN THIS BUG OR GLITCH???
COMMENT IF YOU KNOW WHAT IS THAT OR IF SOMETHING LIKE THAT HAPPENED TO YOU


Hey there people of Voxatron My name is F|FTH, I'm a really big fan of this game as you can see i spend a lot of time trying to make popular models. So i come to you with one question, what would you like to see me make? simple say it and I'll make it. (with in reason.) has to be something i can make over night. After it's complete I'll put a link where you guys can see it in action. So what's on you're mind?

Hi, everyone! You might have seen my post earlier today, with a model of Link from LoZ the minish cap...
Well, I just spent a few more hours making it into a Fully Playable character! AWW YEAH! xD
I tried my best at making a bow animation for the shooting, and sword animation that looks fluid. I'm actually very surprised at how cool it looks, considering I've never made anything like this before!
Enjoy and feel free to use it in adventure maps ^_^





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