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I'm attaching a screenshot of what I would like to have show up in-game but doesn't because there's disconnect between the voxels...

Is there a way to get diagonally adjacent voxels to be 'connected'?

Or am I required to model this differently? I wanted to have a walkway that can be walked under (along with the stairs).

edit: I'd also like a to feature request ability to change the properties of voxels regardless of their color and possibly their 'destructability'. I.E. number of shots/required power to do damage to the voxel as well as voxels that allow actors to pass through them but are affected by weapons/damage so you can create tall grass, for instance.

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I'm curious about Voxatron's renderer, considering it's software-based and does full-on 3D representations of voxels, instead of the point-cloud type of representation. Is it just a basic scanline renderer and is being fed quads/triangles that make up the cubes, or is it some sort of raycasting algorithm?

I only ask because I'm trying to formulate a cross-platform renderer of my own, and Voxatron looks bloody amazing. I appreciate whatever I can get. :)

Thanks in advance!
J

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Testing out the new exporters coming in 0.2.2. Voxatron currently supports .pov, .obj/.mtl, and .txt (raw data), and either the current voxde item or an in-game scene can be exported.

This scene was exported as a .pov and rendered in POV-Ray (click to bigify)

Next update coming on Monday! [ ^ _ ^]

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日本語版はここをクリックしてください!

It's that time again! If you're planning to take part in Ludum Dare 48 hour game dev event and are near Kichijoji/Tokyo, drop by Lexaloffle HQ (Pico Pico Cafe) with your laptop! The cafe will be open to the public until 23:00 as usual, but after that I'll also keep it open until 4:15am both nights for fellow LD night owls.

:: Ludum Dare 48 Hour Game Development Event

Join us for Ludum Dare #25! Ludum Dare is a 48 hour game development event that happens online all over the world. People take part either solo or in groups to make a whole game in just 48 hours, based on a theme that is provided at the start of the event. There are no prizes, except the sweet glory of making something and sharing it!

[ Continue Reading.. ]

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Hello,

I recently recieved a link to a key to download Voxatron. The page has a key to redeem and a box to enter an email address. However, when I hit "submit" I get an error saying "Fatal error: Call to undefined function addslashes0() in /home/lexaloff/public_html/redeem.php on line 35." How can I download this game?

Thanks!

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Cart #6805 | 2012-11-29 | Embed ▽ | No License

Here's my arena level. It's basically same as the beta version I posted a while back. It's a small arena style level that changes as you progress.

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Hey guys! I'm back!

I've been away for a long time, but I really wanted to share this with you guys. A while ago a friend of mine got involved with a student game-development project for school, and he asked me if I'd like to do some music for it. Of course I said yes (despite the lack of pay), and this is what I came up with:

Stained Glass Viking Chiptune OST

Give it a listen if you're so inclined, and I'd love to hear what you guys think. It's looking like the game is never actually going to release (it's been many months since I heard anything) but at least I got the experience of making some music. =]

~GnomeSlice

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Cart #6793 | 2012-11-17 | Embed ▽ | No License
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Summary:

The Earth is being invaded by aliens from outer space! Only you, pilot of the lone mobile suit, can penetrate the alien's fortress, defeat their overlord and save the Earth! Go! You can do it~!

Creator's comments:

My Pièce de résistance, if you will and toast to 2.1. :] Tried to explore the use of 3D space and built in functions. It's a little difficult, especially towards the end, but possible - because I played through it! That doesn't mean there are no bugs, though.

Nine rooms in all, each room a little different than the last. Danger in every corner! And in space! Will you survive?

*Gundam is owned by Bandai Entertainment Co.

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Cart #6787 | 2012-11-12 | Embed ▽ | No License
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Cart #6781 | 2012-11-11 | Embed ▽ | No License

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Cart #6779 | 2012-11-11 | Embed ▽ | No License

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Made the last room possible (deleted the stiltmen elephants and aliens. also made it so there is no requirements to leave)

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Cart #6774 | 2012-11-10 | Embed ▽ | No License

This is my first level, please, don't be harsh.

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Cart #6771 | 2012-11-10 | Embed ▽ | No License

ready for flying bombs

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So let's say that I would like to play/download a map/game on this
Do I have to pay for the full version? D:
PS: the graphics are amazing from what it seems

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Cart #6764 | 2012-10-30 | Embed ▽ | No License

I have been working on my level some more, its going slow trough.
It now have a name and I will also include a version number, I now got the absolute intro just to make you understand your motives (the intro is "maychangestuff" so it may change).

I would love critics on what could be done better or stuff I shoud put in (its super early stage).

If you want to comment my bad english you also HAVE to put in something more about the project too in the comment (I'm from Norway and my english grade isnt my best :P (derp)).

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Hello,

It might be cool to have another type of empty floor, that instead of killing the player, acts as a door going in a different room. The same could be done when reaching the ceiling.
To work correctly, the player would have to be created at the same x,y coordinates and keep the momentum from the room it is coming from.

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I am in the middle of the development of a rather large project. I am trying to recreate the island from Zelda: Link's Awakening. However, I'm having a bit of a hard time due to some limitations.

  1. Height Limit:
    My greatest issue is the height limit. As far as I know, the max is 48, which is very limiting for some rooms where I would need to build much higher. For now I have been able to find ways around the issue, but it takes much more time. Could we have that option to increase the height?

  2. Field of View:
    Also, even though we can increase the size of a room (horizontally, at least), it doesn't show all at once (limit on FOV). I understand this might be due to maintain a good performance in any computer. But could we have, in future updates, an option in the video settings that would allow to alter the range of voxel rendering? That would be awesome, and we could then choose the best setting that our hardware could support.

  3. Views:
    The editor has 2 view modes "orthogonal view" and "perspective view". However during gameplay itself we can only play in "perspective view" (we can move the camera up or down, but not change the type of view). The sets I'm building look awesome in orthogonal, and even though they still look good in perspective, it would be awesome if we could change between them. Can we have the option to alter the view for gameplay in next releases? :D

  4. Zoom:
    Now that were at it, it also be awesome to change the zoom of gameplay - which allows to make the voxels and sets look smaller (Things look so cool in miniature! :D )
    Also, another small issue, is that the zoom within the editor only zooms into the center of the room and not to where we're looking. Having that option would also be a great help during editing.

P.S: Of course, I don't know anything of programming or about the inner workings of voxatron, so excuse me if this suggestions seem too demanding. Well, I can dream... xD

Thanks for the excellent job so far, zep! :)

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Cart #6737 | 2012-10-20 | Embed ▽ | No License

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Cart #6734 | 2012-10-20 | Embed ▽ | No License

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