Hi all, hi zep.
First at all, thank zep for this great game and thank for the editor, I bought your game for both :-]
The destructible environment is a great concept and its really used in the right way.
I modeled what will follow a few months ago.
I was really happy when I heard you're going develop an obj export.
Its not for playing, its just a voxel medieval scene :-)
I wanted to test the contrast between a "basic" voxel model and a photorealistic renderer.
I use Maxwell Render, a really powerfull unbiased renderer.
( HD version flash 1.6 Mo)
horizon view HD version

Okay first off, I just recently found and purchased Voxatron and it's f'n awesome. :) I love twinstick shooters and it's obvious that initial inspiration was Robotron (one of my all time faves) just looking at the title. Opening the engine for more in the future as well as the customization aspect is awesome (cause I like playing with voxels too).
Okay praise out of the way, two issues:
1.) The explosion sound of player death, BOOM! mines and barrels is cranked too high and distorts digitally in windows (not sure of other platforms). Even when you turn down the volumes (everything is actually about 30% louder than all other programs on my computer that generate audio) it still distorts so I'm thinking it's the internal mixing that's the culprit.
2.) What is the music format? I happen to know tracking and I remember running across the voxatron music showing it in tracker format...does it use BASS.DLL/support .xm/.it/.mod? If so, in the future will we be able to load our on music? There's actually a really AWESOME chip tracker called KlysTrack which does C64-ish chipsound generation and is really intuitive and fun to use (as far as trackers go) that I think if you asked nicely, you could add it to Voxatron for music support in the future. :)
Thanks!

Hi!
To help out with development, it's always good to report any bugs found.
To keep things productive, I'd like to suggest a format:
(Title)
(Date Found)(Build found)
(OS)(CPU)(Memory)
(Description)
(Steps)
(Screenshot/Video)
(Severity)
--- please make severity numeric (if you feel like adding it :) )
--- 1 = my game just shutdown / locked up
--- 2 = a feature (ex: jumping) stopped working, or is acting goofy
--- 3 = this just looks odd / typo
--- 4 = request
And if there are other factors that you think could help, please feel free to suggest / implement using them!

Hey All!
Voxatron 0.2.2 builds are now up, and will shortly be up on Humble Store.
If you don't have a lexaloffle account (Games > My Games) and would like one, see this thread.
To update from a Humble Store account, search your email for the download page link, or request a new one here
v0.2.2
Added: Animation object type
Added: Object paint modes: solid, empty
Added: Camera-independent objects
Added: Resource tree with folders / Objects referenced by global id
Added: Undo/Redo resource structure operations
Added: Load/Save any branch of the resource tree (replaces vobs)
Added: Select multiple custom objects and delete/copy/cut/paste
Added: Crate (for testing physics -- not exposed yet)
Added: Wider side panels and extra palette slots for future expansion
Added: Model Data Exporters (obj, pov, txt, png)
Added: Water Test
This update contains new resource management, tools for making animated objects, and model data exporters. Not much of the new code is exposed yet, and over the coming months I'll trickle out new object types (pickups, doors, players, monsters, music) and roll out the new physics (throwable, stackable, pushable actors).

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.

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
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! [ ^ _ ^]

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!
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!

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

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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