I like the way PC88 coloring forces creative dithering...
I took an outline someone else did and attempted the same sort of coloring style...this doesn't have 'tall pixels' but does follow the 8 colors only scheme of PC-88.
I used D-Pixed and layers using it's built in dithering patterns, alternating color/transparent spots in the two colors available.
This one was started from scratch. No intention of finishing it but uses tall pixels and was done using GRAFX2.
It's fun playing around with these methods of coloring...feels almost like weird printing press with CYMK style coloring methods...

Until the 18th of May, Show Me The Games is orchestrating a collective sale of 32 indie games. Show Me The Sales games include Voxatron (50% Off), Scoregasm, Darwinia, Gratuitous Tank Battles, and Offspring Fling. If you haven't grabbed a copy of Voxatron, you can get it this week for just $7.50 (along with a bonus copy of Swarm Racer 3000 Prototype).
The interesting thing about SMTS is that it is not run by any particular portal or distributor; all of the discounted games can be purchased directly from the developers. It has become usual and expected to buy games through some kind of store (e.g. Steam / App Store), and it's easy to forget that there was a time not so long ago when most indie developers didn't need to rely on such middlemen. Apart from allowing players to support devs without losing a big chunk of each sale to the reseller, being able to sell direct has a great influence on diversity and reduces the need to design games around potential sales channels. In other words, allowing indie developers to really be independent.
The current state of the market is not terrible -- it's still possible to sell indie games via channels that treat developers moderately well, and for niche games to find their audience. However, this could turn to custard very quickly and without warning! SMTG is just a way to fight back a little and keep the most indie-friendly channel alive and in the collective consciousness of indie game supporters. That channel is ... The Internet!
its worth it, the corners are the hardest part. It compresses flat along two different axis . go on, why dont you fold-a-hyperbolic-paraboloid
Animated tiles.
I also tried making my character an invisible voxel, but it didn't work for some reason. I copied and pasted the character from a different save. I thought it my be a useful idea, but I don't know for what.
A preview of local multiplayer. The co-op mode follows typical arcade rules: player bullets don't hurt and when one player dies the other is left to play out the game solo. Bullets push the players around quite a lot, so it pays to coordinate your efforts to some degree to avoid inadvertently pushing your comrade into hurty things.
Competitive modes are still on the cards but will probably deviate from the obvious approach of transplanting existing characters into a death-math scenario. Pitting the default robot characters against each other results in quite chaotic play where the best strategy is often to spam bullets and leap around randomly. It might turn out better to have quite a separate set of characters and rules for this purpose. In any case, it will also be possible to invent silly 4-player party games using the editor.

Hi guys,
I'm playing my way through Jasper's Journeys (version 2.15 - Linux - x86-64) and I'm stuck trying to get the third orb on level 14. I've found two so far before going into the first door. I've looked all over the rest of the level with the up/down keys and I see an empty space on the lower left of the level, under the door to the next area and to the left of the blue flower and the inn. My guess is that this is where the third orb is. Now I just can't figure out how to get into that area. If you start at the inn and go down and then to the right there are two blocks in the floor, one of which looks darker, as though it were a secret block. However, shooting this block doesn't open it.
Am I on the right track? Have I maybe hit a bug? If not, does anyone mind telling me the secret?
Ethan
This is exactly the format that Voxatron is designed from the ground up to run on: a 128x128x64 block of voxels. Until now the game has only been viewable on a virtual, simulated display that is projected onto flat screens. That is about to change!
Voxatron Table is the working title of a collaboration between Voxon and Lexaloffle. It is an arcade table supporting up to 8 players facing a volumetric display fixed in the center. The game is based on multiplayer Voxatron, allowing both co-operative and competitive styles of play. We don't have any footage to show yet, but I have mocked up this little visualization aid that shows roughly the format of the table. Unfortunately the mockup is also made in Voxatron, leading to a kind of Russian Doll situation -- the resolution of the real display is much higher than is shown here!

First iteration of my new temple level! I'm going to test out a bunch of things and see what happens! It's like a whole new game!






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