The new emitters are fantastic, and although they have many uses it seems that they are limited to rather regular motion. It would be nice if options were added to randomize the emitted particles movement a bit, such as for drifting tufts of dandelion seeds. It would also be nice to have another form of movement in the options to allow for constant force, useful if you want an emitter to ignore friction on one axis, but not the other.
This update has been fantastic and has inspired me to make another level, something I haven't done in well over a year. Keep up the good work!

Thank god you did not fixed those bugs up to now, it would take even more time to release the new build
So, the first one is about lava, the lava in a room starts still, not like before when there was all those waves since the beggining
I made a video on vine to demonstrate but I have no idea about how to place it here.
the second is about water, now that we have transparent voxels we can see that the player doesn't actually mov in the water, since it is not a surface it wouldn't obviously move, but I think it needs to be an exception, also, there are not all those effects that the old water had before, no waves when you stand or move, or even sometimes when you jump! it looks more l\ike a fancy glass than water. also, custom mobs can't go 1 voxel up when pushed but they still can do it while on the ground.
just that, thanks in advance and keep doing a great job!

Hey All!
Voxatron 0.2.6 builds are now up, and will shortly be up on Humble Store (check the version number in the filename). 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
0.2.6 contains a lot of new tools for creating custom monsters, bullets, emitters and players. The custom player editing is half finished, but I left it in there in case anyone wants to play around. I'll post a tutorial on how to use the new features tomorrow, but for now, here's a demo level that includes some example monsters:

I've been updating a level I made a while ago called The Last Dragon with animations and a finished story. I updated it as Journey to the East a while ago, so this will be the new title. There's a short video of some updates I made. The game will be extended and have an epic boss battle with the emitters for the 2.6 update.
Could you add a door that would cause the player to appear in a random room? The reason I'm asking is because I thought it would be cool to make a roguelike, but of course it would only simulate one. However, the random door would need to block one time exit doors. It may be a confusing addition for people to find uses for it, so it may not be a good idea.

Hi Zep,
Would you be able to add a few options and change a monster behavior.
-
The pickups have a "collect once" box. Can you make a "spawn once" for monsters and "play once" for animation for when you re-enter a room(play once is an option for animation but is overridden when you re-enter a room)?
- Can you tweak the option for "chase player" so that a monster will start chasing when they see you? I think some of the original monsters have this behavior.
If you have the time to make these additions I would really appreciate it. I've been building a story off and on, but I'm waiting for the emitters. I've been trying to learn some programing as well.

Title:
Version:1.0 and 1.3.2
Difficulty: vary
Single player
obs: this level is an update to the 0.2.7 level "enchant" (now a broken cartridge, due to updates) which is still there because somewhere in this bbs there was a html test with the old version of voxatron (that I couldn't find the link) and I'm not sure if removing it will be okay to that.

So, the level wich I'll soon post uses voxatron editor as it is possible, and I can't use the editor at it's maximum potential witouth noticing some bugs, and I'll list them down here:
Item placement
The item placement needed for the level is not quite the exact thing, the real object in the game (with an static animation) is acutally a few inches appart from the position it should be.
Snow covering the void
I believe this one explains itself.
Not working portals
It seems like the wrong placement actually also happen with some two-way-portals making it impossible to go from one room to another.
that's all for now, hope this will be fixed soon but I would like a way to contournate that before 0.2.6
the ways I found:
Making two way portals with normal portals, using the character position works, since the normal portals doesn't have that bug.
don't place snow on void levels.






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