I want to hear you, what you expect on ace (part 2)?
So, I'm thinking of changing the character from ace to something closer to puzzlemaker, what do you guys think
the old little girl ace or something with a bigger head like the girl in puzzlemaker?
Here Is how the progress is about now:
| There will be lots of new boxes filled with modifiers and gravity properties!
The levels are harder and you will get frustrated lots of times there are stop rooms (the white ones) wich has an optional test for bonuses. all amulets (bonus points) are reacheable, can you get them all? the story is still a bit weird and uninteresting but I'm working on it! |
I also would like to ask zep how to post vibe videos here so I can make a quick preview of ace.
I though it may be a good idea to give more information about levels with this simple outline. The creator would post this for complete, near complete, or in-progress levels.
Title: The Long Journey
Version: 1.0
Type: Puzzle/shooter
Difficulty: 2/5
Creator of models, animation and mobs: “authors name and level”
Use or modify models, animation or mobs created by author: Yes to all

Here's a test arena for some more custom monsters. There are 3 types of Zoibs, and 3 shooting patterns.
Unfortunately the scoring is currently broken for custom monsters, so you can only play for completion. When you see the sushi, you're around half way there. Tip: don't use the pickups until you really need them.
Have fun! Let me know if you can beat it.
(note: you need version 0.2.6 or later to play this level)

Voxatron 0.2.7 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.
This is a quick bug-fixing update. For more information about recent features, see the 0.2.6 update post.
This version should allow all of the existing BBS levels to playable roughly as they were. Please let me know if you see something that looks broken that didn't used to be.
Changes in v0.2.7
Added: Object counts shown in debug mode (shift-P to play)
Added: Clamp camera to room edges button
Fixed: Facing control not shown in monster properties
Fixed: Lava cold-start
Fixed: Emitted bullets not inheriting team value
Fixed: Size field shown for non-props
Fixed: Multi-spawned monsters stuck outside of room
Fixed: 2-way door not colliding
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.






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