Title: enchant: heart's dungeon
Version: Final
Type: Adventure
Difficulty: 2.5/5
features:
a big map with lots to explore
shiny bosses!
optional collectables (health and sword upgrades, code decrypter, special hearts)
code system! (thanks zep)
story:
sequel to the catridge enchant, it occurs inside the protagonists psyche, the whole of the database door (the one you see on the title) is yet to be uncovered, the story will be completely revealed only on the next cartridge.
[b]notes:

Title: Cube Fusion
This is a project I've been working on for a little while. I will make some changes based on the feedback I get and then post the final version. You won't be able to play this in the editor. There are some glitches that prevent you from going forward, but if you reset the room it usually fixes it. I've played through this 2 times, so all the doors should work correctly and every room can be completed.
I made the game so you can't jump or pick up any cubes, so if you can there is something wrong.
I made this to experiment with puzzle ideas and discovered that there is infinite possibilities. Please try to use the ideas I came up with in your levels or create all new puzzle concepts.

Recently I noticed that a certain item that I placed as a prop is not really supposed to be so, but I place lots of them and when I try simply to change the type of the object the game actes like the id doesn't exists, I mean, it doesn't exists as a prop but as a monster or an animation is there, I wish to know how could I make the replacement without having to place all those objects again.
I need to do so for various reasons, like the mob placement (it differs from the prop placement wich is side to side) and how it can react.
please help me here, I thank you in anticipation

This is a short demo level involving some ninja-like (robot like? robits?) guys I built.
The focus of this level was to play and learn the new modifier system.
What's there:
Blue ninja - runs real fast. Basic guy who follows the player. As they take damage they eventually reach different crawl paces. This was a feature for each ninja. At 2 lives it's crawl speed 1 with crawl animation 1. At crawl speed 2 the movement speed is lowered and the animation is changed once again.
Red Ninja - shoots a single bullet. At crawl speed 1 the bullet speed is slightly lowered. at CS2, the bullet speed is lowered and will be lobbed at the ground (you have shot the ninja a few times by this point.)
Green ninja - red, but with spread. The spread decreases with the crawling speeds.
Black ninja - faster and spawns two blue ninjas after a few hits, otherwise exactly like the blue ninja.
The levels were quickly designed, more or less I was just hoping for feedback on the enemy mechanics!


ok, so I didn't quite liked the new sistem really, using the same name was still better than giving each animation a group number.
anyways I'm having some problems with monsters and it's modifiers right now, like, triggers that are not supposed to happen and modifiers with a given time that never ends.
the first example was when I was trying to create something like a floor that when you stepped on it, it activates and then, after a given time it flies and at a certain height and after that it pursuits the player.
my idea: a colision modifier to one of the sides of the mob(1), then it triggers a colision of jump (2)and then another one to follow the player(3).
it happens that when you put the mobs together (no matter how many) and they collide side to side, after a certain time all the monsters are activated, but only from the second modifier and after, I dunno why, so I think it's a bug.
there is another one where I want a monster to shoot bullets after a certain animation, the animation works finely, but the bullets keep on shooting forever, and if I make a certain amount of burst, it stops and does not repeat aftewards when the animation starts again.
here is the sample (the good side is: no door bug!)
[box=ffeedd]

Hi Zep,
After the last update an inconsistent bug occurs with the default player spawn. If you don't or do place a player spawn it will spawn inside voxels instead of dropping from the top the screen or showing up on top the voxels. This sometimes happens even when you have a player spawn.
Also, the boss I made in Journey the East is broken. Something is going wacky with the emitter and bullets and it causes major slowdown.

Hey All
Voxatron 0.2.8 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.
0.2.8 is mostly another bug fixing update. If you've been away for a while, check the 0.2.6 update post to learn more about recent features.
This update includes water displacement, and a bunch of fixes for monster editing functionality. Here's the water in action:
I've updated the monster editing tutorial to reflect changes in 0.2.8. The only tricky difference is that instead of using labels to group animations (e.g. 'body'), they now follow exactly the same rules as modifiers. That is, each item has a standard activation controller. This can be useful for doing things like starting an emitter shortly after its containing modifier has been activated (e.g. trigger: parent, t == 240). You can also use it to daisy chain animations together without needing to wrap them in modifiers, using the activation controller's NEXT attribute.

..that doesn't sound right.
Polygon.com came to visit earlier this year to talk about Voxatron and Lexaloffle's newly evolved cafe-form. It's more of a personal story than about development (it was originally for their "Human Angle" series) but I think does a nice job of introducing the direction of the project that I haven't really talked about much yet outside of BBS comments. That is, treating Voxatron not just as a game but also as a platform for creating programs that can run on Voxatron's display.
So, a long time ago, I made a Legend of Zelda dungeon object set. It was okay, but I could've made it better. Then, I forgot about Voxatron. Unrelated to that, now I've spent hours making Lego-style building block objects, that can be used to build anything real Lego-style blocks can. Flip 'em upside down, and they actually resemble a Lego-style block on the underside as well!
In this is a object bank that contains standard size bricks, both normal and thin "plates", that can be stacked to equal the height of a single normal brick. You can build with them, obviously, and easily make a copy of each color available due to them being single-color. You may have to manually set the Z axis location to get some of them to mesh properly due to the "studs" on top, but it shouldn't be too difficult to figure out.
If I feel like it, I might make packs to accompany this in the future, like sloped pieces, plate pieces, stuff like that.

I found this interesting voxatron thing, while I was trying to make a cube that could destroy walls when close enough
but my logic is diferent than the game's, I actually made some transparent voxels with the negative ones.
no crashes happen when playing with this, I searched for bugs but nothing that I could see but I did not found any use for it either.
you can see it in action in this little level
to finish it, just find all the keyblocks

so, I need to know the players group and, if it's 0, how to change that, cause I want to do a mob wich can only be killed by its own bullets
also, when will voxatron add variable to the game, ones wich we can change so we could make something like a two sided story, without using an enormous number of rooms, thanks.
looking foward to everything, bye!

When I try to test my level in the editor by hitting 'p' in the last room, the game crashes. I have a feeling it has to do with a long animation, because that's what I was working on when it crashed. The game doesn't crash when the animation is not rotated, but when rotated by 90 degrees the game crashes.
Edit: It only seems to crash at the 90 degree rotation when I have paint solid enabled, so that's probably around where the bug is.
Here's the level:
Please let me know if there are any temporary fixes! I want it to work in paint-solid mode if possible. Thanks.

Title: The Reaper's dungeon
Version: Final (needs testing)
Type: HacknSlash
Difficulty: 4.5/5
5 bosses and a duneon with 2 floors! this is the Reapers dungeon!
So, this is a level for play, no storyline, the level is divided between heaven and hell each one with it's monsters, hope you like!
It was made before zep's tutorial so it has only my assumptions about bullets modifiers and stuff
some bosses are only damageable when they are with a diferent color, stillo only takes damage when you jump on it's head.
preview:
This time with its own map!
Edit: zep could you please take a look at room 121? there is a bug there that the portal doesn't spawn
Edit2: since the key at room 121 is bugged the door to one of the bosses is unlocked
Edit3: I noticed another bug at room 121, even witouth the key the portal doesn't spawn if you go from room 0 to there, but if the player spawn directly there at the beggining it works! why is that? I tried replacing the portal but no help.

[edit: updated to reflect fixes in 0.2.8]
This tutorial will show you how to make a zoib from scratch -- a simple monster that chases the player and occasionally shoots out some bullet patterns.
You can see some slightly more complex versions in action here:
Introduction
Monsters in Voxatron are represented as special folders that contain the monster's parts, along with a set of attributes given to the monster. Other objects are represented in a similar way -- for example, an animation is essentially a folder of frames. The monster's folder can include any combination of animations, modifiers, emitters, and anything the monster might emit: bullets, pickups, and even other monsters.






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