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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.

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..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.

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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

Cart #7724 | 2013-08-23 | Embed ▽ | No License

to finish it, just find all the keyblocks

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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!

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[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:

Cart #7645 | 2013-08-11 | Embed ▽ | No License
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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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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

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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:

Cart #7608 | 2013-08-06 | Embed ▽ | No License
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ok ... I'm halfway through my game (for voxatron)
Do you prefer the deshn ... escape and save marria ... release it and go to the end (combat with boss)?

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I'm producing a new game (for voxatron)
He will tell the origin of Deshn

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Well .. I'm leaving the voxatron ...
because I was hired to design a game ...
Sorry to my fans (if I have any)

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Hey All

So, I'm finding the prospect of free-form monster design pretty exciting, and managed to feature-creep 0.2.6 all the way to what was going to be the 0.2.7 feature set. Sorry about that, level designers! (And people hitting the BBS levels room-zero bug). Here's a quick preview of what's coming in the form of some silly test monsters showing examples of modifiers, emitters, custom bullets, particles and new triggers.

These octopi are made by emitting particle animations from the head so that they look like solid tentacles.


Using periodicly triggered modifiers to implement regular jumping.

Disco blocks -- collision events trigger the blocks to change their animation, with a separate warm-down animation when they are no longer touching another actor.

Circling the player.

A monster that contains a randomly triggered modifier that causes him to be physically taller, walk slower, and emit bullets from a hat.

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In the spirit of Voxatron, I created ANSITron for Petitcom on Nintendo DSi. Here's a short video of me trying to play it through an iPod screen and keep from dying and keep the game in center frame. Hint: The results are me playing extremely bad! Basically, it's Robotron done in ANSI characters available stock in Petitcom, thus really 'blocky' movement of everything. There's only 4 kinds of enemies and 10 specific level designs before it generates random levels until you get a game over. 3 of the enemies (Green, Yellow and Red) are destructible. The Grey enemies are not. They wander around seeking to destroy diamonds, which are your bonus points (and each one you collect doubles in points, so grabbing as many as you can without dying will net you some extra men!). The 3 destructible enemies just move towards you faster and faster. Depending on their color, they take up to 3 hits to destroy. If you touch anything other than a diamond, you lose a life. My highest score was around 500k and I got to the 13th level. There is a bug that causes it to crash randomly and I could not find it because it doesn't show up until after about 30 games...very hard to track!

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Hey All

So, it looks like 0.2.6 will be ready next week. It features the first appearance of modifiers -- a general purpose tool at the core of Voxatron's scripting engine. I've been using them recently to create conditional monster behaviours and attacks using custom bullets and emitter patterns (these will also be available in 0.2.6). I'm really happy with the way modifiers have turned out, and I'm sure level-designing people will learn to love and hate them in equal measure. There's also another dev diary on the way which has the gory technical details.

In the meantime, here's some papercraft Voxatron by @jitterworld that is currently staring at me. Check out some of his other papery stuff here.

(Those drawers are around 25cm across -- it's not a giant life-sized thing)

Finally - if you're in Tokyo this weekend, drop by the Lexaloffle office on Saturday, because I'll be testing out some experimental 4-player Voxatron code on the unsuspecting public, along with a preview build of Towerfall and the newly released and splendid Monaco. For more information, see Pico Pico Cafe's Indie Games Night page.

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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...

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[Jerry Maguire Voice] SHOW.. ME.. THE SAAAA-ELES!

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!

>>> View the games on sale.

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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

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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.

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An abstract action game made for LD48#26. The theme was "Minimalism".

Press SPACE or Z to start. Move with cursor keys or WASD.
To complete each stage, merge all of the dots including yourself.

(Wait to load and then click for focus)


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This is something I've been working on for a while and have hinted at a couple of times, but can now finally post some solid details! Yesterday at NY Tech Day, Voxon showed one of their first working prototypes of a volumetric display called Voxiebox; a cuboid light field that can be viewed from any angle.

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!

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an earlier poster a little more simple and slightly gothic.

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