http://tangible.media.mit.edu/project/inform/
whaaaaaa, what is this ? ...interesting stuff. Its kinda voxatron inverted seems a little clumsy, but give em time to perfect it. The other projects are cool too! Lots of interface ideas.
I am new here, and this is my first level. I have experimented a lot with the Voxatron editor, peeking into other people's levels for instructions and inspiration (Because there isn't a tutorial video on how to make a monster shoot bullets! :P) and eventually made this!
This is a four-level demo showing off different types of enemies to fight, and I have to warn you that the boss is kind of buggy, I feel this may be fixed in the 3.0 version of Voxatron, but for now that would be the best I could do.
I hope you all like my idea!
EDIT: As a kind person let me know, we shouldn't fill up the BBS with useless WIP levels, so I am just going to edit this thread every time I have an update.

I realize it's been quite a while this was on Humble Bundle, but I didn't think of getting an account and redeeming it here until now. However, whenever I try to do this, this pops up "This key has already been redeemed!".
So I checked if I already had an account here, but none of my emails seem to be registered either, so that's not it.
Obviously I don't NEED to redeem it here, but I think it's still a shame that I don't even have an option at this point.
My question: is there anything I can do or am I just too late?

0.3 is a special number to me; it's the version of Voxatron that I internally take to mean 'Voxatron is now also a platform'. The aim of 0.3 is to round off a complimentary set of tools and engine features for making levels and whole games that don't resemble Voxatron beyond utilizing Voxatron's virtual display format. The machinery to do this covers around half of the project. Crafty users have already made some wonderfully surprising levels, but I think the difference will be 'How shall I make this in Voxatron?' rather than 'What could I make in Voxatron?'.
With 0.2.10 taking shape, and destined to serve as a kind of beta for alpha 0.3 (does that make sense?) I thought it might be a good time to give you a look slightly further into the future. And also wave my hands around one more time before you can actually try 0.3 firsthand and try to convince fleeting blog-readers how cool it will be.
[h3]v0.3 Features

Trying to set up the keys for a controlpad in Voxatron 0.6.9 and it says 'Hit up to 4 buttons and hit enter" so trying to set up my stick.. It reads the buttons but it doesn't recognize me hitting ENTER to set it. Am I forced to enter 4 directions on a controller per button? Bound to run out of buttons at that rate..
If there's a way to do this via a INI file or such in the meantime I'm all ears.
Running v0.6.9 on Windows 7, 32 bits on a USB Saitek P2600 Rumble pad.
EDIT: In fact earlier versions had no issue setting the controller, But this is the fist time I've attempted to install it since switching from Windows XP to Windows7 so maybe it's platform-specific bug?

Title: Misfortune
Version: 1.0
Type: Hack n Slash
Difficulty: 2/5
This level is originaly a test level for monster behavior that I was going to use on the reversed fairy tale but I already developed it as a whole diferent thing.
Is called misfortune because ironicaly you play the level with the sword of fortune only, so if you get hit once is probably the end for you.
yet, this game is pretty easy, exept for the final red rooms wich are actually a challenge, some level you won't have a weapon at all and the boss fight don't even need a weapon.
I like this concept and it's shooter equivalent will only be released at 0.3 (its a bigger project so I need to work more on this one)
please enjoy, and consider this a preview for the monster behavior at reversed fairytale and a gameplay preview to this future yet unnamed level comming soon
So, for some time the bbs its been inactive
so I have an idea to talk about with all of you voxatron players.
I have lots of work in progress projects that I am working on, one of them is the legend of zelda moon dungeon,
which I can only bring to the bbs when the game allow an inventory sistem, so there is a proper use of bombs. the monsters are almost done and soon the maps will be too, but the project I want to share here is this one
sublime
this one is more of a little experience than a game, the paintings are the main points here and the map I prepared is simply huge so it will only be released on the bbs after a while. That's all I can say for now, if anyone wants to help with the plot, or anything else, you are welcome to join.
the idea here is to share our WIP projects that are not ready to share on the bbs on this tread, it can be anyway you want, I'm not the one who make the rules here. So please share your projects, ask for help or even comment another one!
I thank your participation in advance. please keep this going.

Hey all
I'm currently working on Voxatron 0.2.10 which will serve as a kind of beta for v0.3, introducing custom players and various supporting functionality. This will bring the engine quite close to being feature-complete minus lua scripting. I've been mainly occupied by engine / voxde stuff for around 2 years now, so this is a very exciting prospect!
I was hoping to do a more intermediate update, but it looks like this is going to be an all or nothing situation and I've decided to make the jump and cram everything needed in there. So while I get this together, let me give you a quick preview in case it changes your approach to any work-in-progress levels.
Custom Players and Weapons
Apart from finally being able to define custom-sized players, you'll also be able to add emitters, animations and modifier control similar to monster definitions. Modifiers can be activated by legacy conditions (shooting-left) or by buttons (host.button.shoot). To support this, there will also be some provisional way to collect pickups in an inventory that can activate modifiers that express the pickup. For example, collecting a 'blobgun' pickup might auto-wield and replace a 'fireaxe' because they are in the same wield-group, making it an arcade-style pickup. (Later it will be possible to collect multiple weapons and choose between then rpg-style).

Title: Metal Gear Voxel
Version: 0.1.1
Type: Tactical Espionage Action (a little bit of everything)
Difficulty: 2/5
After many, many hours of work.... It's a few minutes long.
The first stable landmark release of my Metal Gear tribute, Metal Gear Voxel. Inspired heavily by Metal Gear Solid 3, I've done my best to "voxelize" the graphics, style, and gameplay of Metal Gear Solid in Voxatron to create a fun fusion of the two games. At this point, I've completed work on the Virtuous Mission portion, which I believe is a good point to rest, pause, and get some user feedback on the level so far. I highly appreciate any feedback you have to give!
Thanks for playing and have fun!
UPDATE V0.1.2 (1/15/14)
+Intro cutscene added
+First boss added
+Corpses added (they bleed when you push them! :D)
+NPC Gallery added
+minor gameplay tweaks
Be sure to check out new updates!

Title: Locks
Version: 0.8
Type: hack n' slash
Difficulty: progressive, imprevisible and unbalanced (that's why its a wip)
another dungeon level, made expecially for the little robot from the adventure mode!
I don't have much of the will to balance this one but I'll try
the boss, when hurt gets really fast, so if you change the room size to the standart (128)
you can see that he goes trough the level walls, just like the dragon, yet, it's not supposed to be like that.
Edit: first room was impossible due to timeline
first, it seem that if you give a certain time for the item to disapear and the player doesn't take the item in time, the points simply go to the score when the item disappear, I don't think thats what supposed to happen
monsters that are locked in the z axis when on a void room simply spins around on the same place (only tested on monsters that are on the air)
If I want a certain item, or group of items to disappear at a certain point of the timeline but, some of them are only activated by the player (whenever he wants) what do I do so they don't stay when the time is over?
there is also a monster (which I'll post soon on a level) that gets away from the room when at a really high speed (5) and yet, a weak gravity (o.2/-0.1)
why a monster can only swich its gravity in the middle of the air twice when I change the option of "collide with ground"?
thats all for today, thank you for the answers zep!
Edit: I'd like to add that this room on the picture has an impossible puzzle because the monsters can't move on the red area

So here I have the LATEST UPDATE to the Lonely Voxel! So much hype, coming from me!
I've just added a few more areas thanks to little time and/or inspiration.
An idea that I implemented in the end is a simple HUD editor deal. Thanks to Draw In Screen Space you can move an animation up where the HUD is, as everything besides props can be put 15(?) voxels above the editing area, though they can't be seen until the level is played.
It can't be used for health or anything (unless you have a REALLY intricate boss) but can be used for "quest item collection" like the Spiritual Stones or key items. Or you could change the font, add vines on the weapon box, name weapons, many possibilities.
I also found exploding enemies neato. 

日本語 fullpowersideattack.com ブログ投稿!
If you're at the Tokyo Game Show this weekend, please swing by the Indie Games Area (Booth 9-C7) and pay us a visit! Lexaloffle is teaming up with FullPowerSideAttack.com to run a booth on Saturday the 21st and Sunday the 22nd of September. I'll be there on the Sunday to show Voxatron (of course) if you want to say hi, and nanmo-san from FPSA will be there both days demoing the adorable physics platformer, TorqueL.

why is this level not opening anymore?
(I removed the image)
fixed, it seems that I only have two versions of voxatron at the same pc,
so I used the outdated one and it happened like that
all is fine now
there is also a bug that I found where a modifier activates when a monster
is on water, and when the monster jumps to a solid ground it glitches and activates the modifier
making water appear where there was a voxel, you can see it at one of the rooms here
edit2: it seems that when I do a trigger of a modifier like host periodicaly and then give a certain number, but then, change it to none (to be triggered by another modifier) it keeps the old trigger, why?
Hey All
Voxatron 0.2.9 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.
v0.2.9 is an incremental updates that includes fixes to keep the BBS levels (mostly) functioning in the wake of underlying engine changes, some improvements to activations controllers, and a couple of new base types for fun (jelly, mud).
I've removed the experimental player editor for now, but it will come back in 0.2.10 in its completed form, at which time we can finally ditch the "_char" hack (Woo!)
This is also the last build that the existing doors and save game system will appear -- I'm aiming to have proper custom doors and full world state saving finished in 0.2.10 to go with the new player editor.
Some quick notes about activation control:
- you can now optionally type a 5 character (or less) string in the group field instead of a number.
- you can choose if the component is reset each time it is activated, or continues -- e.g. if you want an animation or emitter to continue from the same state it was last at.
- shift-P to play in debug mode, you can use '





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