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hey zep thought it would be cool to give deshn a legit liscenced version of voxatron seeing as hes doing such cool levels and contributing.

so if you think deshn deserves a chance then vote! heres what zep said about it.

zep

::
Hey deshn, I appreciate the contribution you've made to the fledgling Voxatron community, and I'd be glad to give you a copy. However, it is a little unfair on other users who have financially supported the project.

So, here's how we'll do it. Everyone in favour of gifting deshn a legit license, say aye!

(Edit: btw, put some blank space after to avoid the 'message is too short' error)

14 comments


I think only the old players will remember ...
But after a while I had been promised a new game ...
Too bad it'll never do it because I do not have the original voxatron.
If anyone remember me, leave a comment.
Special thanks to Ladybug.
who did that I created my games
Goodbye Zep maybe I come back to play this game someday.
When I have some money XD.

12 comments


Hi I would gladly appreciate the one who can make me a horse model ( unicorn ) for my map, I've doing some for about 2 hour and none are even a bit looking like a horse.

I have 2 model in mind:

  • a standing horse ( standing on his 2 back leg ).
  • normal horse.

If one can do this for me I'll credit you for sure !

3 comments


Here's an idea I'm playing with for 0.3..

One of the concepts I want to communicate is that the Voxatron Designer is for making whole games (or animations / shows / demos / playgrounds / music disks ), and not just Voxatron levels with a robot who goes around shooting monsters up. Also, I want to give people making carts the feeling that they've made something that has its own separate identity as a creation that can be shared. To do this, I'm playing with the idea of presenting Voxatron as a kind of virtual console (following more closely the pico-8 philosophy, which was supposed to be a mini 2d voxatron in the first place!).

This means that when you're browsing BBS levels, each one would be shown explicitly as a cartridge. The current BBS levels browser already kind of hints at this, but I think it could be interesting to go the whole hog:

[vine]hxvXmOBLJL9

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For those of you who dont know who I am, well check my maps :) I am a very old voxatron editor and I will make another huge map ! I have fully of free time and imagination.

Here are some of my ideas tell me what you'd like to see ( you too zep ).

  • lucid dreams( you are a guy having weird dreams )
  • the last unicorn( hunting the last unicorn Alive )
    -alone in the wild( you vs the wild )
  • hells revenge.( a sequel to my heaven vs. Hell )

All of those are ideas that will contains 100+ levels ! And all custom monsters! I have trained with the new editor and I am ready to build ;)

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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

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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).

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16 comments


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.

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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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6 comments


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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11 comments


..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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19 comments


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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11 comments


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)?

3 comments


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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