it all comes down to this little map.
most of the bugs are quite the same I had before (problems with switching gravity more than once in the middle of the air, flying enemies just spin around insted of moving on lava and void maps)
but I noticed the following:
a colision bug in the air:
the colision trigger doesn't activate when hitting monsters in the air, falling slowly or not,
the same trigger (lets say: colide sides) on the monster on the map simply is trigered when the player is on the top of the monster at a higher speed (why? I don't know)
also, is there a way to make the colision work with voxels? because the way it is now, the trigger only works with other monsters.
one more thing! the monsters on the map have an animation with a rendom starting frame, which doesn't seem to work either is that something related to what you said before about really thin monsters?
another observation: I have no idea about how to make the legacy triggers work, I tried but it doesn't looks like something can be done with it.

Ok so there's this modifier event called Button and then there's also Legacy, I try to create an enemy that will " Dodge " the player bullet when he shoots ( Just put a better speed like fro 0.8 to 1.8 and wander modifier for about 200 tics and a 500 tics cooldown ) but non of those seems to work ???
I tried all of them:
Legacy: Shoot L
Legacy Shoot R
Button: Shoot
Button: Shoot:Any
Helpzzzz please ? It's rare I ask help but heh if someone figure out !
Driftwood is a seafaring adventure that will take you across the great ocean and
through numerous islands to find the source of the tsunami that destroyed your village.
Planned features include lots of adorable character animations, a wave generator, and a rudimentary sea map!
It's a big project that'll require at least 0.2.10, so it'll take a lot of time, but
I'll work hard to make an excellent game.
P.S. Can someone confirm that the Kanji say "driftwood"?
Shadow, the most agile soldier the world has ever seen. Yet now, he is the world's last hope. Information about a doomsday device has been leaked, and only Shadow can stop it.
Level Rundown;
Level 1: Earth Temple
Enemies:
Soldier: Shoots bullets
Tank: Sprays fire
Level 2: Back Alley Brawl
Enemies:
Pedestrian: Passive
Mouse: Passive
Mobster: Shoots and cuts
Steroids guy: Tries to fist you to death
Level 3: Jensen's House
Enemies:
Mouse: Passive
Demon: Shoots fire
Level 4: Hell
[i]Enemies:
Demon: Shoots fire
Demon Child: Spits tiny fire
Demon Shrine: Shoots rings of fire

Im glad so many interesting levels and ideas have been floated and the 3d voxie box looks awesome, its only a matter of time till this stuff gets completed. And i think the world will take notice. My advice to any builders or ideas people, stick at it and be VERY patient. I have still posted not a single level because im super picky and my idea for a level needs certain things like custom bullets. I have completed a level but it has the same character which has NEVER featured and im amazed no one made one with that character yet.
thanks all and keep the evoxlution and ideas going!
The world is not as you think when your dead. Voxi, a dead man doesn't like the fact that the world is mapped black and white in afterlife. On his quest to save the afterlife boredom, he has to see what's over the rainbow; the only colored thing in this lonely world. He will have to fight the 5 god of color: Red, Yellow, Green, Blue, Purple. This is the only way to get this world color back.
| Title: Psychadelia Realms Version: 0.4 Type: Adventure Difficulty: Procedural Creator of models, animation and mobs:BlindDevil |
Here's a list of the monster you'll encounter:
[hidden]
-Pink Flying pig ( Easy )
-Devil flying pig ( Easy )
-Turret I ( Easy )
-Turret II ( Easy )
-Turret III ( Easy )
-Bunny ( Swarm )
-Giant Bunny ( Elite )
-Speedooo ( Easy )
-Creature ( Easy )
-Fairy ( Passive )
-Biohazarded Bunny ( Easy ) PS: Explosive suicide
-Giant Toxic Bunny ( Elite )
-Toxic swarmer ( Swarm )
-Qwack ( Elite )
-Deduplier ( Medium )
-Bad Fairy ( Swarm ) ---: Emmited only by bosses
-Nautilus ( Boss III ) Tips: Tactical positioning
-The Green ( Boss II ) Tips: Fight from a distance
-The Red ( Boss I ) Tips: Dodging skill needed
So, this may be isolated to me again, but I'm encountering a very aggravating glitch. I have monster modifier 1 (set to [periodic:600]) that plays an animation, then leads to modifier 2 (set to[trigger: none]) that plays an attack. The problem is the [trigger: none] modifier activates on its own as if it were on a random interval.
Here is what should happen (and does on occasion):
Monster is idle ([parent: active] modifier)
Modifier one activates and monster plays aiming animation, immediately leading to modifier 2
Modifier two activates and monster fires bullets while spinning
Monster returns to idle
Here is what actually happens:
Monster is idle
Modifier two activates, spinning monster without playing aiming animation
Monster is idle
I've played with the priority settings and the group settings, but neither seem to make a difference.
Every few times, the monster plays the animations in the proper order.
So why is a modifier triggering on its own if it is set to

| Hi, this thread is to honor some of the greatest map here, on voxatron in some categories. Everyone can participate. Post your level or just name it. If you think there's a better level somewhere else, let me know, I dont know every m user created stuff ! |
PS: all levels listed here contains custom monster / character. ( It means that previous version level wont be counted )
How it works:
Getting 10/10 is impossible, as it would be PERFECT. Even getting 8 is pretty rare ( It's a proffesional point of vue here )
Your posted maps need to have atleast Total of 16 points or more to be featured here. OR have 8+ points in 1 category
Gold First.
Silver Second.
Bronze Third.
[box=FF69B4]First case: Gameplay. ( How fun was it )
Second case: Graphics
Third case: Storyline. ( How the story is )
Last case: Creativity. ( Mobs are counted here. )
Hello people this is my first try at using different characters and I hope you like it.
Difficulty: Easy
Playtime: Took me three minutes
Item rundown:
Hot dog: 25 points
Burger:50 points
Cake: 75 points
Twinkie: 100 points
Salad: 1 point
Cookie: restores 1 life
Enemies:
Diet guy: Just runs around
Buff guy: tries to slam you with his muscles
Danger watches over the land... Evil is ridden though the paths of the Voxel World... The only thing to stop is to to... destroy the devil's eye! Fight bandits, woodlings, and evil monks as you travel to rid this world of the Devil's Eye.
Difficulty: Perfect for most players
Playtime: 5 to 10 minutes
Genre: Action/Adventure

please notice that this level was made with the old character item, you can't change your character that way in 0.2.9 and this level will most likely not work on later updates (yeah, why did I do this? 'cause I wanted!)
Title: Parallel
Version: possibly final (maybe there are some bugs please let me know)
Difficulty: deppends on the player, really
Genre: timed puzzle
I'll tell you how to use custom weapon!
Alright so as the founder of custom weapon I need to show you a tutorial.
First thing, you need to copy the character I have in my custom level: It has the character prop. ( else you can't )
It goes the same as a monster modifier, but you need to make the event to shoot ( when you shoot it shoots ) not random or anything.
You can play around like, when he jumps, let's say a circular array of bullet appear.
Dont forget to set the delay, else you would shoot like crazy making no sense !






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