Hey everyone,
Here's new video of Voxatron on the Voxiebox --- we used a better camera to record and as well moved to a higher quality display system, this is a monochrome test, take a look:
http://bit.ly/VoxatronOnVoxiebox2
What do you think?
If people were interested we could try and pull out some specific levels to test out - just link to the level with the url if you can.
Sean

this is not a game, it is an experiment.
I wanted to trace the way a normal monster would run around on the "wander" behavior, and I noticed that it makes some really interesting pictures, if you ignore the parts where it hits a wall and gets stuck it makes a beautiful wall of color (thou voxatron only let some animations to be active at a time) the behavior can be changed not only by the monster itself but by the animation, try it out too! I'm sure that the possibilities of creation here are really beautiful -

Disclaimer: this feature is still in R&D, highly experimental and might not make it into the alpha anytime soon. But for your viewing pleasure, here's what Voxatron looks like with a volumetric light attached to the player. I really want a scene in the main story cart (1.0) that has the main character walking through a forest at night with a lantern, with snow catching the light as it falls into view. I tried making a quick mock-up using a brute-force method and it turned out to be fast enough to be interactive, but not yet useable.
Technical explanation:
This new lighting model is made possible by the way I'm calculating shadows. Instead of generating a traditional 2D shadow map, I instead generate a 3D 1-bit volume, where each set bit represents a fully lit voxel. The volume is then sampled while drawing voxels to give soft shadows. To do rough attenuation using 1-bit values, I dither the maximum light distance based on xyz (and t for flickery torch-style light), and then let the sampling take care of producing a smoother version. I still kind of like the 1-bit version though for large simple geometric shapes.

Hello everyone I know the forum is dead I wanna try soething to bring it back to life.
So here's how it works, veryone can play:
The winner of each weeks give the subject for the next week, a subject can't be repeated twice.
Goal: make a boss with the boss topic given by the winner !
Winner are chosen by the community at the end of the week.
Here's how voting works:
-You cannot vote for your own creation.
-You MUST vote at the end of the week ( friday )
-no submition are allowed friday.
-You vote for 2 boss, 1 will get 2 points the other 1 ( make sure you state who gets 1 and 2 points )
SO to start off the subject for this week is: Tree ! ( it can be a seed / tree )

To enter, you have to make a Single room containing a Single enemy ( A boss mainly ).
Judges are everyone. ( Even yourself ).
You must also say WHY you gave this mark. ( SO that way we know you aren't giving low mark for no reasons )
Here are the critera:
-Originality. ( 5 ladder scale ) PS: attack style etc.. THE LOOK
-Difficulty ( 5 ladder scale ) PS: a too easy or too hard boss = bad score.
-Pattern ( 5 ladder scale ) PS: a repeated pattern boss is VERY annoying .
-Movement ( 5 ladder scale ) If your boss have fast attack without warning or some annoying movements ( attack ) this makes him lose points here.
Top5:
-Nautilus. 70%
-Miniature Photon Unit 53%
- xxx
- xxx
- xxx
I'll start to give an Exemple:
Boss name: Nautilus
So, I bought Voxatron [right after the humble bundle ended] from the page. I downloaded it no problem. But then, I go to re-download it a while after since my computer's drive was wiped, and it's gone. Checked the e-mail I purchased it with. Gone, Nowhere, nothing's there at all. Why? I don't know. Someone please help. [The game has been gone for at least a year or two now]

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






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