hi zep an other voxatronians!
im starting a new bug bucket for 2.11
heres the problem. D started a community level pass down you mighta noticed. chaosking2 made a song for their room using milkytracker (cool tune). then when i tried to save my room it crashed so i made my room seperately but now Kling couldnt save it to the community pass down either. I noticed the song adds alot of dots to the PNG/data box at the base of the picture so guessed it might be the song thats the problem/issue. either that or OS incompatibility?
Can you please confirm whether or not its the song thats crashing voxatron when trying to save? I assume as its a new addition it may be whats encountering problems. who woulda thought the community pass down would end up uncovering a muscial co-op bug. :)
If you can figure out how to get my room onto the community pass down level thatd be awes. Or if its the song maybe it could be removed then added at the end as a workaround.
thanks Zepperoni!
UPDATE: im so stoopid. It is the songs making it crash and i didnt notice that kibcob also had made an epic glitch chip tune track. so i tried saving the level to a new name after deleting the tracks and it DIDNT crash. so alas it is the theme tunes f**ing with the save.
:/ goodluck hope its an easy fix.
Hey Kling or bugglesman,
I'm almost done with a bullet storm game called "Mini Mech: Final Assualt" and I need some help. I attached a file with the three bosses in the game along with the main character. If you have the time I need help making attacks for the bosses to make a fully functional boss. I have done some work on them as you will see, I made all of their animations and made some for warnings as well. The file contains three folders: one for the Mars boss (normal difficulty), which I completed (feel free to make adjustments), one for the Hydra boss (hard difficulty), and one for Janus (the final boss). Whatever you make I will use and possibly make some minor changes, for instance the color of the attack. I will also make the final adjustments for the boss difficulty. I trust both of your creativity and talent. If you need me to make any more animations please let me know, and thats if you even what to help me out. I can make some animations or models for some of your projects if you like.
I also need help with the plasma grenade pickup, I can't get it working right.

Hi Zep,
I noticed that when you pick up the sword the player is equipped with the body animation. I made a body animation for the laser gun so that the player is actually holding something, but it didn't work. The weapon only shows when you're shooting. How do you show the weapon when it's picked up?


Hello everyone,
I thought it would be fun to make a community pass down of levels. For this pass down level experiment there is some important rules, PLEASE READY CAREFULLY.
The first person that posts will make the next level (ONLY ONE ROOM).
This means there should only be two posts for each level creator (ONLY LEVEL CREATORS CAN POST): One to save your spot to avoid multiple submissions and the second for the attached .png to continue the pass down. NOTE: I may post to help keep the rules in order.
Once the .png is submitted whoever makes the next post must continue the level pass down.
Other Rules:
You must make the destination from the previous room to your room only. If you make a mistake the next person must connect the rooms.
The door should always be north and in the middle.
The room should only be the standard 128 x 128.
Make one block in the Block Folder and use it.
Make one object in the Object Folder and use it.
[b]Optional Rules

This is an experiment with switching player models. When henry leaves his (poorly furnished) castle, he enters a (sadly barren) world map as a tiny version of himself. In the world map mode henry moves slower (in voxels, faster in scale distance) and cannot jump.
I achieved this using player modifiers triggered by player distance to a marker (distance < 500, so always while in room).
Edit: Found my error and updated the map.
I suppose you could take this as a showcase for some stuff I've been working on.
Dig a little deeper in the editor to find some other goodies.
The first and second wizard are pretty unpolished, so they may be a bit too easy. The final wizard is the most polished and the one I worked on for the longest, so it may actually pose a challenge.
Feel free to make suggestions on how to improve anything you may find!
Follow the path, and the bridge will appear as you go to cross it.
This is actually two rooms, one without and one with the bridge, with doors set of to jump between the rooms to make it appear as if the bridge is appearing and disappearing. It shows what I want to do, but I want this without switching rooms.
I can make the same effect with triggered props, but it will only work once, or as many iterations as I've placed duplicate props for creating and erasing the bridge. As best I can tell, once a prop is triggered, it cannot be triggered again.
I believe what I need is emitters. Unfortunately, I haven't managed to get them to work at all. :'( So, before I go back to banging my head against the wall, is what I want even possible? Can an emitter emit a prop? If so, how? I'm stumped.

Title: Melon Munch
Version: Final
Type: ?
Difficulty: 3/5
I modified one of Zep's mobs, but everything else I created.
I wanted to make something that would not involve too much of my time. I have some other projects in the works that I may ask someone to help me with if they are interested.

I was messing around with the new 'player' object. This player has its own set of controls, and I'm still trying to figure out how to do weapons for it. The model is loosely based off of Gastly/Haunter/Gengar pokemon (very loosely).
-Controls-
You can move normally.
SHOOT (the specific button not the directional keys) - releases a burst of gas in all directions, high damage, getting hit in this state will always result in death
JUMP - triggers a brief but quick dash, allows you to phase through monsters and absorb bullets





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