This level doesn't have much besides my robot man and his blaster. I've had quite some fun with all the new custom player features, and I plan to expand with much more animations for the robo's various actions, starting with jumping.
But while I was testing I found that when playing in an area larger than one screen or if I move diagonal, my player jitters while it walks. I don't know if my players too big or if there is something I'm missing, but I'm sure all the animations aren't off or anything like that.
Now for my future plans I would like to suggest some things that I think could really help.
One you've probably heard before- more camera options. But here I don't mean like any angle options or first person/third person.
For example, there's a game called Retro City Rampage where the version ported to the handheld 3DS has a feature when driving. The bird's-eye view camera will move ahead of the player to show more in front which is very important (I think) due to the smaller screen of the handheld device, and especially due to the high speeds.
I imagine a feature like this would be very important to future Voxatron maps, especially for ones with bigger players and monsters.


Hello, everyone!
It has been a while since last time I checked how Voxatron was progressing, and today I happned to try to come check the latest version, but I cannot access the My Games page on the site...
Even though my account is logged in , it always asks for my password on that one page, and does not accept my name and password!
Did anything change while since last time I was here? Is the website account and the Games account two different and independet things now? What can I do?
I'm so happy to find that the Voxatron community is alive and well. I first played at the time of the Voxatron debut, and I'm excited to show it off again.
My primary machine is now running OSX 10.9 Mavericks.
I loaded up the latest version 0.2.12. It goes fullscreen, changes the cursor, and I get a beachball. It then crashes. The stack trace shows a floating point error (8).
I've included the crash log, and would be glad to help fix this problem.
[hidden]
Process: vox [1535]
Path: /Users/USER/Desktop/*/Voxatron.app/Contents/MacOS/vox
Identifier: com.Lexaloffle.vox
Version: vox (vox)
Code Type: X86 (Native)
Parent Process: launchd [241]
Responsible: vox [1535]
User ID: 501
Date/Time: 2014-06-04 20:21:45.355 -0400
OS Version: Mac OS X 10.9.3 (13D65)
Report Version: 11
Anonymous UUID: 49F094B1-9B88-BC1B-D3EB-338A0F2BC9FA
Sleep/Wake UUID: 2BA31DC9-C784-46B6-BE7F-069A57C14296
Crashed Thread: 1
Exception Type: EXC_CRASH (SIGFPE)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Thread 0:: Dispatch queue: com.apple.main-thread
0 com.Lexaloffle.vox 0x000b61ca codo_flip_screen_opengl + 954
1 com.Lexaloffle.vox 0x0008c3b7 codo_main + 119
2 com.Lexaloffle.vox 0x000bbc6c -[SDLMain applicationDidFinishLaunching:] + 76
3 com.apple.Foundation 0x9324b732 __57-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke + 49
4 com.apple.CoreFoundation 0x90c565a4 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 20
5 com.apple.CoreFoundation 0x90b3805b _CFXNotificationPost + 3435
6 com.apple.Foundation 0x9323a21f -[NSNotificationCenter postNotificationName:object:userInfo:] + 92
7 com.apple.AppKit 0x98bd8595 -[NSApplication _postDidFinishNotification] + 367
8 com.apple.AppKit 0x98bd8235 -[NSApplication _sendFinishLaunchingNotification] + 239
9 com.apple.AppKit 0x98bd4b64 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 840
10 com.apple.AppKit 0x98bd4451 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 277
11 libobjc.A.dylib 0x988f4304 -[NSObject performSelector:withObject:withObject:] + 77
12 com.apple.Foundation 0x9325a47a __76-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke + 121
13 com.apple.Foundation 0x93259fb1 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 430
14 com.apple.Foundation 0x93259dbb _NSAppleEventManagerGenericHandler + 218
15 com.apple.AE 0x9875eb15 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 387
16 com.apple.AE 0x9872ded6 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
17 com.apple.AE 0x9872ddce aeProcessAppleEvent + 318
18 com.apple.HIToolbox 0x93758571 AEProcessAppleEvent + 55
19 com.apple.AppKit 0x98bd0168 _DPSNextEvent + 1089
20 com.apple.AppKit 0x98bcf890 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
21 com.apple.AppKit 0x98bc217c -[NSApplication run] + 727
22 com.Lexaloffle.vox 0x000bc416 main + 1590
23 com.Lexaloffle.vox 0x00001db9 _start + 208
24 com.Lexaloffle.vox 0x00001ce8 start + 40
Thread 1 Crashed:
0 libsystem_kernel.dylib 0x9a944046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x904bddcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x904c1cce start_wqthread + 30
Thread 2:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x9a944992 kevent64 + 10
1 libdispatch.dylib 0x94f8d899 _dispatch_mgr_invoke + 238
2 libdispatch.dylib 0x94f8d532 _dispatch_mgr_thread + 52
Thread 3:
0 libsystem_kernel.dylib 0x9a944046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x904bddcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x904c1cce start_wqthread + 30
Thread 4:
0 libsystem_kernel.dylib 0x9a944046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x904bddcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x904c1cce start_wqthread + 30
Thread 1 crashed with X86 Thread State (32-bit):
eax: 0x00100170 ebx: 0x00001107 ecx: 0xb0080f9c edx: 0x9a944046
edi: 0x904bdc69 esi: 0xb0081000 ebp: 0xb0080fc8 esp: 0xb0080f9c
ss: 0x00000023 efl: 0x00000282 eip: 0x9a944046 cs: 0x0000000b
ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f
cr2: 0x00fde000
Logical CPU: 0
Error Code: 0x00100170
Trap Number: 132
Binary Images:
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Hey All
Voxatron 0.2.12 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, you can activate it from your humble store page (see this thread). To update from a Humble Store account, search your email for the download page link, or request a new one here.
Another update for folks designing stuff.. doors, Designer performance, .qb file importing, object instance browsing and title screen support. As usual earlier carts should still function roughly the same, but let me know if you notice any breakage. If there aren't any show-stopping bugs, I'm going to work on getting the manual up to date and posting some tutorials, but for now here's a quick intro to new features..

By Matt for Digital Monkey School.
Change Log v.03:
-Added 2 new rooms + new area specific environment assets
-Added new weapon
-Added new enemy
-Fixed non-progression bug after dieing in sky level ( red flag for room 6 )
-Fixed ceiling collision in rooms 3 and 4
-Fixed some sounds
-Made knife instantly collectable
-Made life on respawn invisible and instant
-Removed some zombies in rooms 3 and 4 to make it easier.
-Zombie damage / health reduced
-Zombie random wander state removed
-Zombie hair color changed
-Zombies sometimes drop bandaids now
-Gave cannon sound
Okay, so it looks like since I've been away, Voxatron has shifted towards a virtual voxel-based console system, which I think is super cool. And I know the current version is only 0.2.1 and that it's original inspiration is Robotron...however...
It would be nice to set controls to something other than twin stick shooter-based controls (and beyond just mapping stick two to the mouse, etc.)...
I.E. I'm not saying just making it a completely open scripting language based system because that is cumbersome for beginners and such. The current level editor and checkbox style main editing is just fine...however, choosing different control schemes and level-base properties would be welcome. For instance:
Platformer - Controls would be one stick for movement and 2 or 3 buttons for actions, one of them shoot, one of them jump, one of them free assign (i.e. use item?) and have option for the map to 'lock axis' to keep free 360 movement from happening either on x or y axis depending on the person making the stage.
Scrolling Shooter - Controls would be same as platformer, except you have two shooting options and third button could be free assign (i.e. shield activate? Drop bombs?). Autoscroll x/y would be a level option along with 'loop background' as possibility...
RPG - Same as platformer without scroll locking, jump would be optional button.
etc.
That's just some examples of how it could work. In the main voxatron control setups, the user could set their own controller options per type of level that way they don't have to remap them in the middle of a game. It's already setup for all possibilities to their preferences before they play a cart.
I think it'd fairly easy to add these 'base modes' to the editor and even have it on a per level basis that way if someone wanted to go all out with one of those old NES games that have multiple modes (like Bayou Billy or Vice: Project Doom), then these modes are tied to the level itself, not the entire cart.
Anyone have comments on this? Yay/Nay?

Here's a WIP preview of labels designed for Voxatron 0.3.* releases. They will be mostly brushed up existing cartridges (e.g. Twisty Castle will be extended and given a 2P option), but there are a couple of news ones too. I'll let you guess what they are for now :)
Also just a heads up for designers, it looks like 0.2.12, which irons out doors, title screens, and many little engine details, will be ready at the end of this week.
Catch you soon!
- z

Updated version of Civilian Commando 0.2 by Matt for Digital Monkey School classes :)
X Added a temporary Game Exit to the 6th room. More rooms to come..
X Made the glass destructable in the museum
X Mud Zombie Dudes are now more difficult
X Added extra Mud Zombie Dude attack type.
X Added a temporary fix for the low health issue when respawning
X Removed Grenade Self-Splash Damage
X Changed Grenade throws to be more effective
X Weapon pickups now have flashing arrow icons to make them easier to see
X Changed room save flags to be red (checkpoint at entry instead of exit)
X Added room clear goal to room with grenade pickup
X Fixed collision in some areas
X Changed lantern art to look less like a cake with a ribbon

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.






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