Hello Voxatron community.
I am currently trying to create a fairly simple multi-player game in which an invincible orb chases players around; killing them on contact. The object of the mini-game is to be the last player alive.
Currently I want to create a floor that, as time goes on, starts to fall out from under the players. This "falling floor" reveals the "mud" floor type which kills players who fall into it.
(I was initially going to make the floor lava, but the AI freaks out when the orb tries to hover over the lava, any other floor type except void works, but that's a problem for a different time and thread)
I want the floor to consist of a grid of blocks that fall out/disappear/just go away from the outside in, in even intervals of time. My problem is that I cannot figure out how to destroy blocks in that manner. The closest I've gotten is creating a solid animation of an 8x8x10 block that disappears by 1 z axis each frame starting from the top. The problem with this method is that I can either have the animation start instantly when the game starts or delay the animation until a specified time, but before the animation starts nothing is in its place.
I hope I've made myself clear enough for everyone, and I appreciate any assistance.
Will there ever be an option to change the control on the keyboard for each individual player
I have controllers that i want to use on my computer, but they won't register as a joystick. They can however be programmed to push keyboard keys. But now the problem is no matter which players keyboard configuration i do it will always change the others.
zep if you could add individual keyboard customization that would be great.

Zep, are you planning on online multiplayer support? I believe all you needed to do is find a way to hook one or more ip addresses to a host ip address and configure the bit transfers per keypress (or something like that, I am not a good multiplayer coder :P) and you would be all set. Of course once you are greenlit Steam could possibly help with that (I'm not sure how though...). I believe this will get rid of the problems with hotseat (two people one keyboard) multiplayer.
Ideas on this?

So I made a player with custom sounds and attacks. It works all fine, until I save and then open it again. It changes all the IDs so my character gets broken. I need to go around and link all the IDs again, and when I save and load again, they are all changed... Need some help.
Edit: It happens to my custom monsters too

This is an experimental thing I am working on.
Title: 3D Ace Pilot Prototype
Genre: 3D Shooter
Difficulty: 1/5 (Prototype, will add stuff later)
Update V2:
- Added progress bar to right side of ship; when full, the level is complete (No level goal yet...)
- Added two more enemy types: Gunner and Mine
- Added Health Powerup (dropped only by Gunners)
- Enemies now "appear from afar" (Thanks Kling)
- Added more sounds, especially one to warn of low health (and the health bar flashes too!)
As Always I am testing out new ideas. This idea revolves around relying on your ship to tell your vital stats like health and current powerup. There is no HUD.
For this prototype, your goal is to survive as long as you can.
There is only 1 basic enemy. As I build upon this cartridge more enemies and soon powerups will be added.

Remember me? Most of you do (I hope...)
After experiencing a hard drive crash on the computer that had the newer version of Starship Combat, I kind of got demotivated to do any more voxatron levels. I have regained my motivation, however, and I am willing to make more creative levels!
I'm holding out on Starship Combat for now because I have other small projects planned :)
When I pre-downloaded/previewed the game on the humble bundle website, I was able to respawn at the gate to every room. When I bought the bundle and downloaded the full version of the game, I found that I was unable to restart from each room; instead, I was started at the beginning of the level each time. i'm not sure if there's an easy fix for this or if it's not possible at all, but I'm very new to the game and would appreciate some help. Half the fun was just exploding over and over again to destroy a specific room.

The reason I put this here is to openly discuss with people their ideas, as well as have them critique mine.
Lemme start of by saying that I love it already. I got it with the humble bundle yesterday and am thoroughly pleased. Some things I would love to see in the future would probably be:
Hitboxes that are a definable size,
The ability to edit the damage on certain weapons in the editor (This might exist already, I just have no idea how to do it)
Bigger maps (like up to 1024x1024 or something like that),
User definable render size (I like it how it is, but some of the other people whom I've talked to dislike the size and wish it would be bigger or at least take up more of the screen),
Tweakable hud and stuff (like disable the score but keep the hearts, make the stuff smaller, change how it looks, etc.),
Monsters that can shoot projectiles at the player from a certain distance (think archer monsters),
More specific options for the editing of item types (like weapons have their own set of values to make them unique, and players/monsters have their own set, so on and so fourth),
and finally, possibly a little thing that tells us the ETA on what features are coming (I'm really looking forward to playing around with the procedural worlds)
If anyone has anything to add or say about this, dont hesitate to. I'd love to talk with the community and stuff.

Not sure if this is the correct area to post this, if not mod please move accordingly.
I acquired my installer, through the Humble Bundle store a while back and used to be able to play without issue in 12.04 LTS. However, when I used the installer provided by the humble store (more specifically the 64-bit .deb installer), software center generates an error stating there is a dependency issue: "Dependency is not satisfiable: ia32-libs".
I also attempted to just use the raw install (chocolate-castle_1.1_i386.tar.gz) but this also generates a library error:
~/Downloads/chocolate-castle$ ./choc ./choc: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory |
I did look into this and it seems that Ubuntu 14 obsoleted ia32-libs, I have installed the "equivalent" libraries as mentioned by apt-get, but I am still unable to launch the game.
Is there any way I could get an updated binary installer, that would work under Ubuntu 14.04, or would it be possible to provide an updated installer to the Humble Store? Or would I need to re-purchase the game again? I would like the issue fixed as I do find the game very enjoyable.
Any assistance with this issue would be greatly appreciated.
Voxatron 0.3.0 is now available! You can grab it from your games page or Humble download page. The largest changes you'll notice are a 2P arena cart, a whole new cart called Bloot (4-player!) and a sound designer that you can see a glimpse of in the trailer (it's shared with my other fantasy console, PICO-8, which is a kind of subset of Voxatron). Try Bloot to see what kind of sounds you can make with it.
On the more technical side, there is now support for aliased objects, which means you can make references to objects from different folders. This is useful for things like making shared properties between actors or dropping random loot. Tutorials on how to use this are on their way :)
If you'd like to try making a multiplayer cartridge, just plonk more than one player into a room and they will automatically be assigned controls to a human player in order (P1, P2..). Note that you'll need to set up controls in the options menu for each player, which can currently be keyboard, keyboard+mouse, and up to 4 joysticks. Note that each player needs to have a separate definition (you can't currently two DJ Beeps for example).
Finally, as some of you have discovered already, it is now possible to [b]freely play any BBS cart right in your browser

So I just got Voxatron from the humble bundle and noticed that unlike the version I played there, this one does not respawn me in the room I die in. Instead it send me all the way back to the beginning of the cart. I was wondering if this is some sort of glitch? Is there something i can do to fix it?

First of all, awesome game! Lost two hours out of nowhere today playing and reading the polygon story.
When I was playing on the humble site, I seemed to reach a checkpoint every room. Now, when I play the Kings Adventure cartridge that I downloaded from the humble store, it doesn't seem to ever save. Didn't see anything in the FAQ so I figured I'd post here, sorry if it's the wrong place.






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