... and all of your records are obsolete now.
https://www.youtube.com/watch?v=MpwSWZ3uItU
This gamebreaking glitch that I discovered allows you to sequence break like 99% of the puzzles in the game. I actually discovered this glitch years ago, but I haven't been able to record it until now. This is a very fun glitch that allows you to solve puzzles in non-linear, creative ways.
How to do it:
Undo with Ctrl+Z during the middle of a move.
Things that you can do with it:
- Break through any wall or other chocolates in the way
- Partially eat pieces of chocolate
- Keep the animal alive while you still destroy the blocks
- Create random blocks of chocolate (I don't fully understand why this happens)
Things you cannot do with it:
- Interact with the explosive cats
- Do not attempt this with the snakes or it will crash the game
Notes:
Depending on the timing of when you undo, it will do different things.
If you undo while the chocolate is being eaten, it will continue being eaten while regenerating your animal. You can use this to create small chunks of chocolate to move around through cracks or whatever. The earlier you undo, the more pieces will be eaten.
If you drop that small chunk and then reset, it will re-form that chocolate into its original shape. However, it will be anchored based on where you dropped it. You can use this to eat through walls, and other stuff blocking your way.
If you undo while moving a piece of chocolate, you will maintain that chocolate outline in the same spot. If there's chocolate underneath the outline, you can move and separate pieces. You can do this with the one-time movable ways as well.
If you undo while moving an animal off its original location, the outline you hold will have the same properties as the animal. For example, you move the brown dog and undo. The outline you hold can be moved onto a brown chocolate to eat it. You can use this method to eat stuff without consuming the animal.
I've had weird things happen where entire blocks of stuff just straight up disappear.
Enjoy.
Here's Hard room 39 in 13 moves as an example. The replay is pretty wacky though lmao
Chocolate Castle Recording Room: 39 Set: 3 Moves: 13 Len: 65 Chash: 5664 M989fMa7abM87a9M8599Ma585M8987Ma379Maba4 M8ba6M794bM4aa6M9475M4987 |
Yep i have got some time left and i just made this thing, i'm a very bad artist and it is the first time i make non stick characters so give a discount, and i take this photo whit the tablet cam. If you want a game of this chapter (yes Deshn Venks/Adventures is a history That i have in my head...With more developed story than my games) say to me.

First of all: hello everyone!
Long time lurker and follower of Voxatron here, finally caved in and made an account just so I could pester you all with a technical question. :p
It might have been answered elsewhere, but nothing came up when I searched. How does the renderer manages to "highlight" the edges of the voxels? Is that the edge drawn on top of the voxel itself with a tinted color? Or something trickier?
I am really fascinated by the way Voxatron displays its world, hence why I'm poking at the info I can find ^^

When I start up voxatron the page i get to looks very different from that on the wiki, it shows:
carts
designer
options
exit
The main page on the wiki (and on all the pictures of the game I have seen) it shows:
play
editor
options
exit
Have i Installed the game wrong? Or do I have a different version from all of the people on the wiki? please help!
thanks!

We tried to use 2 Keyboards for 2Player game but it didn't work.
Did we go wrong about it. We just plugged in second USB keyboard hopping game will
figure out to control one char with first keyboard and second character with another keyboard.
Please advice.
How do you use 2d png importer?
sound editor; Does any documentation on it is available some place?
Thx everyone.

Here's a quick example of a cartridge with a title screen.
To do this, use the script called 'Switch Room' in the internal tab. It will be possible to write your own scripts in Lua later, but these scripts are placeholders for now.
-
Open the Internal objects tab (on the right of the navigator -- it shows 'Actors' by default)
-
Click on Internal and then open Scripts
-
Place the 'Switch Room' script somewhere in the room, and set the trigger to SYSTEM:BUTTON:SHOOT.
- Set the object's parameter (just below the trigger where it says 'Script') to the number of the room you want to switch to.
Note that there's no need to have a controllable player actor from the start -- you can introduce the player after the title screen / intro or whatever.






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