So according to a thread I read five seconds ago, Lua script is coming soon. BUT WHAT IF IT ISN'T SOON ENOUGH?!?! (Or maybe that wasn't what I read.)
Anyway, here is a way to add simple logic in Voxatron levels, within a single object, (ab)using the Priority and Modifier mechanics.
The first demo shows how Priority works. Each rectangle represents a triggerable object (such as an animation or a modifier). The white objects have their duration set to 5, and the black objects have their duration set to 0 (indefinite). They each have their priority written on them. When you activate one, it 'shadows' all of the ones beneath it, preventing them from activating or activating the one set as 'next'. The indefinite ones can still be turned off by activating a higher priority one. This can be used to create things like S/R latches.
By the way, the diagram is one object. It receives input from the buttons via IS:OBJ_ID:##:M_STATE:SHOT.
Next is a demo of Modifiers, represented by hollow rectangles. Like normal objects, they can be forced off by shadowing them. They will also disable all of their children while they are disabled. The red object's trigger is set to PARENT:ACTIVE, so it will always be active while the modifier is. You can use this to shadow other objects or have multiple 'next' objects for one modifier. The children also won't send or receive 'next' triggers while their parent is disabled, as shown with the one at the bottom.
Using these, you can build complicated networks, like the one for this passcode door. Here's how it works:
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The object at the top resets the lock using three children (not pictured) that are set to IS:PARENT:TIME = 1, so that they'll activate once, setting the state triggers appropriately.
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One object, unlike the others, is not set to reset on activation. It will only activate once, triggering the reset object to initialize the lock. (also not pictured)
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The state triggers at the right are S/R latches that each have their own group. When active, they shadow the button triggers so that they don't activate erroneously.
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The buttons each trigger 3 objects, 2 of which are shadowed. The unshadowed one determines the action that will be performed: Either activating the next row, or resetting the lock.
- When the last trigger is activated, it will disable the lock, play a sound, and use an animation to clear a hole in the wall.
And that's how you make mechanisms out of the bits and bobs lying around in Voxatron! Maybe, to prove that it is Turing-Complete, I'll build.. A TURING MACHINE! Wish me luck...
It was November 2011. I backed Voxatron on Humble Bundle. I was really excited. It looked so promising. I was looking forward to playing all what was promised.
Time and time again promises were broken. The release next week would be the month after next one, the release next month would be next year.
Pointless percentages on "Development" page. One man army adding unnecessary features nobody asked for never mentioned in the first pitch. Overambitious"console" design of Voxatron. For one man. And development plan straight out of Oracle or SAP; poor fit for a one person hobby project.
What ticked me off to write this post was Hololens presentation of Minecraft on E3. It's almost everything that Voxatron aspired to have. It does not have story mode, but neither Voxatron will have; and probably will not have in this decade. Voxatron is getting irrelevant really fast.
I feel that I got good fun for the money I invested in Voxatron. But I cannot help but feeling lied to when I look what all has been promised and when it was promised and what we have right now.
I have lost any illusion that Voxatron will be finished with current effort. The best thing that can happen to Voxatron right now is to get opensourced or to have a team of people take it over and work on it for few months seriously. Community may or may not recover but the game would be in finished state.










Heyo. This is R(e)Xventure. It's more shooting-oriented, less puzzle-y bits then Nightmare. You play as a sentient creature who's just awakened to the world around them; desolate, decrypt, and filled with monsters, thus setting you off to purify the world. You have two main shot types, which you can switch at certain " weapon " rooms: Flame and Spread. In addition, any other weapons (aside from a certain odd weapon) you pick up are sub weapons, in that you can use them alongside your main shot type.
!IN-WEB CONTROLS!
Q = Subweapon
E = Phantom Dash
JKIL = Shooting Analog
Space = Jump
note: flame weapon nor bullet sword are not mine.
My little brother Thomas made this. It has a capitalist as it's protagonist, who you can either help to collect money, or just run him headlong into enemies until he is crushed by the proletariat, if you're communist. either way, it's up to you I guess. My lil bro, he's ten (he's like "almost eleven!!") and uh, so ... a ten year old made it. yeah.