Maze with patrolling platforms prototype.
Feel free to re mix :)
Hey guys! I made a game in Voxatron using a Looking Glass 3D display and wanted to share it with you all. Pardon the heavy Alice and Wonderland themes.
Missy @ Looking Glass
r=rnd function _draw() srand(1) clv() for i=0,32 do ot = r(16)-8 tf = flr((t()+ot)*16) op = r() c = 96+r(7) sh = r(4)+12 z = r(63) yb= r(127) for x=0,48 do h = sin(x/48)*5+6 X = (x + tf)%128 y = sin(X/96 + op) * sh + yb line3d(X, y, z, X, y + h, z, c) end end end
r=rnd function _draw() srand(1) clv() for i=0,32 do ot = r(16)-8 tf = flr((t()+ot)*16) op = r() sh = r(4)+12 z = r(63) Y= r(127) for x=0,48 do X = (x + tf)%128 y = sin(X/96 + op) * sh + Y line3d(X, y, z, X, y + sin(x/48)*5+6, z, 96+7-(z/9)) end end end
This is my school project.
"Learn about one topic over the year and present it to my class"
It's loosely based on "Zelda"
moves with arrow keys
Uses weapon with x
jumps with space bar or z
I am going to continue with this in an upcoming year.
Stay tuned :)
Started working on rooms.
This character has states; for walking, idle, jumping, etc...
feel free to re-mix :)
I was working at "School Mayhem 2" and saw in the "Pickups" folder cool items like grenade a twirlgun. So I tried to use them and published the game. It was all looking fine but when I tried the game in the browser (Firefox Quantum), I picked up the grenade launcher and when I pressed X nothing happened. I think it's kind of weird bug because the weapon works fine in the editor. Thinking it was just an issue of the grenade launcher I removed it and added the twirlgun. This weapon also worked in the editor but not in the web browser. I don't know what to do. I hope @zep fixes this issue.
P.S.: sorry for eventual bad English
@zep, I've been really curious about the water feature in Voxatron. I love how it looks and how it acts. It just looks and feels so satisfying. But I've had just a hell of a time finding good articles that give me any sort of clue on how to recreate it with any sort of decent performance. (Or even to look as good as yours.) There's the classic water ripple algorithm that so many articles refer back to. But running that on 128^2 voxels just kills performance. Any clues as to what direction to look in to do water the way you do it in Voxatron? Is it something that works well because it's done "natively", so to speak, but wouldn't necessarily work well within the Lua performance constraints of the custom scripting feature?
Is there a way to load another room using Lua scripts easily? I figure I could have a script that spawns/moves an exit directly to the player, but that seems like a lot of work for something that might not work right. There are of course ways to load the actors needed for the next level, but I would like to be able to use the room editor. Thank you for any help.
Longshot is a gripping puzzle game where you play as a lost grappling hook looking for its parents!
Made for Train Jam 2019 by
If I make a new PROP and drop it into a room, players & actors collide with it (assuming I ask them to)
However, if I make an ANIMATION and drop it into a room, I can't figure out how to make things collide with it - they just walk straight through.
So if I try to make eg. a tree with branches swaying in the wind, nothing collides with it.
Am I missing an option? Is this intended behaviour?
I guess I can just work around it by using static ACTORS with the animations inside, but that feels like I'm doing it wrong.
Any help would be greatly appreciated!
Forward/Backward to move
Left/Right to turn
z+x at the same time to reset position
This is just a demonstration of a way to move the have the camera stay fixed to a character while the environment moves around it.
There are a few issues with this implementation. Y co-ords have to be subtracted instead of added, this arose because I imagined forwards being positive and could not fix this easily by the time I realized what I did. Also, all horizontal surfaces become full of holes at any non-cardinal direction. Collisions also suffer from issues and it is possible to glitch entirely through a wall and become stuck (the reason there is a reset position option).
Currently, everything must be affixed to a grid system as attempting to render anything more than slightly out of sight the screen results in severe graphical errors. It should be possible to create a system using distance from the center of view, but I imagine it would become draining to do that for a large number of entities. Anything large enough to extend from the center of view to the glitch distance is well beyond what this is capable of.
Ugly game about my high school. Reloaded version of my previous game School Mayhem (Junior High School) and hopefully this will be updated very often with new levels.
School Mayhem 2 original story is officially completed. The next updates will be relative to bug fixes, balancements and levels' graphic improvements
Version 1.4 [COMPLETED]
There are so many things to write, but I'm bored and I'm late for school :D
- Added Janitor NPCs! Now you can watch them scared in their watchdog all the time or kill them
- In "Physics Lab" (Level 4) removed an health pack and added a "+1 Life" when killing the boss
- In the last sequence of Bosco di Portici (Level 10) number of clones decreased (from 50 to 25)
- In "Duck's Blood Pool" (Level 9) modified the weapon that you unlock when you kill the boss (from Grenade to Twirly Gun) because of a bug that didn't make the Grenades work only in web game player (please @zep fix this)
- "Bosco di Portici" sequence (4 levels) with checkpoint when you get in
- Meet the 3rd boss: Solar Flare!
- Added game logo on "1E"'s floor (Level 1)
- In "Physics Lab" (Level 4) added an extra life (from 4 to 5 total HP)
- "Physics Lab" (Level 4) checkpoint moved to "Corso Umberto I" (Level 5)
- Survey (shooting mode): https://www.strawpoll.me/17664339/
- In "2nd Floor" (Level 2) number of medkits decreased from 3 to 2
- In "1st Floor" (Level 3) number of medkits increased from 2 to 4
- In "Physics Lab" (Level 4) number of medkits decreased from 3 to 2
- After beating Sacco ("Physiscs Lab", Level 4), player will respawn on death on next room (checkpoint)
- In "Physics Lab" (Level 4) fixed a bug where the "Next Level" pellett appeared on level start.
Added "Corso Umberto I" street and a new boss that protects the access to Portici's Forest.
Added 1st floor and Physics Lab
1st version of the game with Classroom, 2nd floor and toilet
I'm still getting to grips with Voxatron, but I had fun making this game. It's a simple score attack thing where you pilot this little blob around the screen, dodging the big lasers. Score points by scooting through the lasers while they charge, before they fire. But you're better safe than sorry if you're not sure you can make it!
Voxatron is funny because it feels Big compared to PICO-8, and also limited in an interestingly different way. I keep wanting to use the 'whole screen' in fullscreen but I can't, because I only have the voxel screen. I need to work on adjusting the camera better. Anyway nothing too exciting here but it's another game!
Z: start game
(in 'game over' screen)
Z+X together: back to title
itch.io page: here
#onegameamonth Feb 2019
I decided to start a library of scripts to help those transitioning from visual scripting to lua.
You should be able to copy and paste code into your new script object put object in the room and run it with "Crt+R"
If something doesn't work please let me know.
Feel free to ask questions.
Lua scrip to print.
place scrip object in the room.
function draw() boxfill(0,0,63,128,128,63,3) set_draw_slice(120, true) print("printing", 48, 11, 7) print("in voxatron 3.5b", 40, 20, 7) end
This is basic player controllers
control the box with arrows, z and x
x = 64 y = 64 updown = 30 function _update() if (btn(0)) then x=x-1 end if (btn(1)) then x=x+1 end if (btn(2)) then y=y-1 end if (btn(3)) then y=y+1 end if (btn(4)) then updown=updown-1 end if (btn(5)) then updown=updown+1 end end function _draw() clv() boxfill(x,y,updown,x+10,y+10,updown+10,14) boxfill(0,0,63,128,128,63,3) set_draw_slice(50) print("control the box", 33, 10, 7) print("using arrows, z and x keys", 10, 100, updown-1) end
Scrip to change rooms made with "function draw()"
on J and K button press
(It's a flip book to go back and forth between rooms)
thx PROGRAM_IX :)
function _init() state = 0 debounce = 0 end function draw() if(state == 0) then draw_title() elseif(state == 1) then draw_instructions() elseif(state == 2) then draw_monkeys() elseif(state == 3) then draw_apples() elseif(state == 4) then draw_game() elseif(state <0) then draw_game() elseif(state >4) then draw_title() end end function draw_title() set_display_camera(-1) boxfill(0,0,63,128,128,63,3) set_draw_slice(120, true) print(state, 40, 20, 7) print("press j or l", 52, 30, state+15) state = 0 end function draw_instructions() set_display_camera(-1) boxfill(0,0,63,128,128,63,14) set_draw_slice(120, true) print(state, 20, 11, 7) print("press j or l", 52, 30, state+15) end function draw_monkeys() set_display_camera(1) boxfill(0,0,63,128,128,63,24) set_draw_slice(60) print(state, 20, 120, 7) print("press j or l", 52, 30, state+15) end function draw_apples() set_display_camera(1) boxfill(0,0,63,128,128,63,28) set_draw_slice(60) print(state, 20, 120, 7) print("press j or l", 52, 30, state+15) end function draw_game() set_display_camera(-1) boxfill(0,0,63,128,128,63,55) set_draw_slice(120, true) print(state, 52, 20, 7) state = 4 print("press j or l", 52, 30, state+15) end function _update() if(state < 5) then if(btn(7) and debounce > 10) then state += 1 debounce = 0 else if(btn(6) and debounce > 10) then state -= 1 debounce = 0 else end debounce += 1 end end end
This script spawns a player at the position of the entry platform at any room...
function draw() local x,y,z = this:get_xyz() spawn("ROBOT", x,y,z) end
I see in the manual that Qubicle file format is supported for importing models, but I use MagicaVoxel on my computer and Particubes on my iPad, which use the same .vox format. (Spec: https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt)
This is a short puzzle game based off of another puzzle game I saw, SPAB. The player's inputs affect the world as well as the character. I came up with some messy ways to make it work and would redo a lot of it if I made a more complete version.
If I do expand on this idea I see two ways to with it. Either a sort of action-puzzle game with fighting enemies and smoother movement, or a more complex puzzle game with much more responding environmental parts and maybe more rigid movement.
Hello, I saw in the new changelog that Voxatron can now run Pico 8 cartridge , I tried it on my version , but didn't find any "pico 8" section , I tried opening a .p8.png in the designer , but it just crashed the console. This feature really hyped me , so I'll be more than happy to try it , thanks to anyone who read me.