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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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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.

P#62942 2019-03-21 23:13

An early prototype of what a vertical jumping game might play like on Voxatron. Uses the Lua scripting.

Cart [#vertigogo-1#] | 2019-03-19 | License: CC4-BY-NC-SA | Embed

P#62887 2019-03-19 04:46 ( Edited 2019-03-19 06:23)

Cart [#longshot-2#] | 2019-03-18 | License: CC4-BY-NC-SA | Embed
2

Longshot is a gripping puzzle game where you play as a lost grappling hook looking for its parents!

z: fire
x: enter
arrows: rotate

Made for Train Jam 2019 by
-Brett Davis
-Noah Senzel
-Dan Brakeley

P#62854 2019-03-17 14:57 ( Edited 2019-03-18 03:12)

Heya

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!

Thanks,
--molen

P#62705 2019-03-09 18:19

Controls:
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.

Cart [#pjtefuji-1#] | 2019-03-07 | License: CC4-BY-NC-SA | Embed
1

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.

P#62645 2019-03-07 03:57 ( Edited 2019-03-07 04:00)

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.

Version 1.3.1

Changelog

New Contents:

  • Added Janitor NPCs! Now you can watch them scared in their watchdog all the time or kill them

Balancements:

  • 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)

Bug fixes:

  • 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)

Cart [#schoolmayhem-6#] | 2019-04-20 | License: CC4-BY-NC-SA | Embed
2

Version 1.3

Changelog

New Contents:

  • "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)

Balancements:

  • 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)

Cart [#schoolmayhem-5#] | 2019-03-30 | License: CC4-BY-NC-SA | Embed
2

Version 1.2.2

Changelog

Balancements:

  • 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)

Bug Fixes:

  • In "Physics Lab" (Level 4) fixed a bug where the "Next Level" pellett appeared on level start.

Cart [#schoolmayhem-4#] | 2019-03-23 | No License | Embed
2

Version 1.2.1

Added "Corso Umberto I" street and a new boss that protects the access to Portici's Forest.

Cart [#schoolmayhem-3#] | 2019-03-21 | No License | Embed
2

Version 1.1

Added 1st floor and Physics Lab

Cart [#schoolmayhem-1#] | 2019-03-18 | No License | Embed
2

Version 1.0

1st version of the game with Classroom, 2nd floor and toilet

Cart [#schoolmayhem-0#] | 2019-03-06 | No License | Embed
2

P#62627 2019-03-06 19:20 ( Edited 2019-04-20 07:54)

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!

Controls:
(in menu)
Z: start game

(in game)
Arrows: move

(in 'game over' screen)
Z+X together: back to title

itch.io page: here

#onegameamonth Feb 2019

Cart [#ix_dodger-0#] | 2019-02-27 | License: CC4-BY-NC-SA | Embed

P#62304 2019-02-27 21:04 ( Edited 2019-04-14 17:52)

Cart [#bitsyvoxatron-1#] | 2019-02-25 | License: CC4-BY-NC-SA | Embed
2
first "Game" using voxatron...

P#62228 2019-02-25 04:00

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.

Have fun

/Digital Monkey


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)

I made this by looking at script from GARDENING by: PROGRAM_IX

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
P#62053 2019-02-19 03:17 ( Edited 2019-03-17 00:26)

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)

P#61967 2019-02-17 01:24

Cart [#gezwupes-0#] | 2019-02-16 | License: CC4-BY-NC-SA | Embed
2

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.

P#61936 2019-02-16 01:37

Thanks in advance for any help.

I have two Objects tabs in my Designer. Also, I am missing Fonts.

I am on a MacBook Air running 10.14.2.

Thank again!

P#61919 2019-02-15 15:39

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.

P#61894 2019-02-14 20:55 ( Edited 2019-02-14 20:56)

Cart [#tituhdori-0#] | 2019-02-10 | No License | Embed
1

P#61722 2019-02-10 15:09 ( Edited 2019-02-11 01:39)

Cart [#obstacle-0#] | 2019-01-31 | License: CC4-BY-NC-SA | Embed
2

P#61412 2019-01-31 19:52 ( Edited 2019-01-31 19:53)

Cart [#mb_colors-0#] | 2019-01-31 | License: CC4-BY-NC-SA | Embed
2

This is a quick little cart to let you see the difference between the editor color palette and the palette available through code. I hope it's useful! :)

P#61375 2019-01-31 00:18

A simple game I made to try and get to grips with Voxatron. I'm so, so glad I finally managed to get into this, after it inspired me so much in its early years but I found the development tools a bit difficult to figure out (even quite recently!).

Having since bought in heavily to PICO-8 and made some 40 games with it, I decided to come back around and make a proper go of it when Voxatron 0.3.5 hit, and I'm really happy that I did. This is entirely programmed in one script inside the main room, with one (short and boring) tune in the background. No precreated assets or anything like that. Which might make it interesting for you to explore!

Anyway here's my silly game about being a weird gardening alien with a weird ship in a weird garden that has
a bottomless pit in the middle. You have to clear all those nasty rocks out!!!

Controls:
(in menu)
Z: start game

(in game)
Z [hold]: activate tractor beam to suck up rocks under your ship
X [tap]: dump a rock, ideally into the pit

(in 'all done' screen)
Z + X together [tap]: back to title

When you've dumped all the rocks into the pit, you'll get a nice 'all done' screen and an opportunity to replay. That's it! Have fun messing around in this little world!

itch.io page: here.
#onegameamonth January 2019

Cart [#ix_gardening-0#] | 2019-01-31 | License: CC4-BY-NC-SA | Embed
2

P#61373 2019-01-31 00:07 ( Edited 2019-01-31 00:24)

Cart [#mb_ggj2019-1#] | 2019-01-29 | License: CC4-BY-NC-SA | Embed
1

A small exploration game about a little being who has crash landed on a planet and needs to find how to get home. You find some waystones that look promising. If you could only find a way to activate them, maybe they'd help....

(Please know that this is game jam code, which means it's horrendous.)

EDIT: Added the insides of trees so they look cool when they clip off the edge of the screen, and also a label image.

P#61277 2019-01-28 00:09 ( Edited 2019-01-29 00:18)

@zep for some reason vox 3.5 and 3.5b when installed don't appear to have a ico file see image of
the voxatron 3.5b shortcut from my desktop.

Thank you :)

P#61236 2019-01-26 20:39 ( Edited 2019-01-26 20:40)

i just redownloaded voxatron after hearing about the latest update, but now i get this error message logged to the console on startup:

vox: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.27' not found (required by vox)

it seems like it's asking me to update a core system file, but my packages are up to date and for unrelated reasons it's impractical for me to change os or os version. i'm using linux mint 18.

is there anything else that can be done?

P#61220 2019-01-26 06:46
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