v0.1.6 is a quick patch to resolve some show-stopping problems with v0.1.5:
- It's possible to load .vob.png files into separate slots again
- Linux Users: the game now uses your system's version of SDL by default. This should resolve the missing sound & bad performance issues in 0.1.5. If you still have trouble with performance, trying setting "opengl_blit 1" in ~/.lexaloffle/Voxaton/config.txt
The main new features in v0.1.5 are the ability to add new character graphics to a level, and filter/favourite levels in the BBS LEVELS menu.
See the post for v0.1.5 for more details
There are already a couple of levels that show new character graphics. You need to update to the newest version to be able to see them (check your Humble games page).
Or my demo level:
Changelog:
v0.1.6
Fixed: vob loading bug
Fixed: UPDATE not showing all new levels
v0.1.5
Added: Customisable per-level character
Added: BBS LEVEL menu categories & favourites
Added: Optional mouse crosshair style
Added: Mouse sensitivity option
Added: Loading BBS vob as a demo level
Added: Auto-pause when game loses focus
Added: Confirm save over existing file
Fixed: More intuitive mouse control
Fixed: F fast forward during gameplay bug
Fixed: Linux Joystick bug
Fixed: Game clobbers mouse when not in focus
Thanks, forgot to include this blurb.
You can grab the updated version from your Humble Bundle games page (you should have a link to it in your email).
Just install over the top of your previous version and the old save games should be picked up automatically. If you would like to back up your data just in case, you can find it here (replace "Voxatron" for the name of the game in question):
Windows: C:/Users/Yourname/AppData/Roaming/Voxatron
OSX: /Users/Yourname/Library/Application Support/Voxatron
Linux: ~/.lexaloffle/Voxatron
Thanks great update! Just a question. Will we able to make our own character and play wit it in all levels?
Good work. Sound works again on Linux.
Could you please make numpad keys shoot in all 8 directions by default ? I reset keys to default out of curiosity and it's not good. Yes, I know how to set it up correctly.
I had three quick suggestions for future updates:
Bonus multipliers only go as far as 2x. If you get two multipliers, surely you should get a 4x and not maintain the 2x multiplier.
Another thing is that it would be nice if you got a 2x multi when you got a double-spawn item.
Lastly, I think it would be interesting if, when you shoot at items before collecting them, they lost quality. As in: Triple-Shot after you've shot it 2 times only gives you 80 bullets. 4 times, 60 bullets... Sushi is worth 100. It could be worth 200 and each time you shoot it it would lose 10/20 points.
P.S.: Joypad incorporation is lovely!
Shooting items is interesting because it pushes them. Sometimes you want to push a bomb into lava, or a sushi away from minotaurs. I like it this way. It can be both beneficial and harmful, if you don't watch where you're shooting you may push a sushi into a big group of monsters.
This is brilliant! I made a ninja first, Then to be more clever a hovertank. It'll be nice to see what a finished asset editor'll look like, As this feels like a quick patch or test for now. (Asset 6 editing) :D
@otaviomiguel: It's listed in the game's physical directory (Not the savedata folders) in vox.txt near the end, But in essence I've clipped it for you:
"The 6th vob has a special meaning if the name of the first
item is: _char In this case, the vob is used as the player's
character models for the duration of the level. In this case, the
frames should be roughly the same size as the usual robot
character. [15x15x16]
There are 6 body frames, 5 feet frames, and 1 sword&armour
frame:
- netrual
- shoot (right)
- shoot (left)
- sword: neutral
- sword: swipe 1 (always right handed)
- sword: swipe 2
6-10 feet // animated in pingpong sequence: 6,7,8,9,10,9,8,7 - is a frame of only the sword and armour used when the
player is hit.
All frames should be 16 voxels high."
LATER EDIT: Someone was kind enough to put up THIS Tutorial which explains it a lot clearer. :3
With 2 monitor on linux with kde with fullscreen the game at the exit change the resolution of the monitor.
Also reset the font dimension -.-'.
i use the 0.16.
Hopefully not. I like playing 0.1.3 without being forced to update.
Besides, auto-update can go wrong by so many ways on Linux.
@Mte90
SDL currently doesn't have native support for multi-monitor setups
Are the Updates always gonna be over the humble bundle? Or do you plan to get your own distrib?
For those who bought it with the bundle, most likely it'll be only the bundle.
I'm not sure what causes it, but when using "ijkl" to shoot I keep getting a glitch that causes me to teleport to new rooms without actually completing anything, its rather annoying.
keep up the awsome work!
You can request new links from humble using the key resender.
Before the next update we'll hopefully have the lexaloffle-side "My Games" page ready too.
In the longer term I'll make a launcher that comes up before the game and checks for updates / lets you adjust video options etc. (but this isn't a high priority)
Um, I downloaded the game after this update came out, but I still can't make these characters. UPDATE: I just foiund out that I did download this version when I got the game, so never mind.
When will 1.7 be out? (I know it takes a while to get it working, just wondering)
You can grab a new email link from Humble Bundle here:
http://www.humblebundle.com/?s=resender
0.1.7's almost ready. It's not super-exciting from a player perspective, but has a lot of changes under the hood which will allow releasing incremental updates more easily. I'm off for a couple of days, but it will be out sometime this coming week and 0.1.8 around a week after that.
C'mon zep, it's always next week for you...
Can you set up public issue tracker so we could see what you're doing? Or just give realistic estimations...
There are almost no levels made anymore because people are bored with the same few elements and no monster editor. I expect you to do better than Cortex Command.
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