Hey All!
Voxatron 0.2.6 builds are now up, and will shortly be up on Humble Store (check the version number in the filename). If you don't have a lexaloffle account (Games > My Games) and would like one, see this thread.
To update from a Humble Store account, search your email for the download page link, or request a new one here
0.2.6 contains a lot of new tools for creating custom monsters, bullets, emitters and players. The custom player editing is half finished, but I left it in there in case anyone wants to play around. I'll post a tutorial on how to use the new features tomorrow, but for now, here's a demo level that includes some example monsters:
Changes in v0.2.6
Added: Modifiers
Added: Emitters
Added: Custom Bullets
Added: Actor properties: gravity, density, mortality density
Added: Separated actor width, length
Added: Transparent voxel rendering
Added: Teams system
Added: Rotational movement / turn speed
Added: Separate control for actor facing vs. direction of movement
Added: Movement parameters: wander twistyness, chase player angle, patrol turn angle
Added: Animations can now have physical properties (no need to embed in an actor)
Added: Microscript triggers (used only by modifiers for now)
Added: Voxde item navigator shows pink frame to indicate shortcut key focus
Added: Per-animation atomization and debris flags
Added: EAT WALLS flag for monsters
Changed: Standard monsters of different types can hurt each other!
Changed: Removed actor rotation locking (just use facing control: none)
Changed: Can hoist in water
Changed: Hound is now dodgeable
Changed: Standard monsters all have non-instant turn speed
Changed: Compound item marker is now automatically chosen from contents of item
Fixed: BBS level wrong starting room
Fixed: Voxde gui glitches
Fixed: Item placement off-by-one for odd-widthed custom objects
Fixed: Type of item placed in room out of sync with definition
Fixed: Custom monster drifting
Fixed: Crash on using sword against monsters with zero height
Fixed: Lexaloffle Games intro: need to press shoot to continue
O my god!
I can finally made the reapers dungeon and ace part 2!
I'll update right away!
also, what's the team sistem?
I just checked My Levels, and voxatron isn't there. I went back to the humble key page, and it says the key has already been redeemed. Anything you can do?
EDIT: Not a problem anymore, the humble page has updated.
DOUBLE EDIT: Many thanks.
wow, hey congratulations everybody, ITS VOXEL MAKING TIME :D
p.s. love the candystick with wiggles, water or streamers out the top.... super pretty!
@Kling
The team system is for determining which actors (monsters / players) can hurt each other. Bullets inherit the same team as the actor they were emitted from. For example, you might want red grunts to be able to hurt tinymon but not orange grunts or other red grunts.
@Hobhob
I activated your lexaloffle games page just in case.
@mastersrp
Unfortunately I'm not generating 64bit builds yet. I'll have a look at this after v0.3. The "64bit" deb actually installs 32bit binaries, but with the 32bit support dependencies needed for 64bit systems. I suspect compiling for 64bit won't make much difference performance-wise, but I know it's a pain for some users having to keep 32bit supporting libs kicking around.
Thanks for the reply zep!
I think It would be really useful if you added some information about the modifiers and monsters, everything that is new on this update, or you could add it to the text file.
Soon I'll post a bug report that I found on the new version, but I thank you to only fix those bugs now because I couldn't wait anymore for those modifiers!
I've been messing with bullets, and i've encountered an issue. When an enemy is rapid-firing bullets continuously, the game will start to heavily lag. I tried setting a duration for them, but if I change the bullet duration it won't appear at all. I tried the same with the bullet's animation, and they went away, but it would still start lagging. To me it looks that the bullets are still being recognized even when they exit the map. I may be doing something wrong though. I can post a map with it making the lag, if needed.
EDIT: Issue resolved by attempting to reproduce what had happened- didn't lag anymore.
I found that you can control the bullets lifetime by modifying the duration of the bullets animation.
Give it a shot, see if that works for you :)
Hats off to those braving the new update without documentation! I'm still working on a tutorial but had to put it off a day in favour of getting urgent bugs fixed first. Just so you know, the teams logic seems to be broken, so best wait for 0.2.7 before playing with that.
@Hobhob -- emitting bullets can be a little tricky, because if they don't expire for some reason (crashing into a wall / timing out) you quickly end up with thousands of active bullets. I've added a new debug option in the next version that allows you to view the number of active monsters / bullets / particles, in order to diagnose problems like this. But as the60ftatomicman says, best to just give bullets a duration to avoid this. It's in number of frames at 120fps, so something like 5 seconds (600) usually works well.
ok, 0.2.7's up. To use the debug view, press shift-P instead of P to play, and you'll be able to see the number of bullets and actors that are active. If the number of bullets keeps on increasing, it means you're doing something like shooting out stationary, invisible bullets. Otherwise, they should collide with the side of the room or timeout, and the number will fall back to zero.
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