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Hey All

Voxatron 0.2.8 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.

0.2.8 is mostly another bug fixing update. If you've been away for a while, check the 0.2.6 update post to learn more about recent features.

This update includes water displacement, and a bunch of fixes for monster editing functionality. Here's the water in action:

I've updated the monster editing tutorial to reflect changes in 0.2.8. The only tricky difference is that instead of using labels to group animations (e.g. 'body'), they now follow exactly the same rules as modifiers. That is, each item has a standard activation controller. This can be useful for doing things like starting an emitter shortly after its containing modifier has been activated (e.g. trigger: parent, t == 240). You can also use it to daisy chain animations together without needing to wrap them in modifiers, using the activation controller's NEXT attribute.

Changes in 0.2.8:

Added: Animations and emitters have their own activation controllers
Added: Trigger by parent time or activation
Added: Water displacement
Added: Facing and heading control
Added: 2x1 antialiasing
Changed: Soft shadows are softer
Improved: Slowdown for many monsters / particles
Improved: Water physics & stability
Improved: Memory leaks
Fixed: Custom monster scoring
Fixed: Wall climbing
Fixed: Head stuck in ceiling
Fixed: Collisions for tiny objects
Fixed: References of pasted compound objects
Fixed: First emit at t=0
Fixed: Blue door sometimes not spawning
Fixed: Crash caused by rotated solid-mode animations
Fixed: Overflowing tab labels
Fixed: Patrolling platforms broken in older levels

1


I loved the new water placement
it's nice to to know that my level will work well now, but I wonder if someone ever finishes them
yesterday, I found out that the animations of the new custom character doesn't react to the squid thing exit (not that shiny animation that it had before)

wait... the bug with the door not working is still there, did you find a way around?


Nice! New features too! Can you give a brief explanation of the host & parent triggers?


omg the water looks gorgeus


So, the 'host' means the actor that the animation/emitter/modifier belongs to. It was called 'self' in the last version, but that's not quite true because the logic is applied in the context of the activation controller.

'parent' refers to the item one folder up. So for example, if you have an animation inside a modifier, parent.time means how long the parent has been active for, and parent.active means the parent is active (always true in 0.2.8).

So the only really new thing since 0.2.7 is the parent.time trigger. In 0.2.7, animations and emitters all had an implicit trigger of 'parent.active'. I've included parent.active for completeness, but it doesn't have much meaning at present because the parent HAS to be active for any of its children to be active.


@Kling

Do you mean the door bug that happens (for example) in Enchant Room 121? (the rooms with the key and a blue door on the right). That is supposed to be fixed! Which level did you see it still happening?


Oh that is fixed i meant the bug of the door not appearing in reapers dungeon and the bug of the door not appearing when you go twice to a room as you said before i believe


Yikes, ok thanks for the heads up. I'll focus on getting doors stable again in the next update. They're running on a new system now in preparation for custom-made doors, and I'm still hunting down backwards compatibility issues. I really hate door bugs!


Could you create a medium-soft shadow option? The old shadows never bothered me, and I think the new ones might be too slow for my computer.

Also, when was the ability to change the camera angle in menus, or while your character was dead, removed? I haven't updated Voxatron in a while. I found that ability rather useful when trying to get the camera in a good position before I restart from a checkpoint.

Also, it's not very nice when you complete a level with the camera up high, and you can barely read your score...


Wow! that water effect is better than what I was expecting. Now im thirsty.


Idea: How about a way to control the frequency of waves for water and lava? A number for really tranquil ocean and then a really stormy one.
Idea: How about a trigger for modifiers when the monster "sees" the player?


@q ok, sure -- I've made the old shadows the default for the next version.

The ability to change camera angle while dead looks like a bug.

@Piepender I'll do a bit more control for liquids later on, but it would slow down the next couple of updates somewhat, so I put it on low priority. But yeah.. stormy oceans are vital!

I did have a go mud though, which is a bit easier and might make for interesting puzzle material:



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