Hope you like it. I can't figure out how to move to another room or how to get the completed level object to appear.
We don't have a thread for new user orientation, and I've been seeing a lot of the same posts about the lexaloffle community/accounts etc. in the BBS/forums, so I'm going to initiate this thread in the hopes that it will become a helpful repository of knowledge for the newest members of our community. Please note that this thread is operated 100% by the community.
Hi there! New to the community? Welcome! Please Read This Post. =]
What you'll find on these forums is a bunch of people who share a common interest with you: we love indie games! Most of us are here for Voxatron, currently, and it's a safe bet that you are too!
Have questions about your new lexaloffle account? Confused as to what sorts of things you can get involved in here? Just want to make some friends? Drop a post here! If you need help, and the community can give it, we'll do our best; we're really quite nice people!
First things first: for basic information about the game and its various nuances, you should head over to the Wiki.
Here are all the objects from my Men's Room level. I fixed a small glitch with the sinks where the bottom of the pipes weren't displaying because they weren't connected to the rest of the sink. (Unfortunately the bug made it into the level... Oh well.) I can't remember if the hand dryer has the same issue in this revision, but if it does you can feel free to fix it.
Hello everyone, and sorry to post yet another thread about VOXDE issues... but I'm stumped.
I can't figure out why my timeline isn't behaving the same way in room [3] as it is in room [1] of my current (and first) Voxatron adventure project, which I've included.
HOPEFULLY this image will allow you to open it up in the editor, but I've had some issues with the uploading, so your guess is as good as mine.
The issue here, is that in room [1], the timeline simply skips to the next group of monster spawns when there's nothing active in the room, and this doesn't happen in room [3]. After reading the readme AGAIN, I have absolutely no idea which one of these should be the normal behaviour.
Anyway, I realize that it's a lot of work for basically no benefit, but I thought I'd post this anyway as a go-to post for anyone who might have the same problem.
Regards,
~Gnome
I just want to suggest a list of ideas please note i have not entirely thought out all these ideas so some may be plausible while some are not.
-grid based map: basically have a map setting that makes the map work in that if you go to the top of a cell (a portion of the map) you appear at the bottom of the cell above at the same x coord.
-Set certain blocks as indestructible: nuff said;
-give voxels health: this would allow certain materials to take more damage then others ie have a metal pillar take more damage then a stone one.
-"texture" brushes for the editor basically its would be a brush that would give a "texture" (meaning the look of a cobblestone floor or a wooden floor) and you would be able to create your own brushes
-Animation creator: would allow for animated objects in the level
- an item creator: it would be mainly for weapons it would create the characters look while holding the item, animation for character, "bullet" model, set bullet damage, set "bullet" explosive factor (knock back and how much it destroys), and set if affected by gravity and velocity(to say allow for a lobbed projectile)
-enemy creator: create enemy animations, select behaviors (such as run away, dodge and so on), set attacks (could use item editor for projectiles), set flying among other things
-create paths: in the editor you would be able to create paths for enemies, platforms and so on to follow and set the follow speed for the platforms.
-change view field in options
-burrowing enemies (ie worms)
-option to set weapon permanent or default( the map creator could set the sword as the default weapon for example)
-continuous spawner: sets and enemy to spawn after a set time every x seconds for y seconds(ie Monster spawns after 15 seconds every 1 second for 20 seconds)
-suction gun: sucks voxels in for ammo and fires them out there would be a button im not quite sure which that will change from fire to suck mode
I apologize for any misspellings this is all flow of consciousnesses and i want to get the ideas out there
This is my first ever map. I have 8 or so rooms in it right now and will be adding to it over time. You start off in a very small village and journey to a temple where you must find your way through the many rooms, trying to find the correct room in each stage to move on to the next, and each room, both the correct and wrong rooms, are stuffed full of enemies! I used some default models in this map but the majority of what i used were custom created models. I also plan to swap out many of the enemies for custom ones once the monster creator is released.
Just working on some Blockland stuff. this is what I have so far.
- A blockhead that comes with no hat, A snow cap, and Hoodie
- A blockland sign that I was to lazy to fit into 1 model, so it's split in 2.
3.A red spam house, because it's the easiest thing to build in blockland.
Also, if you edit this level in the editor, take notice at the player spawn point, and see how it is a blockhead.
Thank you for downloading this.
After one too many creative level design I'm starting to wonder. Is there something special about voxels that allows quick creation without (many) restrictions ?
You practically don't need to draw. No need to texture. People talking about textured voxels are insane. You don't texture pixels. You just arrange them (or voxels) into a sort of a mosaic.
Voxatron uses very low resolution, which certainly helps. You can't spend hours editing a small(ish) sprite. Increase voxel resolution and levels will take longer to create; artistic skills will get more important. At the moment you can get away with a nice idea, some patience, and a sense of aesthetics. You can make fairly intricate objects quickly, then mass-produce them like in the times of tile-based graphics - only with more flexibility.
And this is just the beginning. Assuming Lexaloffle delivers, creativity will boom. Moving platforms, animated objects, custom enemies. Want to make an eurasian badger (meles meles) ? Go ahead !