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I've known about the site since last year, and joined, forgot my password, username, and email I used. But oh well here I am again. I don't know much about the site. Please fill me in. Do you make your own platformer levels on here? And can you play in multiplayer with others on these levels? Thanks.

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Hi!

So I have been playing around with the editor now that 0.2.4 is out and I noticed that when a new main character is created we can keep (required to keep?) 16 props in the 6 directory.

Wasn't this 11 before? If so, what the extra frame/props for?

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Cart #7116 | 2013-03-04 | Embed ▽ | No License

Also with a new sword of eternity pick-up.

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Cart #7098 | 2013-03-03 | Embed ▽ | No License
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A quick demo of version 0.2.4 showing custom monsters and pickups.

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Cart #7074 | 2013-02-09 | Embed ▽ | No License

Tough Arena level that takes place on a bald man's face!!!

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HELLO...hello...hello... ECHO!...echo!...echo...

...such a lonely place.

...place...

...place...

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Cart #7058 | 2013-01-23 | Embed ▽ | No License

Just a short experiment. Have fun with this.

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Cart #7056 | 2013-01-21 | Embed ▽ | No License

A little bigger this time...

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Cart #7054 | 2013-01-21 | Embed ▽ | No License

Second try at uploading because the last one did not show up in the BBS list...and I like seeing it there!

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by
Cart #7049 | 2013-01-21 | Embed ▽ | No License

Demonstration of modular approach to vehicle animation using only two clips and allowing arbitrary speeds and distances to be covered. Modularity will, naturally, be essential to large scale, dynamic voxel scenes. From this demonstration you can also see how cars will turn corners, requiring at most two more clips. Different rates can be applied to different vehicle model animations to coordinate ones less common than others (i.e. bikes, taxis, etc.). It will be exciting to see how modularity is used to make quick work of large projects while retaining quality and interest.

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Cart #7050 | 2013-01-21 | Embed ▽ | No License

Roaches make great waves!

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zep - thanks for adding the export functions to Voxatron!

Here's some screenshots of a level running in my own OpenGL voxel renderer, with 8x AA and a fake ambient occlusion effect:

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Cart #7010 | 2013-01-05 | Embed ▽ | No License

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Cart #6978 | 2012-12-29 | Embed ▽ | No License


Beemo beemo

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Cart #6976 | 2012-12-29 | Embed ▽ | No License


ha ha ha

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Cart #6974 | 2012-12-29 | Embed ▽ | No License


We're going to a very distant land...

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Cart #6889 | 2012-12-16 | Embed ▽ | No License

A snow themed level with the mix of desert-like objects.

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Hi all, hi zep.
First at all, thank zep for this great game and thank for the editor, I bought your game for both :-]
The destructible environment is a great concept and its really used in the right way.

I modeled what will follow a few months ago.
I was really happy when I heard you're going develop an obj export.
Its not for playing, its just a voxel medieval scene :-)

HD version

I wanted to test the contrast between a "basic" voxel model and a photorealistic renderer.
I use Maxwell Render, a really powerfull unbiased renderer.

( HD version flash 1.6 Mo)

horizon view HD version

[ Continue Reading.. ]

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Cart #6885 | 2012-12-16 | Embed ▽ | No License

Hey everyone, I'm back and trying the new content. Made this level to try the animations so it's just one area.

Also noticed my old levels are broken because of some update, will get them fixed when I can.

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If everything goes well, I'll finish this level by Christmas Time. I finally went back to creating because of the awesome update (animations). :)

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