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Cart #8864 | 2014-05-31 | Embed ▽ | No License
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Cart #11263 | 2015-06-12 | Embed ▽ | No License
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Example of animated clouds created with the emitter :)

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Cart #8842 | 2014-05-28 | Embed ▽ | No License
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By Matt for Digital Monkey School.

Change Log v.03:

-Added 2 new rooms + new area specific environment assets
-Added new weapon
-Added new enemy

-Fixed non-progression bug after dieing in sky level ( red flag for room 6 )
-Fixed ceiling collision in rooms 3 and 4
-Fixed some sounds

-Made knife instantly collectable
-Made life on respawn invisible and instant
-Removed some zombies in rooms 3 and 4 to make it easier.
-Zombie damage / health reduced
-Zombie random wander state removed
-Zombie hair color changed
-Zombies sometimes drop bandaids now
-Gave cannon sound

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Okay, so it looks like since I've been away, Voxatron has shifted towards a virtual voxel-based console system, which I think is super cool. And I know the current version is only 0.2.1 and that it's original inspiration is Robotron...however...

It would be nice to set controls to something other than twin stick shooter-based controls (and beyond just mapping stick two to the mouse, etc.)...

I.E. I'm not saying just making it a completely open scripting language based system because that is cumbersome for beginners and such. The current level editor and checkbox style main editing is just fine...however, choosing different control schemes and level-base properties would be welcome. For instance:

Platformer - Controls would be one stick for movement and 2 or 3 buttons for actions, one of them shoot, one of them jump, one of them free assign (i.e. use item?) and have option for the map to 'lock axis' to keep free 360 movement from happening either on x or y axis depending on the person making the stage.

Scrolling Shooter - Controls would be same as platformer, except you have two shooting options and third button could be free assign (i.e. shield activate? Drop bombs?). Autoscroll x/y would be a level option along with 'loop background' as possibility...

RPG - Same as platformer without scroll locking, jump would be optional button.

etc.

That's just some examples of how it could work. In the main voxatron control setups, the user could set their own controller options per type of level that way they don't have to remap them in the middle of a game. It's already setup for all possibilities to their preferences before they play a cart.

I think it'd fairly easy to add these 'base modes' to the editor and even have it on a per level basis that way if someone wanted to go all out with one of those old NES games that have multiple modes (like Bayou Billy or Vice: Project Doom), then these modes are tied to the level itself, not the entire cart.

Anyone have comments on this? Yay/Nay?

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Cart #8833 | 2014-05-23 | Embed ▽ | No License
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Updated version of Civilian Commando 0.2 by Matt for Digital Monkey School classes :)

X Added a temporary Game Exit to the 6th room. More rooms to come..
X Made the glass destructable in the museum
X Mud Zombie Dudes are now more difficult
X Added extra Mud Zombie Dude attack type.
X Added a temporary fix for the low health issue when respawning
X Removed Grenade Self-Splash Damage
X Changed Grenade throws to be more effective
X Weapon pickups now have flashing arrow icons to make them easier to see
X Changed room save flags to be red (checkpoint at entry instead of exit)
X Added room clear goal to room with grenade pickup
X Fixed collision in some areas
X Changed lantern art to look less like a cake with a ribbon

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hi zep an other voxatronians!

im starting a new bug bucket for 2.11

heres the problem. D started a community level pass down you mighta noticed. chaosking2 made a song for their room using milkytracker (cool tune). then when i tried to save my room it crashed so i made my room seperately but now Kling couldnt save it to the community pass down either. I noticed the song adds alot of dots to the PNG/data box at the base of the picture so guessed it might be the song thats the problem/issue. either that or OS incompatibility?

Can you please confirm whether or not its the song thats crashing voxatron when trying to save? I assume as its a new addition it may be whats encountering problems. who woulda thought the community pass down would end up uncovering a muscial co-op bug. :)

If you can figure out how to get my room onto the community pass down level thatd be awes. Or if its the song maybe it could be removed then added at the end as a workaround.

thanks Zepperoni!

UPDATE: im so stoopid. It is the songs making it crash and i didnt notice that kibcob also had made an epic glitch chip tune track. so i tried saving the level to a new name after deleting the tracks and it DIDNT crash. so alas it is the theme tunes f**ing with the save.

:/ goodluck hope its an easy fix.

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Cart #8806 | 2014-05-17 | Embed ▽ | No License

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Cart #8804 | 2014-05-17 | Embed ▽ | No License

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Cart #8796 | 2014-05-14 | Embed ▽ | No License
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Level by Matt for Digital Monkey School class work in progress :)

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EDIT: DELETE THIS POST

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This is an experiment with switching player models. When henry leaves his (poorly furnished) castle, he enters a (sadly barren) world map as a tiny version of himself. In the world map mode henry moves slower (in voxels, faster in scale distance) and cannot jump.

I achieved this using player modifiers triggered by player distance to a marker (distance < 500, so always while in room).

Edit: Found my error and updated the map.

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Cart #8746 | 2014-05-02 | Embed ▽ | No License
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I suppose you could take this as a showcase for some stuff I've been working on.
Dig a little deeper in the editor to find some other goodies.
The first and second wizard are pretty unpolished, so they may be a bit too easy. The final wizard is the most polished and the one I worked on for the longest, so it may actually pose a challenge.
Feel free to make suggestions on how to improve anything you may find!

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Follow the path, and the bridge will appear as you go to cross it.

This is actually two rooms, one without and one with the bridge, with doors set of to jump between the rooms to make it appear as if the bridge is appearing and disappearing. It shows what I want to do, but I want this without switching rooms.

I can make the same effect with triggered props, but it will only work once, or as many iterations as I've placed duplicate props for creating and erasing the bridge. As best I can tell, once a prop is triggered, it cannot be triggered again.

I believe what I need is emitters. Unfortunately, I haven't managed to get them to work at all. :'( So, before I go back to banging my head against the wall, is what I want even possible? Can an emitter emit a prop? If so, how? I'm stumped.

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Cart #8736 | 2014-04-25 | Embed ▽ | No License

Title: Melon Munch
Version: Final
Type: ?
Difficulty: 3/5

I modified one of Zep's mobs, but everything else I created.

I wanted to make something that would not involve too much of my time. I have some other projects in the works that I may ask someone to help me with if they are interested.

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Cart #12603 | 2015-08-12 | Embed ▽ | No License
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Fixed player dying in the second room bug.
This is just a gameplay mechanics test, not a complete game
Fill free to remix :)

Cart #8733 | 2014-04-24 | Embed ▽ | No License
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Updated plants vs zombies games mechanic test :)

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Cart #8731 | 2014-04-23 | Embed ▽ | No License


I was messing around with the new 'player' object. This player has its own set of controls, and I'm still trying to figure out how to do weapons for it. The model is loosely based off of Gastly/Haunter/Gengar pokemon (very loosely).

-Controls-
You can move normally.
SHOOT (the specific button not the directional keys) - releases a burst of gas in all directions, high damage, getting hit in this state will always result in death
JUMP - triggers a brief but quick dash, allows you to phase through monsters and absorb bullets

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Cart #50001 | 2018-03-06 | Embed ▽ | License: CC4-BY-NC-SA
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Destructible environment with the player's character demo :)

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welcome stranger!
post any suggestions here so the bbs can be more organized, please.

here you will find the link to voxatron's manual. (it's a work in progress)

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*Edit
Howdy, just checking to see if this level file is attached to this post

A short level I've created to test out some of my custom enemies and weapons, it's eventually going to be part of a much bigger level. feedback is welcome.

by
Cart #8716 | 2014-04-17 | Embed ▽ | License: CC4-BY-NC-SA

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