I've been working on a cartridge in Voxatron for a decent amount of time now and have become very adept and understanding of how player/monster creation, logic, and modifiers work... But! I've hit a dead end...
No matter how I try it, I can't get the logic for my player to work right. After many days of working at it, it seems that the only way to make it work is if you added a special determining factor to triggers...
That factor would simply be: Only activate (under trigger circumstances) after prior trigger is activated.
If that didn't make sense...(I had a hard time putting it in words concisely) What I want is when, say, modifier#1 is set to have modifier#2 happen next, modifier#2 will happen next, but only if modifier#2's trigger activates and will only activate if modifier#1 was triggered first.
I hope that makes sense! :( I'm trying to keep most of what I'm doing under the hood right now so if you have a contact I can message you through privately I can show you exactly what I'm doing/trying to do and more specifically what I need to make it work!
Hopeful that you'll see this and understand what I mean,
RumbleChops.
P.S. Thanks for the like on one of my Speed-Modeling videos! I hope to show you all some of the fruits of my labor soon! :)
Please Note: THE GAME WILL START AS AN EMPTY BLACK SCREEN, THIS IS INTENDED.
With One Spirits Wish
Three Worlds Collide
Each One Has
A Key to Hide
The Spirit Must
Collect All Three
Otherwise
It Will Never Be Free
Please report any bugs, or problems in the game, if you can figure out if they are problems or not.
This game is designed to be (brace yourself) INSANELY MEGA HARD!
Feel free to ask question, as this game is filled with a lot of mystery. (I will not answer all though)
Also I would've loved to add music, but the premade voxatron music doesn't fit my style, and i can't use milky tracker. This was made and uploaded in Voxatron version 0.3.2
Final Note: I started this game sometime in February this year, I spent a lot of time on it.
Now go ahead and play, and try not to die (if you can).
this is in reference to post by Gacha
Where he/she talks about bullets giving you negative damage (effectively healing a player)
I didn't know bullets can do this so I made something to test it out. You have a monster that heals you if your damage is less then 3.5
dubstep gun by: Sam, instructor Matt upload and optimization by: Greg
We had trouble uploading this at first with size of cartridge 1.05 MB, then we reduced
the size to 265 KB and it uploaded no problem
This was put together during digital monkey school camp summer 2014
Please feel free to use and remix.
You want it? Come and get it! ;)
[youtube]https://www.youtube.com/watch?v=4QT2Mh7jryw[/youtube]
So according to a thread I read five seconds ago, Lua script is coming soon. BUT WHAT IF IT ISN'T SOON ENOUGH?!?! (Or maybe that wasn't what I read.)
Anyway, here is a way to add simple logic in Voxatron levels, within a single object, (ab)using the Priority and Modifier mechanics.
The first demo shows how Priority works. Each rectangle represents a triggerable object (such as an animation or a modifier). The white objects have their duration set to 5, and the black objects have their duration set to 0 (indefinite). They each have their priority written on them. When you activate one, it 'shadows' all of the ones beneath it, preventing them from activating or activating the one set as 'next'. The indefinite ones can still be turned off by activating a higher priority one. This can be used to create things like S/R latches.
By the way, the diagram is one object. It receives input from the buttons via IS:OBJ_ID:##:M_STATE:SHOT.
Next is a demo of Modifiers, represented by hollow rectangles. Like normal objects, they can be forced off by shadowing them. They will also disable all of their children while they are disabled. The red object's trigger is set to PARENT:ACTIVE, so it will always be active while the modifier is. You can use this to shadow other objects or have multiple 'next' objects for one modifier. The children also won't send or receive 'next' triggers while their parent is disabled, as shown with the one at the bottom.
Using these, you can build complicated networks, like the one for this passcode door. Here's how it works:
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The object at the top resets the lock using three children (not pictured) that are set to IS:PARENT:TIME = 1, so that they'll activate once, setting the state triggers appropriately.
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One object, unlike the others, is not set to reset on activation. It will only activate once, triggering the reset object to initialize the lock. (also not pictured)
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The state triggers at the right are S/R latches that each have their own group. When active, they shadow the button triggers so that they don't activate erroneously.
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The buttons each trigger 3 objects, 2 of which are shadowed. The unshadowed one determines the action that will be performed: Either activating the next row, or resetting the lock.
- When the last trigger is activated, it will disable the lock, play a sound, and use an animation to clear a hole in the wall.
And that's how you make mechanisms out of the bits and bobs lying around in Voxatron! Maybe, to prove that it is Turing-Complete, I'll build.. A TURING MACHINE! Wish me luck...
It was November 2011. I backed Voxatron on Humble Bundle. I was really excited. It looked so promising. I was looking forward to playing all what was promised.
Time and time again promises were broken. The release next week would be the month after next one, the release next month would be next year.
Pointless percentages on "Development" page. One man army adding unnecessary features nobody asked for never mentioned in the first pitch. Overambitious"console" design of Voxatron. For one man. And development plan straight out of Oracle or SAP; poor fit for a one person hobby project.
What ticked me off to write this post was Hololens presentation of Minecraft on E3. It's almost everything that Voxatron aspired to have. It does not have story mode, but neither Voxatron will have; and probably will not have in this decade. Voxatron is getting irrelevant really fast.
I feel that I got good fun for the money I invested in Voxatron. But I cannot help but feeling lied to when I look what all has been promised and when it was promised and what we have right now.
I have lost any illusion that Voxatron will be finished with current effort. The best thing that can happen to Voxatron right now is to get opensourced or to have a team of people take it over and work on it for few months seriously. Community may or may not recover but the game would be in finished state.