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Cart #12047 | 2015-07-30 | Embed ▽ | No License
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just lettin u know press x 2 shoot and space bar 2 fly(yes fly) and c 2 fall. u also have 1000 hearts.Enjoy!

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Like the title says! :) More of it, but of the Game Grumps!

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Cart #11812 | 2015-07-24 | Embed ▽ | No License
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Cart #11806 | 2015-07-24 | Embed ▽ | No License
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I made this in digital monkey school camp
please have fun with my level :)

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Self explanatory, what's your favourite weapon from any cartridge?

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Cart #11719 | 2015-07-20 | Embed ▽ | No License

Thx guys, it's working fine now...

Voxatroians...
I tried to make a moving platform the other day and couldn't get it to move on X axis...
What am I doing wrong? It use to be you make a monster set it to patrol, lock Y and you got yourself a platform...
Please advice...
Thank you

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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! :)

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Cart #11676 | 2015-07-18 | Embed ▽ | No License
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this is for Dylan to work on it at home and finish it.

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Cart #11660 | 2015-07-17 | Embed ▽ | No License

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Cart #11661 | 2015-07-17 | Embed ▽ | No License

This was made by the blacksmurth (one of my friends)

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Cart #11658 | 2015-07-17 | Embed ▽ | No License


By Mateo Hackett
hope you like it

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Cart #11656 | 2015-07-17 | Embed ▽ | No License

This level was made by one of my friends. Its a nice fun level...

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Cart #11654 | 2015-07-17 | Embed ▽ | No License
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This level was made in 1 week and it is very hard. Thx for playing.

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Cart #11626 | 2015-07-16 | Embed ▽ | No License
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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).

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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

Cart #11541 | 2015-07-10 | Embed ▽ | No License

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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.

Cart #11523 | 2015-07-08 | Embed ▽ | No License
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Hi Zep,
Zep, we are writing an online class "intro to voxatron". Would you be interested, taking a look at what we have so
far? We just finished outlining 16 session and about to stat recording videos. Please let us know.

/digital monkeys

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Cart #11336 | 2015-06-19 | Embed ▽ | No License
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The man and his cat go on an adventure. You will get to fight tons of monsters on the journey! Hope you enjoy!

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Cart #11304 | 2015-06-16 | Embed ▽ | No License
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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:

  • 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.

  • 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)

  • 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.

  • 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...

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