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Cart #interlace-2 | 2019-07-12 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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Cart #moonscape-3 | 2019-07-12 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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Cart #welcome_hello-1 | 2019-07-12 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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Just going to start a thread here for bugs in the text as they're found so we can keep them all in one place.

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Cart #braveworld-0 | 2019-06-28 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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Cart #enchanted-2 | 2019-06-27 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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Cart #souls_of_elements-1 | 2019-06-28 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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Cart #santas_bad_list-2 | 2019-06-28 | Embed ▽ | No License
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Submission for NABAVision 2019 @ NABA, Milan

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In Pico-8 it is very clear that you can use it for the whole of a school. What is the deal with Vocatron? Can you use it in a school or do you need to buy a licence for each station?

Thanks

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Maze with patrolling platforms prototype.
Feel free to re mix :)

Cart #patrolling_platforms-2 | 2019-05-17 | Embed ▽ | License: CC4-BY-NC-SA

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Cart #withlookingglass-0 | 2019-05-01 | Embed ▽ | License: CC4-BY-NC-SA

Hey guys! I made a game in Voxatron using a Looking Glass 3D display and wanted to share it with you all. Pardon the heavy Alice and Wonderland themes.

Missy @ Looking Glass

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Cart #fishes-1 | 2019-05-11 | Embed ▽ | License: CC4-BY-NC-SA
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r=rnd
function _draw()
srand(1)
clv()
for i=0,32 do
ot = r(16)-8
tf = flr((t()+ot)*16)
op = r()
c = 96+r(7)
sh = r(4)+12
z = r(63)
yb= r(127)
for x=0,48 do
h = sin(x/48)*5+6
X = (x + tf)%128
y = sin(X/96 + op) * sh + yb
line3d(X, y, z, X, y + h, z, c)
end
end
end

Alternative version

Cart #fishes_alt-1 | 2019-05-11 | Embed ▽ | No License
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[ Continue Reading.. ]

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This is my school project.
"Learn about one topic over the year and present it to my class"
It's loosely based on "Zelda"
My Character:

moves with arrow keys
Uses weapon with x
jumps with space bar or z

I am going to continue with this in an upcoming year.
Stay tuned :)

Updated,
Started working on rooms.

This character has states; for walking, idle, jumping, etc...

feel free to re-mix :)

Cart #custom_character_with_vox_3_5-2 | 2019-06-05 | Embed ▽ | License: CC4-BY-NC-SA
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I was working at "School Mayhem 2" and saw in the "Pickups" folder cool items like grenade a twirlgun. So I tried to use them and published the game. It was all looking fine but when I tried the game in the browser (Firefox Quantum), I picked up the grenade launcher and when I pressed X nothing happened. I think it's kind of weird bug because the weapon works fine in the editor. Thinking it was just an issue of the grenade launcher I removed it and added the twirlgun. This weapon also worked in the editor but not in the web browser. I don't know what to do. I hope @zep fixes this issue.

P.S.: sorry for eventual bad English

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@zep, I've been really curious about the water feature in Voxatron. I love how it looks and how it acts. It just looks and feels so satisfying. But I've had just a hell of a time finding good articles that give me any sort of clue on how to recreate it with any sort of decent performance. (Or even to look as good as yours.) There's the classic water ripple algorithm that so many articles refer back to. But running that on 128^2 voxels just kills performance. Any clues as to what direction to look in to do water the way you do it in Voxatron? Is it something that works well because it's done "natively", so to speak, but wouldn't necessarily work well within the Lua performance constraints of the custom scripting feature?

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Is there a way to load another room using Lua scripts easily? I figure I could have a script that spawns/moves an exit directly to the player, but that seems like a lot of work for something that might not work right. There are of course ways to load the actors needed for the next level, but I would like to be able to use the room editor. Thank you for any help.

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An early prototype of what a vertical jumping game might play like on Voxatron. Uses the Lua scripting.

Cart #vertigogo-1 | 2019-03-19 | Embed ▽ | License: CC4-BY-NC-SA

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Cart #longshot-2 | 2019-03-18 | Embed ▽ | License: CC4-BY-NC-SA
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Longshot is a gripping puzzle game where you play as a lost grappling hook looking for its parents!

z: fire
x: enter
arrows: rotate

Made for Train Jam 2019 by
-Brett Davis
-Noah Senzel
-Dan Brakeley

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Heya

If I make a new PROP and drop it into a room, players & actors collide with it (assuming I ask them to)
However, if I make an ANIMATION and drop it into a room, I can't figure out how to make things collide with it - they just walk straight through.

So if I try to make eg. a tree with branches swaying in the wind, nothing collides with it.

Am I missing an option? Is this intended behaviour?

I guess I can just work around it by using static ACTORS with the animations inside, but that feels like I'm doing it wrong.

Any help would be greatly appreciated!

Thanks,
--molen

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Controls:
Forward/Backward to move
Left/Right to turn
z+x at the same time to reset position

This is just a demonstration of a way to move the have the camera stay fixed to a character while the environment moves around it.

Cart #pjtefuji-1 | 2019-03-07 | Embed ▽ | License: CC4-BY-NC-SA
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There are a few issues with this implementation. Y co-ords have to be subtracted instead of added, this arose because I imagined forwards being positive and could not fix this easily by the time I realized what I did. Also, all horizontal surfaces become full of holes at any non-cardinal direction. Collisions also suffer from issues and it is possible to glitch entirely through a wall and become stuck (the reason there is a reset position option).

Currently, everything must be affixed to a grid system as attempting to render anything more than slightly out of sight the screen results in severe graphical errors. It should be possible to create a system using distance from the center of view, but I imagine it would become draining to do that for a large number of entities. Anything large enough to extend from the center of view to the glitch distance is well beyond what this is capable of.

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