Hi all,
I'm a software engineer, but not a game programmer. I've only played around a little with game engines. I've also dabbled with pixel art and 3D modeling. I'm thinking about buying Voxatron to play around with, but am wondering if I wouldn't be better off spending my time learning something like Godot. So for those who have bought it and made some games in it, is there anything you wished you knew before buying it?
One of the things I'm wondering about is just how limited it is. From what I've seen you have rooms that are a maximum of 256x256x256 voxels to work with. You have to create new rooms and stitch them together (somehow) to create a larger area. Are there limitations on the number of rooms you can stitch together? How feasible it is to create a somewhat large game playing space?
There also doesn't seem to be much in the way of guides for learning how to script, which is something I would want to do. The lack of information makes it hard to know just how much can be done with scripting, as well as how easy or difficult it is to script the ideas I have.
Hi everyone,
I was playing around with water in Voxatron but ran into some issue...
I created a floor gfx with cut-outs to resemble a little river that lies on top of a liquid base. When I bring enemies into the room that are supposed to "avoid liquids" they still fall into the water. I experimented a bit more with the water floor preset but the "avoid" function doesn't seem to work.
Is this a known bug or am I doing something wrong?
(For some reason, my last two edits all result in blank posts, even if the preview looks normal. Now I have to type in a third time.)
Hi, I have problem that I cannot save the file under the same filename. When I do that, Voxatron crashes. Does that mean I have to do save under a different filename each time I want to save? I hope not.
I am using Intel MacBook Pro, macOS 10.15.5 Catelina, and Voxatron 0.3.6.
Thanks in advance.
On my looking glass 15.9, the game renders off center and overall wrong if the monitor DPI is not set to 100%. Picture is of 150% DPI, which windows defaulted to for the display when I plugged it in.
I'm going to wager that this happens on the portrait as well, but I don't have mine yet.
HoloPlay Service 1.2.0.
Hi all,
I'm using, from a LUA script, to draw the current room the method:
old_draw = _draw
function _draw()
old_draw() -- draw the room and objects
...
end
It's great to draw the current room with just a function call.
But can I change the current room from LUA script code to draw the another room calling old_draw() function?
If not, can I draw directly another room without change to it?
Thanks in advance.
Best regards.
Hi there,
I'm using voxatron from a few weeks, as Pico-8 it's really fun. I'm using directly LUA instead the editor itself.
I've read the lua_api and Voxatron Designer User Manual documents but I've some questions.
- Is there any way to export to linux/mac/win/html?
- Could be possible to export to raspberry pi?
- Can I deactivate the default sound of cursor/z/x keys?
- How can I use draw_voxmap using an angle but without alter the original color of the vox? For instance, if I have a multicolor voxel and I want to apply 0.5 angle I must use:
draw_voxmap("mivox",32,32,32,color,0.5)
But if I use a color number, the voxel uses a flat color instead it's original colors. Is there a way to use the original colors of the vox?
Thanks in advance.
Best regards.
Made for a one-day hackathon with the goal of "use a language/tool you've never tried before"!
Hit a lot of hurdles and will likely tweak in the future, but learned a lot about Voxatron and had FUN!
- It's a "Pacman" clone
- Power pellets EXPLODE to kill ghosts
- Get all pellets to 'win' (and restart)
CONTROLS
- W/A/S/D to turn Hacman
- O and P to tilt the camera up and down
- 'X' to restart (when it asks for 'fire')