0.2.1 is out now! This version contains some new stuff for level designers to play with, room camera position, refined 0.2.0 monsters, more detailed trigger control, and a Bullet Hell Elephant.

Here's a demo level that shows most of the new features (you'll need to update in order to play this):

Copy and paste the snippet below into your HTML. Note: This cartridge's settings do not allow embedded playback. A [Play at lexaloffle] link will be included instead.

How to Update: Use your Humble Store / Humble Voxatron Debut links. Search your email for "Your Humble Bundle order" or "Thanks for purchasing Voxatron". Alternatively you can request a new link here

*UPDATE: You can now add games directly to your lexaloffle account to make updating easier. Click on the link at the top of the Humble Store page. See here for details.

v0.2.1

Added: Void base type

Added: Bullet Hell Elephant

Added: Customize start/menu button

Added: Negative voxel colour (subtracts voxels from the world)

Added: Vertical camera position control

Added: Partial room sizes: minimum room width or height is now 8

Added: Synthesized audio now cached as sample data for faster loading

Added: File dialogue filters file list according to partial filename

Added: no_weapon base pickup

Added: Dummy invisible pickup (immobile, can be used to trigger groups etc.)

Added: Customise navigator thumbnail size in config.txt

Added: Fine time control. Can adjust by quarter seconds with [ and ]

Added: Dragon actor

Added: Each room can have a default camera position

Added: Choose if each room is a checkpoint

Added: Playback that can span multiple rooms

Added: Implicit checkpoints at blue doors

Added: NO DOOR trigger only applies to doors in own group, iff group_size > 1

Added: Control room object draw order (f: bring to front, shift-F: push to back)

Added: Delete last item from navigator using shift-1 ('!') // not undoable!

Added: LCTRL (add) and LSHIFT (subtract) selection modifiers in timeline

Added: Instant prop / monster warp-in control

Added: "Collect once" flag for items

Changed: "Edit" button (navigator) now only needed when viewing a room

Changed: Minotaur stays in attack pose for longer, lunges further

Changed: Don't need to type ".png" when loading a file

Changed: Barrel of doom emits less permanent sludge

Changed: Minotaur, armadillo, hound can trigger barrels

Changed: Monsters/props at t=0 appear instantly (no warp-in)

Changed: Trioc slightly easier

Changed: Tweaked palette colours

Changed: Item navigator scroll positions are now saved

Changed: NODOOR trigger is now NOITEM and applies to any use-once object

Fixed: BOOM pickup not emitting downwards particles

Fixed: Saving redundant scores file "vox.sco"

Fixed: Directional shooting buttons trigger menu

Fixed: File dialogue sort by filename

Fixed: Bullets collide with invisible doors

Fixed: Indestructible dirt damaged by some explosions

Fixed: Shoot diagonally through indestructible wall

Fixed: Jump/shoot actions broken in arcade mode

Fixed: High score sometimes not saved when fast-quitting

Fixed: Multiple dragons in same room cause shared tail

Fixed: Inventory clipped out for small rooms

Fixed: Base weapon: sword starts on peagun for single shot

Fixed: Space-time rift during playback

Fixed: Room object order is now preserved after delete operations

Fixed: Default text in save filename field sometimes wrong

Fixed: 2-way door sometimes doesn't allow player to stay in next room

Fixed: Some objects visibly blink in at start of room

Fixed: Crash when using joystick to navigate joystick config menu

Camera Controls

It's now possible to move the camera to a more overhead position while you're playing a room -- e.g. if you need to make some tricky jumps and need to see exactly where everything is. You'll need to set up controls for this under the options->control->customise menu.

If you're making a room that is better viewed overhead, you can indicate this by clicking the camera icon next to the name field at the top right. The three possible settings are: none (use previous camera position), low angle (default, same as usual) or high angle.