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JayZX535 (JayPlays Gaming)

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A member registered Jun 02, 2017 · View creator page →

Recent community posts

Ah, I'm sure I'll have a few things to suggest from time to time!  And yeah, I've seen the list but like you said, it can't cover everything lol.  In any case, I'm super excited to finally find what looks like a really good voxel game engine-- I've always been fascinated by voxel, but couldn't find a good engine and lack the skills to make my own XD  And this seems like a really good blend of freedom in creativity without having to learn a full-on coding language!

Aw, well thank you! :)

Ah, okay-- awesome!  Yeah, I'm never sure how much of this is future vs. stuff you haven't worked out yet, so it never hurts to ask XD  But it sounds like you've got some pretty neat plans for this-- I can't wait to watch this project grow and develop, and I'm honored to be able to take part in testing it out :)

Ah, that is true.  It's probably not a top priority at this point anyway XD  Maybe one way of circumventing it could be only allow larger meshes from certain programs, i.e. imported from MagicaVoxel only or something.  Idk-- again, it's probably a low priority :P

Ah, thank you!  Yeah, I noticed it saved a lot, even if I changed only one frame, and that seemed a little inefficient so I thought I'd mention it.  It might speed the whole saving process up and such :)

I'm glad I found it too!  It seems like a great program with a lot of potential!

Hey again,

As far as I know, there's not a way to do this right now, but could we get consumable items?  This would make it possible to have healing items, etc., which would be nice.  You might have to put in an option to tell us if it's a healing item (restores health) or a buff (adds to defense/attack/movement for x length of time) or suchnot.  It would be good to be able to interact with this in the script, too, so we could access custom properties.

Also, it would be cool if there was a way to design properties to an entity directly while editing it.  This way, if I wanted to add a property to all entities of that type (let's say mana), I could do it without having to have a script to set it up.  Kind of just a little housekeeping thing, but I thought I'd mention it lol.  For that matter, it would be good to assign properties to the player specifically, and not just the entity accessed through the model page.  That way if we want to do stuff like customize characters, the player's properties can remain the same.

Have a great day!

Ah, okay-- that makes sense!  Hmmm, I wonder if there would be some way you could directly convert Magicavoxel files into meshes, since that's where I do most of my voxel work anyway?   If so, maybe you could allow for the importing of larger meshes but give a warning that "you will have to use an external editor to alter these files" or something... idk, I'm not well versed in that sort of thing :P

I did notice the editor saves ALL the frames again even if most of them haven't been changed, too... is there some way to test which frames have been edited and which haven't and only save the ones that have changes?  That could cut down on the save time, which can get lengthy if you have many frames, and might help with supporting a larger grid too?  I dunno :P

No problem!  Thank you for making this awesome program-- I've been looking for a voxel game maker for a long time, and this one seems to have a lot of potential! :D

Hello,

I was just wondering if there are any plans to implement a larger voxel grid.  I have been making some fairly detailed models, however it makes it difficult to add any large creatures into the game.  Right now I have a wolf and a deer, and both are pushing the limits of the 32x32 grid.  I eventually want to add bigger creatures like bears, elk, etc., but with current size constraints, that's going to be impossible unless a larger grid is implemented.  Are there any plans for a bigger grid?  Maybe 64x64x96 (double current dimensions?)

Thanks, and have a great day! :D