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Voxatron Object Reference

To edit in Voxatron, it's helpful to first understand how objects in Voxatron are differentiated.


Let's start with Props. Props are the most basic types of objects, a single static voxel model. You create and edit props in the Voxel Editor.



You can create Animations as a folder that contains props placed in a sequence, and set the parameters of how the animation runs on the Animation folder.


Pickups are items that the Player can pick up in a room and can provide health, weapons, or points. Pickup

Inventory Items

Inventory Items are items that the Player can store and wield later if they choose. Inventory objects are placed inside of the pickup object that the designer would like to store as player's inventory.


Actors are objects that can move around and interact with each other. The most common actors are players, monsters, and pick ups!


If you want an actor to be a monster, you select that option in the Actor editor box. You can also just go to the pre-made folder of Monsters, and check out how they are made there.



Players are Actors that you control.



If you're familiar with particle systems in Unity, that's probably a good way you can think of Emitters in Voxatron Designer. To emit something, simply link the emitter to the ID of the object you wish to emit (best practice is to put that object inside the emitter folder). Emitters emit pretty much anything you want, you can even create an emitter that emits monsters. Though, there's a warning in Designer against emitting emitters - so don't do that.



Bullets are a type of thing you can use emitters to emit. Inside of the Emitter folder, you can create a Bullet object, and change settings like "collide with ground", or the radius of the bullet, or even if it's destroyed on contact with other objects. Inside of the bullet folder, you create an animation of what your bullet looks like when it is emitted.



Doors work in two ways - they allow the world to be as large or small as the designer wants, or they act as a way to create goals and obstacles for the Player. For example, you can add a door to the room that is not open, but hide a pick up that is a key for that door. Or, you can make that door inactive until all monsters are destroyed in the room. For a better understanding of how triggers in Voxatron work, watch the video tutorial I've provided at the bottom of this page.



Rooms are not objects, but a crucial aspect of how Voxatron works. It's a room-orientated game and engine, room is constructed by arranging object instances along with rules that dictate when objects should appear. You can change the base of the room (ground, no ground (void),liquid, or shape), the color of the rooms ground, the atmosphere of the room (rain, snow, nothing), the size of the room, whether or not it shows a HUD for the player, the camera angle for the room, and whether or not the room is endless or not (with the elephant icon).