Docs User guide
Changelog
Every change to Voxel Game Maker, newest first.
Voxel Game Maker isn't released yet, so these are early builds. This is every change to date, newest first.
0.0.15 — animation library, music and safety
- My animations: a library shared by every project; .vxanim export / import.
- Flip-book frames and onion skin.
- Music Gen: note velocity, per-track effects, new sounds, stereo, Remix, bar selection, undo and MIDI export.
- Safer saving: atomic saves, backups, opening projects with broken parts, unsaved-work checks.
- Turning a model turns its animation keys too.
0.0.14 — Quick code 1.0 and Ruins of Varneth
- Quick code 1.0: a real language with functions, tables, closures, tasks (
every,after,run_async), events and messages (on,send), world queries, input, sound, libraries (require), the Data tab, and debugging withwatch()andbreakpoint(). - Quick code: light and sky (
player_light(),sky(),look()) and combat (add_status(),knockback(),pop_text()). - Code World sample: nine stations that show Quick code off.
- Ruins of Varneth, a first-person ruin crawl.
- Zone Atmosphere (weather, fog, light, sky gradients with fades); player light.
- Action combat: status effects, dodge roll, knockback, pop-up text.
- Chase AI with sight, hearing and memory, plus 10 presets.
- Fonts in Game Settings; styled zone banners; drag items onto the skillbar.
- Explorer: add, rename and group zones and objects.
0.0.13 — tabs and branding
- Tags, Behaviors, Sounds, Music, Particles, Scripts, Dialogue and HUDs tabs shown as tiles.
- Voxel V logo, icon and splash screen.
- Explorer folding with double-click.
0.0.12 — atmosphere, loot and pickups
- Custom surroundings and custom weather from your own models.
- Weather options for speed, size, wind and tint; Post Effects (vignette, grain, outlines, sun rays, pixelate and more).
- Breaks apart: destroyed objects burst into their real voxels.
- Loot tables with chances; pickup effects; item cards you can style.
0.0.11 — messages and quests
- Messages: typing effect, talking voices, text effects, and models or pictures inside the text.
- Names in messages and item boxes turn green when they exist, red when not.
- Quests folder in the Explorer and a New quest window that sets it all up.
- Choose the E prompt (Read, Look, Talk…).
0.0.10 — variables and speed
- Variables and switches live in the Explorer; world variables; safe renames everywhere.
- Big speed-ups: far fewer collision bodies and draw calls, faster game logic; F3 performance panel.
- Seamless see-through water with an underwater tint.
0.0.9 — modeler polish
- Picking a part selects its voxels; Box select ▸ Into part.
- Turn and scale models from Properties; rotate snaps to 5°.
- The Skeleton window matches your own parts, or leaves parts out.
0.0.8 — the modeler
- Tool rail with shape tools, Carve, Move / Rotate / Scale gizmos, slices, lasso and brush tips.
- Modifiers: Smooth, Make Symmetric, Color Noise, Repeat Selection; Stamp copies or whole models.
- Skeletons fitted to models, retargeting, and templates for people, four-legged animals, birds and blobs.
- Posing: drag limbs (IK), feet stay planted, mirror posing, ready-made poses.
- Timeline Curves view, Mix in another animation, upper-body layering in games.
- Import a picture as voxels; Create 3D Text.
- Export models as .vox, .obj, .glb (with animations), .png and sprite sheets.
- First-person camera; Modeling & Animation Guide in Help.
0.0.7 — worlds and levels
- Worlds now hold levels; each level opens in its own tab; World Map tab; start levels marked ★.
- Goals per level and per world; "A world is complete" event; the Wait action.
- Behaviors tab: drag a behavior onto an object, for just this one or all copies.
- Encrypted, tamper-checked saves.
- Lichgate Depths, a four-level dark dungeon RPG sample.
- Mirror X, Y and Z; drag a box selection to move it; block outlines.
- Patrol paths with named stops, waits and actions; Lospec palette import; palette presets.
0.0.6 — big worlds and first games
- Zones: named areas with banners, music and enter / leave events.
- Joined worlds you can walk across, with distance fog and parts built as you get near.
- The Juice dial (Calm to Juicy), the first-game quest card and Challenges.
- Goals as lists of objectives; win screens that know your quest.
- Export finale: confetti, "Your game is ready!" and a game poster.
- Command palette; camera fades walls that block the view; skinned pause menu; key-cap prompts; dialogue portraits.
0.0.5 — players and items
- Set any model as the player (★), with a Player controls script for standing, walking, jumping, attacking and more; double jump; your own player events.
- Model attachments (hands, head, back) and held weapons.
- Prefab library shared by every project; .vgmprefab export / import.
- World Size up to 1024×1024 tiles and 128 levels; models up to 64×64×64.
- Items the player starts with, and items dragged into the world as pickups.
- Images tab and a much stronger Paint (dither, magic wand, palettes, flip, rotate, outline).
- Play / Export checks with one-click fixes; a grouped Add behavior menu.
0.0.4 — animation and terrain
- Posable parts and the Timeline: poses, blends, events, templates, a pose library, motion trails, copying animations between models.
- Generate Terrain with biomes, beaches, peaks and plants.
- Dig and build inside the game.
- Guided tour, New Project gallery and the Hills & Caves template.
- Editor layout: folder tabs, World and Model side by side, a tab per open model, foldable panels, more themes.
- Music Gen songs export / import as .vgmsong files.
0.0.3 — samples and polish
- New look for the editor: button roles, section headers, icons, grouped panels.
- Welcome window with recent projects, sample worlds and tutorials.
- Eleven sample games, including Lantern Hollow, Rainbow Sky Parkour, Ember Crypt, Crystal Gardens, Sunset Canyon and Frostfall Arena.
- Music Gen: songs up to 64 bars, a section-based composer, solo / mute, faster rendering.
- Paint tab for UI pictures; each sample gets its own character, skin and HUD.
- Ranged weapons, end screens, world surroundings and bounce pads.
0.0.2 — game systems and HUDs
- Weapons, tools and a tool bar; the skillbar (1–8); the Game Settings window.
- HUD designer and skins: texts, bars, images and panels; skinned menus, inventory, messages and slots.
- Several HUDs per game, HUDs that float above objects, and show / hide from scripts.
- Prefabs: drag ready-made sets of objects into the world.
- The editor reopens where you left off.
- Quick code: time of day (
hour(),set_hour(),is_night()),day(),particles(), game systems (spawn(),use_item(),save_game(),checkpoint(), timers,lose(),shake()…), skillbar (held(),select_slot(),put_on_bar()) and HUDs (show_hud(),hide_hud(),toggle_hud()).
0.0.1 — first version
- Model, Map, Play and Export: build voxel models, place them in a world, walk around in it, and export a Windows game.
- Quick code: assignments,
if … then … end,--comments,local,popup(), loops (while,for,repeat … until),wait(), objects (self,player,object()), the It bumps into something event,obj.touching(),obj.can_move(), and the Check button.