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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Matt Rohr
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« Reply #1000 on: October 12, 2015, 02:50:50 PM »


<3
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ProgramGamer
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aka Mireille


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« Reply #1001 on: October 12, 2015, 02:53:36 PM »

What's so bad about that sine wave? Did you mean to make a curved line but ended up making an accidental bar graph?
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gaarlicbread
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« Reply #1002 on: October 13, 2015, 09:49:14 PM »

Here's one from a few months back. This landscape normally looks natural, with texture images for grass, rocks, etc. Random glitch made everything look like something out of a dream or alien world.

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Matt Rohr
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« Reply #1003 on: October 14, 2015, 06:50:14 PM »

What's so bad about that sine wave? Did you mean to make a curved line but ended up making an accidental bar graph?

It was supposed to look something like the bar at the bottom of the GIF here:
https://twitter.com/mlrohr/status/654446628347101184

It became a sine wave accidentally.
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Azure Lazuline
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« Reply #1004 on: October 15, 2015, 08:02:25 PM »



speaking of sine waves, this projectile was supposed to travel on a sine wave
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charliecarlo
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« Reply #1005 on: October 15, 2015, 08:29:03 PM »



speaking of sine waves, this projectile was supposed to travel on a sine wave





Seriously though this looks cool. You should have every projectile have a random chance to fuck up and use this trajectory.
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Sik
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« Reply #1006 on: October 16, 2015, 09:46:15 AM »

That's pretty much the homing missile from Worms.
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gamepopper
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« Reply #1007 on: October 17, 2015, 01:59:36 PM »

I was working on a particle system in SFML. I forgot to update the position for one of the vertices for each particle and this happened.

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dukope
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« Reply #1008 on: October 26, 2015, 06:22:11 AM »

Bugged 1-bit conversion while testing animated lightmaps

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sam_suite
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« Reply #1009 on: October 26, 2015, 09:24:44 AM »

Wow, that's awesome. reminds me of Memory of a Broken Dimension
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alecfa
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:)


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« Reply #1010 on: October 26, 2015, 11:48:47 PM »





Accidentally set the camera not to clear Tongue
« Last Edit: October 27, 2015, 01:29:55 AM by alecfa » Logged
Kyuugatsu
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« Reply #1011 on: October 27, 2015, 08:32:53 PM »

This is what my tree does after I imported my project into Windows from Mac... *sigh*

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Sik
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« Reply #1012 on: October 28, 2015, 06:14:17 PM »

Issues when going from Mac to Windows would indicate newline problems, but what kind of format would cause that kind of bugging up from broken newlines?

EDIT: assuming you're using a premade engine or framework instead of your own, that is.
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albatros
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« Reply #1013 on: October 29, 2015, 08:01:00 AM »

Making a little puzzle game
On the center the play field and the piece that is supposed to fall. On the left, an image warning you about the next block to come




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my website on game desing (french) http://atomgamedesign.toile-libre.org/
Sik
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« Reply #1014 on: October 29, 2015, 11:21:44 AM »

Is

playing, by pure coincidence?
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Kyuugatsu
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« Reply #1015 on: October 29, 2015, 01:56:06 PM »

Issues when going from Mac to Windows would indicate newline problems, but what kind of format would cause that kind of bugging up from broken newlines?

EDIT: assuming you're using a premade engine or framework instead of your own, that is.

I'm using Unity. Apparently there are some quirks when you programmatically add physics, relating to default values. The values I wasn't setting defaulted to what I wanted on Mac, but on Windows they were getting set differently.
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Sik
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« Reply #1016 on: October 29, 2015, 03:06:56 PM »

...now that's absurdly weird, WTF Unity?

I've seen issues when switching between Mac and Windows (more specifically, Unity fails to make Linux builds properly because it uses the wrong newlines and it's also unable to set the executable flag because it's outright missing in Windows), but that seriously doesn't have any good explanation.
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albatros
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« Reply #1017 on: October 30, 2015, 01:03:48 AM »

Is

playing, by pure coincidence?
It would fit perfectly :D
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my website on game desing (french) http://atomgamedesign.toile-libre.org/
grimpunch
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« Reply #1018 on: November 04, 2015, 02:41:57 PM »

Trying to make a tech demo for Finite State Machines in the form of a generic cover shooter AI for my portfolio.

Behold my attempt to make the enemy get into cover closer to the player but as close from it's start as possible!



EDIT:
Much better now Smiley
« Last Edit: November 04, 2015, 03:37:37 PM by grimpunch » Logged

GalaethGames
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« Reply #1019 on: November 18, 2015, 06:33:55 AM »

oops
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