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877635 Posts in 32874 Topics- by 24313 Members - Latest Member: CWolf

May 20, 2013, 04:38:13 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Beautiful fails.
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epcc
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« Reply #30 on: June 21, 2012, 03:43:38 AM »


when I was trying out new distortion effects, i did something wrong with the red channel. those rectangles are actually working as intended.
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VortexCortex
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« Reply #31 on: June 21, 2012, 04:22:38 AM »

@epcc - Neat!  Sort of modern artish.  Frame it and be a millionaire!  Grin

Here's that slithering voxelized dimention from the images above, in case anyone wants to play with it on Windows or Linux.  The level from the colorful pics wasn't made for this make-shift build -- all grey blocks are now enemies, so you'll have to make your own level if you want to actually play.  The clumsy editing controls aren't synched to the warped space in this one. That's probably for the best since I sped up the time step so you wouldn't have to wait for minutes to watch things change.  If you select stuff in regular edit view then hit [F6] to voxelize things, you can still drag the XYZ / handles and edit while it's all strange and wonderful.  I moved the grid out of the way for the above pics... Space warps even more with depth, so try moving blocks more in or out for more twisty effects.  The readme file should have the other key controls in it.

Not to be too of topic: More Fail

I wanted little sparks to spawn where the beam bounced off the blocks, but I made a disco inferno instead.


I overflowed a buffer.  It played with these weird skewed scan lines for a good minute before crashing the whole system.

If you zoom in, it's actually not gray, but stripes of red, green and blue.
« Last Edit: June 21, 2012, 04:35:43 AM by VortexCortex » Logged

Zaknafein
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« Reply #32 on: June 21, 2012, 05:30:16 AM »

AI sent 1 bullet every loop instead of every 5 seconds like I expected. WTF

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_Madk
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« Reply #33 on: June 28, 2012, 06:46:23 AM »

making a few different pixel blend algorithms for my bit of graphics code

first I got some simple alpha blending working


and then I tried to get a multiplication blend working



edit:



dammit
« Last Edit: June 28, 2012, 06:53:54 AM by _Madk » Logged

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« Reply #34 on: June 29, 2012, 03:03:24 PM »

Awesome thread! I quickly recovered this screenshot from the trash:



I was creating a height field of sphere-thingies with spring physics on the GPU. The force applied on the springs was a few orders of magnitude too high...
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« Reply #35 on: July 01, 2012, 01:39:23 PM »

From a very early prototype for my game Robots Love Ice Cream I humbly present

Hands (Almost) Across the World

I was trying to make sure they were orienting towards the center of the planet along their Y-axis and spawned a few too many.

Here's a follow up from not too long ago... at about 6am in the morning (where very small deposits of productivity and progress are made). I had the grow factor of the particle tweaked out a little too much.

This one is my Magnum (from Zoolander fame) YouTube link
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Evan Balster
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« Reply #36 on: July 01, 2012, 10:00:02 PM »

http://evanbalster.com/crap/glitch104.mov

Bug where every graphic in my engine used the same vertex array with different numbers of vertices.  This game made it look cooooool.

(apologies for download requirement; I say it's worth it, though...)
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« Reply #37 on: July 01, 2012, 10:31:39 PM »

http://evanbalster.com/crap/glitch104.mov

Bug where every graphic in my engine used the same vertex array with different numbers of vertices.  This game made it look cooooool.

(apologies for download requirement; I say it's worth it, though...)

I don't know what it is, but I watch it and I feel like everything's going to be alright from here on out.  Smiley
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Udderdude
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« Reply #38 on: July 02, 2012, 04:04:44 AM »


Bad trip! D:
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AlwaysGeeky
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« Reply #39 on: July 02, 2012, 08:25:34 AM »

Ran out of background "track" while testing levels in XOP, proceeded to render the game w/o clearing the screen between each frame.




wow... wtf!
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Lon
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« Reply #40 on: July 02, 2012, 04:39:46 PM »

http://evanbalster.com/crap/glitch104.mov

Bug where every graphic in my engine used the same vertex array with different numbers of vertices.  This game made it look cooooool.

(apologies for download requirement; I say it's worth it, though...)
Wow, impressive. Kept my interest with flying forward, changing shapes, changing colors, seemed to develop throughout. Really cool. Thanks for sharing. Wish there were more music visualizers that looked like that.

Indeed, very cool.
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« Reply #41 on: July 02, 2012, 05:33:21 PM »


I watched the whole thing in fullscreen while listening to this.

I... I... my brain will never be the same Droop I am now a cyberspace entity Crazy
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Ouren
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« Reply #42 on: July 02, 2012, 05:35:39 PM »

This website occasionally posts things exactly like what this thread is about:
http://uvwmaps.com/
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Klaim
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« Reply #43 on: July 03, 2012, 02:07:23 AM »


I watched the whole thing in fullscreen while listening to this.

I... I... my brain will never be the same Droop I am now a cyberspace entity Crazy

Tried it, that was perfect   Coffee
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« Reply #44 on: July 03, 2012, 01:52:21 PM »

This one isn't very interesting but it's still something. I'll see if I can dig up something better though.



(do pics from twitter work?)
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