Sik
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« Reply #720 on: August 22, 2014, 07:40:40 PM » |
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I think the game is just being lazy.
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Photon
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« Reply #721 on: August 22, 2014, 07:55:22 PM » |
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I was sent here from my DevLog thread to post this: As you can see, the player's vehicle transitions smoothly and safely from the game map to the platform on the build screen. For some reason I find this especially humorous. I suppose its because the game seems to just so nonchalantly drop it in... upside down.
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Zogthor
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« Reply #722 on: August 24, 2014, 10:18:03 PM » |
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Shared our first version of our alpha with a friend and they made a comment that one of the enemies was doing a ninja pose. Our designer double checked what he was talking about and found this.
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Zarkonnen
Level 1
Games! Kittens! Wine!
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« Reply #724 on: September 02, 2014, 07:04:56 AM » |
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Forgot to tell my air marines that they should stop moving when injured. Result: near-dead marines climbing ladders.
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Whiteclaws
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« Reply #725 on: September 02, 2014, 04:45:09 PM » |
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Forgot to tell my air marines that they should stop moving when injured. Result: near-dead marines climbing ladders. no you dont get it, he's going to a better place
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Zogthor
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« Reply #726 on: September 02, 2014, 09:01:23 PM » |
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Forgot to tell my air marines that they should stop moving when injured. Result: near-dead marines climbing ladders. He must go, his planet needs him!
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Pol
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« Reply #727 on: September 03, 2014, 03:41:52 AM » |
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Oh, forgot to post this here : experimenting with some procedurally generated highways, when I tried putting two roads at the same time a shared static variable caused them to generate symmetrically in a rorschach-esque fashion. ( pics from the actual, unbugged result)
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Guv
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« Reply #728 on: September 07, 2014, 11:27:42 AM » |
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What happens when you accidentally tell A* to find the longest route not the shortest.
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Sik
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« Reply #729 on: September 07, 2014, 06:22:11 PM » |
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On the upside, at least now you know it has absolutely no problem dealing with extremely complex paths (makes for a good stress test I guess).
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ThemsAllTook
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« Reply #730 on: September 08, 2014, 05:45:38 AM » |
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What happens when you accidentally tell A* to find the longest route not the shortest.
Interesting... I did that once and got a very different result. Instead of covering every space on the map, it just found a path that touched the farthest-away point before reaching the destination. Looks like you might have something more complex going on though (different costs for different types of terrain?).
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Guv
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« Reply #731 on: September 08, 2014, 06:28:41 AM » |
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Looks like you might have something more complex going on though (different costs for different types of terrain?).
Maybe I worded the bug wrong so to be exact, I had built a heap and accidentally ordered it from Biggest Cost to Lowest, essentially forcing the path finder to travel across every node before being forced to expand the goal. Or maybe it's because I'm pathing on Quad Trees, not just a fixed grid. This is the correct result on a much smaller example, before smoothing:
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kamac
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« Reply #732 on: September 08, 2014, 11:31:00 AM » |
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ndke
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« Reply #733 on: September 08, 2014, 11:48:10 AM » |
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kamac
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« Reply #734 on: September 08, 2014, 11:52:15 AM » |
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Custom mipmapping in shader (I scale the texture instead of using normal mipmaps because the latter gave me gaps between textures) & triplanar texturing problems.
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Keen
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« Reply #735 on: September 09, 2014, 11:43:20 AM » |
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I have no idea where these blobby shapes are coming from...
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marquet
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« Reply #736 on: September 09, 2014, 08:54:42 PM » |
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It's supose to be a Firetrower
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conghal
Level 0
alright
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« Reply #737 on: September 11, 2014, 07:30:10 AM » |
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Hair physics:
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failrate
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« Reply #738 on: September 11, 2014, 08:05:10 PM » |
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He seems rather surprised at his current situation.
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