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April 25, 2024, 11:40:36 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Author Topic: Beautiful fails.  (Read 341610 times)
Sik
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« Reply #740 on: September 14, 2014, 01:33:15 PM »

Space them out and now you have a large world with minimal effort.
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Thomas Finch
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« Reply #741 on: September 14, 2014, 01:39:32 PM »

I have text that sits still floating in the air. It fades in when the player gets a certain distance and fades out when they get too far away. It's mostly used for tutorials. So, I was bugtesting the other day and realized at lower resolutions the text glitches out and moves around. The way it moved looked like a parallax effect. I loved it so much, I made it a feature!

(terrible compression, sorry)
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oodavid
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« Reply #742 on: September 16, 2014, 12:49:37 AM »

It's since been fixed, but my atomic bonding was a touch broken yesterday...

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Pol
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« Reply #743 on: September 16, 2014, 02:28:34 AM »

PIXELATEDCROWN on twitter had a beautiful glitch in unity, and talking about it with friends I learned it comes from excessive distances (unity basically screws up if stuff gets too far from the center) so I tried it with my own game right away:

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« Reply #744 on: September 17, 2014, 08:23:03 PM »

something broke during initialization, causing Unity to pause while it looked like this
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Sik
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« Reply #745 on: September 17, 2014, 09:25:16 PM »

I really can't imagine what could break and look like that...
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Sabaku
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« Reply #746 on: September 18, 2014, 08:17:29 AM »



MissignNo wants some buns!
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Snail_Man
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« Reply #747 on: September 20, 2014, 07:05:19 PM »

From the SS topic.
Not so much beautiful as Creepy as all get-out.

Half of my aliens turned into gaping wraiths, which I did not program in in any way
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NicolaiGD
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« Reply #748 on: September 23, 2014, 05:15:37 AM »

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Sik
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« Reply #749 on: September 23, 2014, 06:39:40 AM »

Welp, there goes the depth buffer.
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NicolaiGD
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« Reply #750 on: September 23, 2014, 07:58:11 AM »

Welp, there goes the depth buffer.

Heh, yeah. It is because I am not using a 3d engine for this. I am just calculating the position in 2d, and then drawing that to the screen. Not sure what is the best way to order the drawing.

But I kinda like the results actually, if you see past the depth problem. Amazing what you can do with just sine/cosine!
« Last Edit: September 23, 2014, 12:00:09 PM by NicolaiGD » Logged

Sik
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« Reply #751 on: September 23, 2014, 12:56:40 PM »

Backface culling added to painter's algorithm? (but then be sure to have a good way to remove hidden polygons to avoid performance issues)

Unless you're only ever going to use this for that sphere and nothing else, in which case backface culling alone will do.
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NicolaiGD
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« Reply #752 on: September 23, 2014, 01:23:21 PM »

Backface culling added to painter's algorithm? (but then be sure to have a good way to remove hidden polygons to avoid performance issues)

Unless you're only ever going to use this for that sphere and nothing else, in which case backface culling alone will do.
Thanks a bunch! Hadn't heard the terms for that before.

I tried just drawing the polygons from back to front. Seems to work pretty well. I just need to improve performance a bit, like you mentioned.

« Last Edit: September 23, 2014, 01:36:56 PM by NicolaiGD » Logged

Guv
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« Reply #753 on: October 02, 2014, 05:19:05 AM »

Custom terrain is easy

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kamac
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« Reply #754 on: October 03, 2014, 03:15:33 PM »

Dammm dat quadtree.
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temoo
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« Reply #755 on: October 05, 2014, 09:05:41 AM »

While making a basic ship combat game, I forgot to introduce a reloading delay to the enemy's cannons.

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Guv
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« Reply #756 on: October 05, 2014, 09:47:38 AM »

Dammm dat quadtree.

This isn't a fail but here it is all sorted/fixed since my last post.




Temoo, it's a miracle you survived!
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Schilcote
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« Reply #757 on: October 06, 2014, 05:35:28 PM »

While making a basic ship combat game, I forgot to introduce a reloading delay to the enemy's cannons.



Select Difficulty:
Easy
Medium
Hard
Fuck You <-

Should totally make that a feature.
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Sik
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« Reply #758 on: October 07, 2014, 02:20:07 AM »

Fun how a cloud of bullets can't kill the player, but a few bullets take up about a third of the lifebar of the enemy.
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« Reply #759 on: October 07, 2014, 05:05:27 AM »

Fun how a cloud of bullets can't kill the player, but a few bullets take up about a third of the lifebar of the enemy.

I think they all missed.
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