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Guv
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« Reply #801 on: November 04, 2014, 06:13:05 AM » |
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2 fails in one, licecap also seems to mess up :p Oh, and not to mention my avatar. Kinda off topic but just in-case you or anyone else have this issue: I had this problem for months and it was driving me crazy. It's your DPI settings. Your laptop/windows/whatever may have come preconfigured with a higher DPI (12 inch screens at 1080p are difficult to read for most people) and I think it's actually a bug with Licecap, not Windows. Windows Apps have access to DPI settings but I don't think Licecap is taking them in to account, so it's calculation of what pixels to save to the .gif are out of allignment.
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Eendhoorn
Level 6
Quak
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« Reply #802 on: November 05, 2014, 04:36:13 AM » |
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2 fails in one, licecap also seems to mess up :p Oh, and not to mention my avatar. Kinda off topic but just in-case you or anyone else have this issue: I had this problem for months and it was driving me crazy. It's your DPI settings. Your laptop/windows/whatever may have come preconfigured with a higher DPI (12 inch screens at 1080p are difficult to read for most people) and I think it's actually a bug with Licecap, not Windows. Windows Apps have access to DPI settings but I don't think Licecap is taking them in to account, so it's calculation of what pixels to save to the .gif are out of allignment. Yeah I eventually realized that haha. I'm on a windows surface pro 3 with crazy high resolution for a 12inch screen, so I really have to crank up the fonts.
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alvarop
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« Reply #803 on: November 06, 2014, 05:07:59 PM » |
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My first
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Rat Casket
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« Reply #804 on: November 06, 2014, 06:29:20 PM » |
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Photon
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« Reply #805 on: November 06, 2014, 09:00:01 PM » |
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@alvarop: classic fail right there.
@Rabbit: accidental animation of tiles?
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Rat Casket
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« Reply #806 on: November 06, 2014, 09:02:14 PM » |
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@alvarop: classic fail right there.
@Rabbit: accidental animation of tiles?
you know it!
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alvarop
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« Reply #807 on: November 06, 2014, 09:03:47 PM » |
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i need to fail harder. that last one, dayum.
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agersant
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« Reply #808 on: November 07, 2014, 12:00:30 AM » |
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My first This looks a lot like the victory animation in Solitaire.
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christopf
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« Reply #809 on: November 09, 2014, 03:15:42 AM » |
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or a painting of mc escher
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jgrams
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« Reply #810 on: November 30, 2014, 02:52:55 PM » |
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Garbage vertex data...or maybe I should say pseudo-random vertex data, as it seems to be stable across runs of the program.
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Sik
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« Reply #812 on: December 05, 2014, 03:50:48 AM » |
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That was quite literal.
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i2nQuinn
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« Reply #813 on: December 07, 2014, 10:02:41 PM » |
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Once I was testing an Ogre3D exporter... "Beautiful" I still have nightmares. (bonus fail for the full image being all washed out in the browser for seemingly no reason)
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Ingenoire
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« Reply #814 on: December 09, 2014, 02:45:10 AM » |
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Once I was testing an Ogre3D exporter... "Beautiful" I still have nightmares. (bonus fail for the full image being all washed out in the browser for seemingly no reason) I'm scared to sleep tonight. And it's only morning here in France! Also, that mouth looks like the Oddworld characters' mouthes...
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beakɍ
Level 0
(っ ºДº)っ ︵ ⌨ GAMEDEV IS LIFE
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« Reply #815 on: December 10, 2014, 01:39:35 PM » |
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Once I was testing an Ogre3D exporter... "Beautiful" I still have nightmares. (bonus fail for the full image being all washed out in the browser for seemingly no reason) KILL IT WITH FIRE. Seriously, make a horror game with these things. You have to kill them with a flamethrower.
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bornander
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« Reply #816 on: December 15, 2014, 10:22:05 AM » |
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When making the player bleed as he's taking damage it's best not to mix up spawn-rate and effect duration for the particle system:
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Sik
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« Reply #817 on: December 15, 2014, 01:33:57 PM » |
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I see absolutely no problem there.
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Flatgub
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« Reply #818 on: December 15, 2014, 05:18:00 PM » |
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When making the player bleed as he's taking damage it's best not to mix up spawn-rate and effect duration for the particle system: I see absolutely no problem there.
I agree, I do not see an issue here...
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owendeery
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« Reply #819 on: December 16, 2014, 02:14:44 PM » |
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These meshes were scaled far too much.
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