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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Ingenoire
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« Reply #820 on: December 16, 2014, 02:22:57 PM »

These meshes were scaled far too much.


Folded paper! Or is it the screen a frame just before it is going to explode in your face with all the glass shards?
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Baron_Mercury
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« Reply #821 on: December 17, 2014, 11:48:50 PM »

I needed a way to visualise how my pathfinding algorithm worked. The answer was ghosts.

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bornander
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« Reply #822 on: December 18, 2014, 12:11:29 AM »

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...  Big Laff
Fair enough. I guess falling crotch-first naked onto a spinning saw-blade would incur significant blood loss.
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kebapmanager
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« Reply #823 on: December 19, 2014, 04:08:44 AM »

Salvador Dali dev-edition


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Ingenoire
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« Reply #824 on: December 19, 2014, 10:00:32 AM »

Reminds me of the Stilt Guys from the Mario games.
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kebapmanager
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« Reply #825 on: December 20, 2014, 10:55:14 AM »

In attempt to make snow, I created flying rockets
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shellbot
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« Reply #826 on: December 21, 2014, 02:31:14 AM »

@kebapmanager Opposed to what? Walking rockets?

BADUM-TSHH
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pgil
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« Reply #827 on: December 23, 2014, 11:13:02 AM »

Was making a kind of shockwave effect that just grabs a circular area of the screen and jiggles it around. I accidentally created a bunch of them at the same time and made some kind of radial blur:



I wish it wasn't so slow. I'd like to use it Sad
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gimymblert
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« Reply #828 on: December 23, 2014, 01:36:26 PM »

that's kind of gore Shocked
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Sik
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« Reply #829 on: December 23, 2014, 06:49:24 PM »

Use it for something extremely powerful instead, people are more forgiving of performance drops in those cases (it's so powerful not even the system can keep up!). Well, unless it's in multiplayer, that is =P

Although I suppose you may be able to recreate the same effect in a cheaper way.
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Praying Mantis
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« Reply #830 on: December 27, 2014, 04:39:42 AM »

Garbage vertex data...or maybe I should say pseudo-random vertex data, as it seems to be stable across runs of the program.



Oh cool a new Memory of A Broken Dimension screenshot.

I'm looking forward to your game!
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Henry_Oswald
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« Reply #831 on: January 02, 2015, 10:52:33 PM »

Salvador Dali dev-edition




Hey look, it's the stilt walkers of Landes!

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alvarop
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« Reply #832 on: January 08, 2015, 07:46:44 PM »


cray parallax
« Last Edit: January 08, 2015, 08:45:27 PM by alvarop » Logged

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Sik
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« Reply #833 on: January 09, 2015, 08:46:07 AM »

For a moment I thought I was in the "GIFs of games being worked on" thread. No, seriously, how is that a bug? o_o
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alvarop
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« Reply #834 on: January 09, 2015, 10:24:19 AM »

I think it looks cool (that's why it's a beautiful fail and not just a fail I guess) but the camera in my game is static. I think the fact that the HUD is part of the level kinda gives it away lol.
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Sik
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« Reply #835 on: January 12, 2015, 07:43:31 PM »

Include it as a cheat, like the 3D menu in the Dreamcast.
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FREAKNARF
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« Reply #836 on: January 13, 2015, 12:59:23 AM »

Hi !
Here's a gif of a Pythagore tree that has settings in the wrong event...

Not my best fail but it is fresh Smiley I had more epileptic style with diffrent variables...
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K
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« Reply #837 on: January 13, 2015, 02:01:31 AM »

Hi !
Here's a gif of a Pythagore tree that has settings in the wrong event...

Not my best fail but it is fresh Smiley I had more epileptic style with diffrent variables...

That is not a fail. That, is art.
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gambrinous
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« Reply #838 on: January 13, 2015, 12:58:34 PM »

I think this belongs here...



Click for huge.

First time running the game with all the art setup for 1920x1080. It 'works' at least. But I still need to apply the scaling to all positional and more importantly sprite sizing code Tongue
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csp
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« Reply #839 on: January 13, 2015, 06:45:55 PM »

Suddendly, flying cars

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