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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Sik
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« Reply #860 on: February 08, 2015, 05:01:01 PM »

And also in a rather meta example (not gonna edit the previous post to avoid ruining this):
http://i.imgur.com/dZ9plLt.png

Somehow that post above ended up with a vertical scrollbar. WTF?

EDIT: if somebody wants an explanation of what's going on, anyway:
Quote
<Sik> She was supposed to be spinning in the air
<Sik> Game bugged up and she kept spinning on the floor
<Sik> (apparently she can't bounce off slopes...)

EDIT 2: and it actually turned out to have been some failsafe I had added before I made Sol spin when bouncing (which is now pointless since now jumping won't let you exposed to enemy attacks). Oh well, fixed now.
« Last Edit: February 08, 2015, 05:57:59 PM by Sik » Logged
a0x
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« Reply #861 on: February 09, 2015, 12:52:04 AM »

Oh hey, I can finally post here!



Classic ol' vertex attribute misalignment.
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ThemsAllTook
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« Reply #862 on: February 09, 2015, 09:07:09 AM »

Love it!
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Codestar
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« Reply #863 on: February 09, 2015, 11:42:30 AM »



I should probably disable player movement on the pause menu...
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surt
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« Reply #864 on: February 09, 2015, 11:52:59 AM »

Or draw map in screen-space.
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Sik
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« Reply #865 on: February 09, 2015, 07:54:03 PM »

Letting the player move would still bring problems later on.
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Azure Lazuline
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« Reply #866 on: February 14, 2015, 11:16:02 AM »



Was trying to make a random space rocks generator - it makes space invaders instead
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« Reply #867 on: February 17, 2015, 12:06:48 AM »

So I was working on redoing my jumping/falling animation setup.. things to weird..  Tired
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« Reply #868 on: February 25, 2015, 07:51:37 AM »

Here's another one. A bunch of years ago, but I've held on to the screenshot thanks to the wonderful and odd result. I think I remember somehow screwing up my vertex layout.

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Codestar
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« Reply #869 on: March 03, 2015, 04:14:57 PM »

I also came across this gem of random level generation today while doing some testing. Giggle
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Sik
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« Reply #870 on: March 04, 2015, 11:14:25 AM »

It's trying to encourage you (・<・)

Is it me or is that map supposed to loop at the borders?
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« Reply #871 on: March 06, 2015, 07:13:37 AM »

Nah, it's just doing that because I currently only have 3 templates for map sections that aren't on the level "solution path".
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MorleyDev
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« Reply #872 on: March 07, 2015, 06:36:26 PM »

Space Invaders: Expert Mode



This is what happens if the minimum and maxiumum delays between each ship shooting is set to 0 (Typo in JSON file + default value of 0 = boom). The game just spams bullets endlessly, and the central event queue completely floods with create bullet events.

Kinda surprised the games logic tick even runs since this should essentially be an endless loop of creating bullets, but it must manage to break out often enough for about 5fps xD

I mean, this is a Bullet Hell variation on Space Invaders I've made anyway, but there are some limits...
« Last Edit: March 07, 2015, 07:29:28 PM by MorleyDev » Logged

Sik
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« Reply #873 on: March 08, 2015, 10:01:36 AM »

It's probably handling 0 the same way as it handles 1 =P
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MorleyDev
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« Reply #874 on: March 08, 2015, 10:18:35 AM »

1 would be 1 shot per second maximum, which would still be a lotta bullets since that's 50 bullets being fired per second. It's probably a quirk of the lag-correction and asynchronousity (this is mostly an experiment in using the Actor model for video games).
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SpeakUpGames
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« Reply #875 on: March 08, 2015, 03:13:00 PM »

That awkward moment when your UI is *too* draggable  Shrug

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Sik
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« Reply #876 on: March 08, 2015, 03:52:51 PM »

UI doesn't stop when the cursor does?

1 would be 1 shot per second maximum, which would still be a lotta bullets since that's 50 bullets being fired per second.

Oh, I thought it was measured in frames. In any case point stands, it seems to be treating 0 as meaning one bullet per frame.
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MorleyDev
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« Reply #877 on: March 09, 2015, 10:28:25 AM »

Actually digging into the code, you're right. I thought I had it loop until it had to wait for a bullet, but I was mistaken.  So 1 per frame per entity, logic runs at 100 frames per second, 50 entities, random speed range, random angles of fire...yeeeah, that's about 5000 bullets a second flying over the screen....So your typical Japanese Bullet Hell game, really Smiley

Huh, now I want to recreate and profile this and see where the longest running functions are. To the "Wow VS actually has a nice profiler"-mobile!
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« Reply #878 on: March 10, 2015, 06:22:13 PM »



Yeah, that should probably not happen...



That should probably not happen either...
« Last Edit: March 10, 2015, 07:29:37 PM by Codestar » Logged



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Layl
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« Reply #879 on: March 10, 2015, 07:43:32 PM »

Reminds me of an 'entertaining' floating-point-related bug in my physics code that caused the player to teleport to the other side of the map or fall through the floor. It would have probably more entertaining if it didn't happen in the middle of a demo.
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