Gamedragon
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« Reply #1080 on: May 21, 2016, 02:52:45 AM » |
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That wasn't meant to happen.
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cykboy
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« Reply #1081 on: May 22, 2016, 06:04:25 PM » |
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Bloom, not quite what I had in mind
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voidSkipper
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« Reply #1082 on: May 28, 2016, 09:18:41 AM » |
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I'd leave it in as an option for "hangover simulator mode", Antraxx.
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pmprog
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« Reply #1083 on: June 22, 2016, 09:37:27 AM » |
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Decided to have a bit of a play with some C64 coding, and port one of my games (open-source "clone" of DiveKick)
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snaps
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« Reply #1084 on: July 11, 2016, 10:06:45 PM » |
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I was making a particle system and tried to change the material. I changed it back and then this happened...
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« Last Edit: July 12, 2016, 01:45:37 AM by snaps »
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marquet
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« Reply #1085 on: July 12, 2016, 04:08:36 AM » |
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Trying make a table flip but
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voidSkipper
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« Reply #1086 on: July 13, 2016, 05:12:20 PM » |
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This was supposed to be a 15 bit rgb color picker chart... I think I took a wrong turn somewhere and I got a TooL album cover instead.
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ProgramGamer
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« Reply #1087 on: July 13, 2016, 05:17:00 PM » |
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This is beautiful.
Edit: of course this mayhem of colors would be from you <3
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popawheelie
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« Reply #1088 on: July 16, 2016, 09:18:36 AM » |
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nialltl
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« Reply #1089 on: July 28, 2016, 01:46:54 AM » |
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uncleared depth buffer for puddledash the nightmare sequel
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« Last Edit: July 28, 2016, 02:31:35 AM by nialltl »
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RevCosmosis
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« Reply #1090 on: July 28, 2016, 09:54:23 AM » |
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Several levels loaded themselves on top of each other.
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Musician, level/game designer, professional moper
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Sixmorphugus
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« Reply #1091 on: July 29, 2016, 05:31:18 AM » |
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Testing object scaling. > mfw 2fat4collision HELP
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There's no place like 127.0.0.1.
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RujiK
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« Reply #1092 on: August 01, 2016, 05:56:37 AM » |
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Weird (infinite) Lighting Glitch. EDIT: Due to some questioning, I posted an explanation a few posts down.
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« Last Edit: August 03, 2016, 07:03:48 AM by RujiK »
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kcbanner
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« Reply #1093 on: August 01, 2016, 10:40:18 AM » |
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Time to implement collision masks...
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Sik
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« Reply #1094 on: August 01, 2016, 06:10:06 PM » |
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RujiK
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« Reply #1095 on: August 02, 2016, 05:03:40 AM » |
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@Sik
I'm not actually adding or removing lights (Or not supposed to be) but due to some sucky programming, the game pasted a wrong (but brighter) value into the light if you changed the dirt.
Essentially, you could make the whole world bright without adding a single light.
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Sik
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« Reply #1096 on: August 03, 2016, 06:25:50 AM » |
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And then the light spreads like that? o.O
I mean, dunno what you think, but anybody else who sees that would probably think this was intentional all along.
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RujiK
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« Reply #1097 on: August 03, 2016, 07:02:32 AM » |
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@Sik Light spread is (almost) working as intended. The glitch is the permanent increase in brightness for no reason.
Breakdown: - Tile data and light data or stored in the same 32 bit integer. - Apply some sucky programming and changing tile data affects the light. (It shouldn't) - Change enough tiles and the whole world looks like it's day time at night.
So, apply this glitch, and the game is like "Yo a light is here! Let's make it brighter." but then it's like "Wait, no light? Make it darker. But not completely darker."
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DireLogomachist
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« Reply #1098 on: August 14, 2016, 01:21:33 AM » |
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When your dreams take flight. Sorta...
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Living and dying by Hanlon's Razor
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readyplaygames
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« Reply #1099 on: August 23, 2016, 11:52:34 AM » |
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When your dreams take flight. Sorta...
This would make a great enemy in a horror game.
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