RujiK
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« Reply #1120 on: November 03, 2016, 11:35:42 AM » |
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It looks like some ones dirty carpet under a black light.
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ndnninja15
Level 1
I make games
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« Reply #1121 on: November 03, 2016, 05:15:08 PM » |
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Early attempts at batch drawing with OpenGL ES
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Mannapi
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« Reply #1122 on: November 07, 2016, 03:09:08 PM » |
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Rescaling the board without rescaling the blocks resulted in overlap.
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« Last Edit: April 30, 2017, 03:37:38 PM by Mannapi »
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DireLogomachist
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« Reply #1123 on: November 07, 2016, 09:50:53 PM » |
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Glitching spears or spawning salmon? You decide!
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Living and dying by Hanlon's Razor
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ndnninja15
Level 1
I make games
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« Reply #1124 on: November 09, 2016, 05:55:13 PM » |
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Game is drawing many versions of the main character.
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Cakeprediction
Level 1
I'm not too sure what to put here
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« Reply #1125 on: November 15, 2016, 10:39:07 AM » |
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I didn't know my game could go faster than light
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Huge Swords and Tentacles Devlog"If you were to write a story with me in the lead role, it would certainly be... a tragedy" "You have to tell your hands to freaking do the stuff until your hands know it by their tiny hand hearts"
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alvarop
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« Reply #1126 on: November 15, 2016, 03:02:54 PM » |
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I didn't know my game could go faster than light that IS the game you need to be making RIGHT now.
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pelle
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« Reply #1127 on: November 24, 2016, 01:57:55 AM » |
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Offsets.
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quantumpotato
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« Reply #1128 on: November 25, 2016, 07:21:23 PM » |
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I didn't know my game could go faster than light that IS the game you need to be making RIGHT now. +1
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AaronB
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« Reply #1129 on: December 07, 2016, 07:17:16 PM » |
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Collision resolution gone wrong...
I wanted to display the line of force between two colliding particles but ended up with all lines going to particle zero...
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Cakeprediction
Level 1
I'm not too sure what to put here
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« Reply #1130 on: December 08, 2016, 11:30:20 AM » |
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Collision resolution gone wrong...
I wanted to display the line of force between two colliding particles but ended up with all lines going to particle zero...
Honestly that looks super pretty, you should definitely make something cool with it :D A good old case of spawning all enemies at once.
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Huge Swords and Tentacles Devlog"If you were to write a story with me in the lead role, it would certainly be... a tragedy" "You have to tell your hands to freaking do the stuff until your hands know it by their tiny hand hearts"
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AaronB
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« Reply #1131 on: December 08, 2016, 02:13:05 PM » |
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A good old case of spawning all enemies at once. [/quote] Are the brown pixels to the right of the shorts intentional?
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Guessy
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« Reply #1132 on: December 14, 2016, 10:11:32 AM » |
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What happens when your 'what angle to I need to turn to face the player?' code accidentally gives the wrong sign: BOSS CAROUSEL
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Neowedge
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« Reply #1133 on: January 03, 2017, 07:47:17 AM » |
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This happens when you change the default Box skin of Unity Editor and add an image Unity just seem to use random boxes xDDD
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WaywardEmcee
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« Reply #1134 on: January 07, 2017, 10:29:09 AM » |
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lol head up his ass
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Fifth
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« Reply #1135 on: February 19, 2017, 01:33:00 PM » |
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Making an enemy that leaves a trail of fire as it moves, but forgot to make it IMMUNE to fire.
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Zireael
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« Reply #1137 on: February 24, 2017, 01:53:28 AM » |
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When you draw nice outline shader but forget to draw the actor sprites themselves... see, invisible characters!
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AaronB
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« Reply #1139 on: March 13, 2017, 01:55:55 AM » |
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Trying to create metaballs - instead I got a pile o' skulls:
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