Sakar
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« Reply #580 on: March 21, 2014, 10:06:04 PM » |
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Ship connection lines were attaching themselves to a dummy object instead of being hidden. Thought it looked kinda neat
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OniWorld
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« Reply #581 on: March 22, 2014, 08:17:43 AM » |
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I'm not seeing the problem, aside form the mismatched origin points. Should they be falling down?
Nope! They should look like this:
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nikolaus
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« Reply #582 on: March 23, 2014, 10:35:49 AM » |
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tileset with opaque background always nice
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Noogai03
Level 6
WHOOPWHOOPWHOOPWHOOP
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« Reply #584 on: March 26, 2014, 11:03:46 AM » |
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what on earth is going on there
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So long and thanks for all the pi
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Zaphos
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« Reply #586 on: March 26, 2014, 04:05:58 PM » |
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make a gif! it's easy if you use licecap or gifcam.
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RyanPridgeon
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« Reply #587 on: March 26, 2014, 07:03:11 PM » |
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I accidentally made an enemy that panics and maniacally runs into walls when it sees you. All thanks to a radian/degrees mixup
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mickmaus
Level 1
walkying waylking
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« Reply #588 on: March 28, 2014, 12:08:35 PM » |
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spawning enemies a little too randomly...
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Vadinci
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« Reply #589 on: March 28, 2014, 01:18:06 PM » |
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I forgot that you can't just tween color hex values like that.
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sam_suite
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« Reply #590 on: March 28, 2014, 01:55:37 PM » |
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Woah, that's an awesome effect anyway...
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ThemsAllTook
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« Reply #591 on: March 30, 2014, 06:02:21 PM » |
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Working on a utility that packs characters into a sprite sheet for text rendering with OpenGL. Everything was going fine until I told it to add a gap between characters to prevent bleeding at the edges:
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failrate
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« Reply #592 on: March 30, 2014, 08:32:28 PM » |
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That clearly says "Speak 'Friend' and Enter"
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Therocode
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« Reply #594 on: April 02, 2014, 10:49:12 PM » |
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Awesome thread! :D This is a bug in a surface extraction method for voxel data that me and a friend had for an old voxel project. Thought it looked a bit cool.
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Shadowspaz
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« Reply #595 on: April 02, 2014, 11:10:15 PM » |
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Awesome thread! :D
This is a bug in a surface extraction method for voxel data that me and a friend had for an old voxel project. Thought it looked a bit cool.
<image>
I don't know what I'm looking at. Something went very wrong, but in a way, so very right. lol
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Eigen
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« Reply #596 on: April 13, 2014, 09:57:34 AM » |
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(Click for full 1080p image) So I was trying generating some tunnels between my cave rooms. Basically I placed random blobs (rooms) and tried drawing a zig-zagging tunnel between 2 randomly picked points. It didn't exactly work ... although it sort of did for half the iteration but as I decreased the number of points after each tunnel it broke down. Made a wallpaper out of the result instead. Nothing goes to waste here
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eigenbom
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« Reply #599 on: April 15, 2014, 03:33:50 PM » |
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Haha that's great
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