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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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d
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« Reply #100 on: August 26, 2012, 10:38:32 AM »

It's not that beautiful, but I accidentally made this creepy way of rendering text:



This is wonderful, you should use it.
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ThemsAllTook
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« Reply #101 on: August 26, 2012, 10:58:34 AM »

It's not that beautiful, but I accidentally made this creepy way of rendering text:

That's really unsettling in an awesome way. I like it.
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« Reply #102 on: August 26, 2012, 11:35:38 AM »


Duuude...
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Aloshi
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« Reply #103 on: August 27, 2012, 01:58:52 PM »

I smell OpenGL. Am I right  Who, Me??

Very cool thingie you've got there. I've got something similar while going with OpenGL and true type font rendering!

Hahaha, exactly right! OpenGL with FreeType 2.

I've since fixed it, but unfortunately I'm not actually using it for a game (rewriting the renderer for this). Unfortunately I don't have the time (or ambition) to write my own game + engine from scratch. If anyone ever wants to use it, just leave the glyph's horizontal Y bearing out of your position calculations.
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« Reply #104 on: August 27, 2012, 02:24:29 PM »

A block was dropped onto this board, and was supposed light up just the block it hit.  This happened instead:



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« Reply #105 on: August 29, 2012, 03:12:17 AM »

Introductionary emotion overview:  Angry Sad WTF

Long story: One of our artists did a character for our RPG. This character was supposed to define the skeleton and the seams to which all other body / head models have to adhere. I don't have the old UV layout anymore, therefore I applied a simple metal shader to show it:



Then we wanted to build on this base character, producing variations of the head and body. But the first thing the artist did was to "optimize" something, which not only changed the UV layout but also the bind pose and the whole fricking coordinate system. You get really painful results when applying the old animations to the new skeleton. For the past months, all characters standing around in the game looked like this:



In the past months I wasted approx. 6 working days of my time trying to transform the animation data to fit it to the new skeleton. I hereby declare my unconditional surrender. The best thing I could do is this:



Still somehow twisted, but at least it doesn't look like silent hill anymore. If we ever get real animations in the future, for example from motion capturing data, it will be adapted to the new skeleton. Hopefully by a tool smarter than me.
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« Reply #106 on: September 10, 2012, 02:23:03 AM »

Possesed ragdoll, that damn leg keeps kicking for some kind of a reason :/



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« Reply #107 on: September 10, 2012, 02:34:16 AM »

Possesed ragdoll, that damn leg keeps kicking for some kind of a reason :/





RIVERDANCE!
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Alec S.
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« Reply #108 on: September 11, 2012, 03:08:21 PM »

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« Reply #109 on: September 11, 2012, 05:41:30 PM »


Someone's been playing with Newtonian Physics... then again that in no way explains how the 'bullets' are acting.
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« Reply #110 on: September 11, 2012, 11:09:59 PM »

Possesed ragdoll, that damn leg keeps kicking for some kind of a reason :/




Haha! That's so funny :D
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« Reply #111 on: September 12, 2012, 05:05:50 PM »

Possesed ragdoll, that damn leg keeps kicking for some kind of a reason :/





Fucking laughed for 1:41.
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Alec S.
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« Reply #112 on: September 12, 2012, 05:20:34 PM »


Someone's been playing with Newtonian Physics... then again that in no way explains how the 'bullets' are acting.

It's part of a procedural gun generation system I'm working on.   The bullets are using a behavior where they turn back and forth as they go.  When it works right, it makes them go in a wave.  However, in this case, they were turning so much they ended up with an overall backwards movement.  As far as the player, that's a result of an issue with recoil knockback.
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Maud'Dib Atreides
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« Reply #113 on: September 12, 2012, 08:30:50 PM »


Someone's been playing with Newtonian Physics... then again that in no way explains how the 'bullets' are acting.

It's part of a procedural gun generation system I'm working on.   The bullets are using a behavior where they turn back and forth as they go.  When it works right, it makes them go in a wave.  However, in this case, they were turning so much they ended up with an overall backwards movement.  As far as the player, that's a result of an issue with recoil knockback.

i read that and im picturing "medusa head from castlevania nes" am i somewhere right about this?
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Alec S.
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« Reply #114 on: September 12, 2012, 09:34:54 PM »


i read that and im picturing "medusa head from castlevania nes" am i somewhere right about this?

More or less.  Instead of keeping a constant straight motion and veering side to side, it keeps a constant total motion and turns side to side, if that makes sense.
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« Reply #115 on: September 12, 2012, 09:50:34 PM »

alec s do you have a link to a youtube video of that guy doing a ninja challenge, i can't find it
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« Reply #116 on: September 15, 2012, 06:23:37 AM »

Forgot to scale particle generation positions by the cell width.  Also, I forgot to tell them to stop generating.

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« Reply #117 on: September 15, 2012, 08:58:18 AM »

Perhaps I am not to be trusted with memcpy()







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« Reply #118 on: September 16, 2012, 02:45:33 AM »

Perhaps I am not to be trusted with memcpy()
It's awesome Shocked
« Last Edit: September 16, 2012, 02:52:42 AM by Dr. Cooldude » Logged
Dr. Cooldude
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« Reply #119 on: September 18, 2012, 04:02:17 AM »

I am currently learning some SNES programming (in 65816 Assembly), and my first program was designed to generate a simple, clean green background.

This is what I expected:


This is what I got: Sorry for the aspect ratio change


And it changes when I restart the console! Hand Money Left Hand Money Left Hand Money Left







Mock Anger
« Last Edit: September 18, 2012, 04:10:30 AM by Dr. Cooldude » Logged
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