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April 25, 2024, 07:57:57 PM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Author Topic: Beautiful fails.  (Read 341629 times)
Gamedragon
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« Reply #1080 on: May 21, 2016, 02:52:45 AM »


That wasn't meant to happen.
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cykboy
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ye


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« Reply #1081 on: May 22, 2016, 06:04:25 PM »

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 »

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 »

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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:^ )


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« Reply #1084 on: July 11, 2016, 10:06:45 PM »

I was making a particle system and tried to change the material. I changed it back and then this happened...

« Last Edit: July 12, 2016, 01:45:37 AM by snaps » Logged

marquet
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Time to make a game


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« Reply #1085 on: July 12, 2016, 04:08:36 AM »

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 »



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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aka Mireille


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« Reply #1087 on: July 13, 2016, 05:17:00 PM »

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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pode racer


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« Reply #1089 on: July 28, 2016, 01:46:54 AM »



uncleared depth buffer for puddledash



the nightmare sequel
« Last Edit: July 28, 2016, 02:31:35 AM by nialltl » Logged

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RevCosmosis
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« Reply #1090 on: July 28, 2016, 09:54:23 AM »



Several levels loaded themselves on top of each other.
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Sixmorphugus
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._.


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« Reply #1091 on: July 29, 2016, 05:31:18 AM »

Testing object scaling.



> mfw 2fat4collision



HELP
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There's no place like 127.0.0.1.
RujiK
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« Reply #1092 on: August 01, 2016, 05:56:37 AM »

Weird (infinite) Lighting Glitch.



EDIT: Due to some questioning, I posted an explanation a few posts down.
« Last Edit: August 03, 2016, 07:03:48 AM by RujiK » Logged

kcbanner
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« Reply #1093 on: August 01, 2016, 10:40:18 AM »

Time to implement collision masks...

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Sik
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« Reply #1094 on: August 01, 2016, 06:10:06 PM »


...what's the glitch?
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RujiK
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« Reply #1095 on: August 02, 2016, 05:03:40 AM »

@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 »

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 »

@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 »

When your dreams take flight. Sorta...

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readyplaygames
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« Reply #1099 on: August 23, 2016, 11:52:34 AM »

When your dreams take flight. Sorta...

This would make a great enemy in a horror game.
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