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1411490 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 24, 2024, 09:44:10 PM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Cheezmeister
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« Reply #1100 on: August 23, 2016, 07:04:44 PM »

How not to be a tree :D
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TomHunt
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« Reply #1101 on: August 24, 2016, 08:07:23 PM »

tweening glitch causing physics glitch causing world link ping pong
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muki
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« Reply #1102 on: August 25, 2016, 03:50:58 AM »

^ apon seeing that, I instantly mentally applied the sound of Bart getting strangled. I don't know why.
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quantumpotato
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« Reply #1103 on: September 01, 2016, 05:34:59 AM »

When your vector math is wrong



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nialltl
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pode racer


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« Reply #1104 on: September 02, 2016, 10:53:13 PM »

working on Muddledash I dropped our 'partying octopus' prefab into a folder that auto-imports everything within it to be used as a piece of foliage. ended up with this

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Doficia
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« Reply #1105 on: September 03, 2016, 03:44:09 AM »

This is not quite the Bloom shader that I had in mind.

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powly
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« Reply #1106 on: September 08, 2016, 04:42:19 PM »

something wrong with my uvs

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GalaethGames
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« Reply #1107 on: September 10, 2016, 05:55:59 AM »

Either there's something wrong with the New Zealand team or the Australian team are on hallucinogenic drugs
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marquet
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Time to make a game


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« Reply #1108 on: September 12, 2016, 04:06:36 AM »

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Clint Kilmer
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make a thing every day


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« Reply #1109 on: September 12, 2016, 02:33:16 PM »



Fun with shaders Crazy ...plenty more where this came from
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Ingenoire
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« Reply #1110 on: September 17, 2016, 12:18:28 AM »

Funky colors. Make sure your not using a pixel width for the scale value (being a float that's defaults to 1)...

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alvarop
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« Reply #1111 on: September 18, 2016, 08:38:19 PM »


So I entered a value wrong for a spritesheet and my game turned into undertale.

I would keep it if it didn't look like I copied.
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quantumpotato
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« Reply #1112 on: September 20, 2016, 07:19:10 AM »


So I entered a value wrong for a spritesheet and my game turned into undertale.

I would keep it if it didn't look like I copied.

Hah, screenshot?
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Jembo
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« Reply #1113 on: September 21, 2016, 10:26:38 AM »



I dug this up from a game jam a couple of us were doing a while ago. I think someone accidentally attached a rigidbody to our floor tile prefab...
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rozza
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« Reply #1114 on: October 10, 2016, 03:18:02 AM »

A bug caused my game to start spawning bees from several spawn points every frame, making for crazy swarms


Actually I almost think massive swarms like this could be a feature if they didn't completely break the combat
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GalaethGames
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« Reply #1115 on: October 10, 2016, 01:08:09 PM »

Re-doing some of my code.

and forget to set some of the scales

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NoLocality
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AssetsAssetsAssetsAssetsAssets...


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« Reply #1116 on: October 28, 2016, 10:24:37 AM »

So I was testing out some randomized death poses when I saw this little gem trying to destroy my E rating...

...fyi I animated no such thing and am at a loss as to how this happened... Shrug



I'm reminded of that Mars rover that drew the dong seemingly at random, maybe computers are trying to tell us something.
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DireLogomachist
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« Reply #1117 on: October 28, 2016, 06:09:13 PM »

So I was testing out some randomized death poses when I saw this little gem trying to destroy my E rating...

+1 for well-timed Freudian lava geyser
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NoLocality
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« Reply #1118 on: October 29, 2016, 09:44:14 AM »

So I was testing out some randomized death poses when I saw this little gem trying to destroy my E rating...

+1 for well-timed Freudian lava geyser

Hah, it just gets better.


I think I figured out what happened.  I noticed that sometimes blender animations will take "the long route" between animation key-frames.

For instance say I had an animation to make this guy's tail sway while walking, so I might have a frame where the tail begins to rotate on the Z-axis by maybe 15 degrees to the right.  Now and then blender decides that instead of simply turning a bit to the right that the tail will rotate 345 degrees left to hit that next key-frame.

I'm fairly certain that's what happened here.  The tail taking the long route is likely imperceptible as it happens so fast when viewing the whole animation.

My "random death pose" technique is simply freezing the animations at different points so I'm betting that it "froze" on what the eye couldn't catch before and viola...unintentional lewdness.
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kirennian
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« Reply #1119 on: November 03, 2016, 11:18:31 AM »

Trying to improve performance drawing star clusters but my Math failed spectacularly...

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