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1319349 Posts in 59276 Topics- by 50372 Members - Latest Member: turalgul

October 23, 2017, 02:24:19 pm

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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NoLocality
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« Reply #1120 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 #1121 on: November 03, 2016, 11:18:31 am »

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

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RujiK
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« Reply #1122 on: November 03, 2016, 11:35:42 am »

It looks like some ones dirty carpet under a black light.
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ndnninja15
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« Reply #1123 on: November 03, 2016, 05:15:08 pm »

Early attempts at batch drawing with OpenGL ES

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Mannapi
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« Reply #1124 on: November 07, 2016, 03:09:08 pm »

Rescaling the board without rescaling the blocks resulted in overlap.

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« Reply #1125 on: November 07, 2016, 09:50:53 pm »

Glitching spears or spawning salmon? You decide!

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« Reply #1126 on: November 09, 2016, 05:55:13 pm »

Game is drawing many versions of the main character.

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Cakeprediction
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« Reply #1127 on: November 15, 2016, 10:39:07 am »


I didn't know my game could go faster than light
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« Reply #1128 on: November 15, 2016, 03:02:54 pm »


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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« Reply #1129 on: November 24, 2016, 01:57:55 am »

Offsets.

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quantumpotato
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« Reply #1130 on: November 25, 2016, 07:21:23 pm »


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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« Reply #1131 on: December 07, 2016, 07:17:16 pm »

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
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« Reply #1132 on: December 08, 2016, 11:30:20 am »

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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« Reply #1133 on: December 08, 2016, 02:13:05 pm »


A good old case of spawning all enemies at once.
[/quote]

Are the brown pixels to the right of the shorts intentional?   Giggle
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« Reply #1134 on: December 14, 2016, 10:11:32 am »

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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Boom!!!


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« Reply #1135 on: January 03, 2017, 07:47:17 am »

This happens when you change the default Box skin of Unity Editor and add an image Wizard

Unity just seem to use random boxes Durr...?Hand Any Key xDDD


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« Reply #1136 on: January 07, 2017, 10:29:09 am »

lol head up his ass

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« Reply #1137 on: February 19, 2017, 01:33:00 pm »

Making an enemy that leaves a trail of fire as it moves, but forgot to make it IMMUNE to fire.

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chrisdalke3
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« Reply #1138 on: February 21, 2017, 09:44:33 am »

Trying to procedurally generate a grid of hollow rooms. They should be a single color and the outline of cubes.

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Zireael
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« Reply #1139 on: February 24, 2017, 01:53:28 am »



When you draw nice outline shader but forget to draw the actor sprites themselves... see, invisible characters!
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