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March 29, 2024, 01:30:49 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Author Topic: Beautiful fails.  (Read 339567 times)
RujiK
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« Reply #1120 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 #1121 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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.


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« Reply #1122 on: November 07, 2016, 03:09:08 PM »

Rescaling the board without rescaling the blocks resulted in overlap.

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DireLogomachist
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« Reply #1123 on: November 07, 2016, 09:50:53 PM »

Glitching spears or spawning salmon? You decide!

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Living and dying by Hanlon's Razor
ndnninja15
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« Reply #1124 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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I'm not too sure what to put here


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« Reply #1125 on: November 15, 2016, 10:39:07 AM »


I didn't know my game could go faster than light
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alvarop
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« Reply #1126 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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i make games that can only ever be played once on http://throwaway.fun
pelle
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« Reply #1127 on: November 24, 2016, 01:57:55 AM »

Offsets.

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quantumpotato
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« Reply #1128 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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AaronB
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« Reply #1129 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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I'm not too sure what to put here


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« Reply #1130 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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Huge Swords and Tentacles Devlog
"If you were to write a story with me in the lead role, it would certainly be... a tragedy"
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AaronB
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« Reply #1131 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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Guessy
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« Reply #1132 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 #1133 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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Miguel López
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WaywardEmcee
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« Reply #1134 on: January 07, 2017, 10:29:09 AM »

lol head up his ass

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Fifth
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« Reply #1135 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 #1136 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 #1137 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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andyfromiowa
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« Reply #1138 on: March 07, 2017, 08:44:32 PM »

Not sure if this qualifies as beautiful, but I was going for a subtle glow behind this key.

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AaronB
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« Reply #1139 on: March 13, 2017, 01:55:55 AM »

Trying to create metaballs - instead I got a pile o' skulls:

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