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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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ThemsAllTook
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« Reply #1180 on: February 07, 2018, 07:17:33 PM »

I seem to have made a miscalculation in the format of my vertex data:

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ProgramGamer
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« Reply #1181 on: February 08, 2018, 07:34:18 AM »

Shadow the Edge-hog
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powly
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« Reply #1182 on: February 08, 2018, 07:57:11 AM »

I had a similar problem some time ago, didn't realize that in glsl the std430 buffer layout doesn't work as you'd expect for vec3 arrays so I got different rotations of the dimensions for each vertex.

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JobLeonard
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« Reply #1183 on: February 08, 2018, 08:01:03 AM »

Those both look pretty awesome.
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alvarop
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« Reply #1184 on: February 10, 2018, 10:20:47 AM »



Was trying to add a face to the slug and this happened.
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woodsmoke
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« Reply #1185 on: February 12, 2018, 01:32:29 PM »

Let's see how well my GameMaker Windows PC game runs as HTML5 export:

*wrong sprites everywhere*
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Ordnas
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« Reply #1186 on: February 20, 2018, 12:41:50 AM »

Let's see how well my GameMaker Windows PC game runs as HTML5 export:

*wrong sprites everywhere*


Lol, do not change that please, it is beatiful!
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agingminotaur
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« Reply #1187 on: February 23, 2018, 01:39:03 AM »

Not exactly a glitch, but zooming out on the map reveals a bug in world generation. The game is supposed to take place on the inland, though I guess the solution to this is to simply add boats Smiley Actually, I'm only here to subscribe to this thread Blink


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JobLeonard
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« Reply #1188 on: March 07, 2018, 02:22:00 PM »

Not a game, but hey, it involves graphics and programming:



Turns out I forgot a minus sign in my log-projection.

PS: if anyone here is developing in JavaScript and HTML5, I implemented a radix sort for sorting typed arrays:

https://run.perf.zone/view/Paul-Mineros-fastlog2-fasterlog2-Float32Array-versions-array-of-100000-elements-v4-1520435680338

It's fast.

I also ported some fast approximate log2/ln functions that beat the absolute crap out of the built-in stuff:

https://run.perf.zone/view/20180307-Radix-Sorts-U32-I32-no-minification-warmed-up-sort-cache-v2-1520418991200

Especially on mobile this makes a huge difference.
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Ordnas
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« Reply #1189 on: March 09, 2018, 01:01:44 AM »

What is that?  Shocked
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gimymblert
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« Reply #1190 on: March 09, 2018, 06:18:33 AM »

Yeah I'm not up to the thread, posting mondrian anyway
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JobLeonard
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« Reply #1191 on: March 09, 2018, 06:42:25 AM »

What is that?  Shocked
A custom scatter plot renderer

https://en.wikipedia.org/wiki/Scatter_plot
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pelle
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« Reply #1192 on: March 09, 2018, 12:57:13 PM »

Not exactly a glitch, but zooming out on the map reveals a bug in world generation. The game is supposed to take place on the inland, though I guess the solution to this is to simply add boats Smiley Actually, I'm only here to subscribe to this thread Blink




Boats or not I love the oldschool hexcrawl style you have. Hope a lot of it is intended to be final art.
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agingminotaur
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« Reply #1193 on: March 09, 2018, 03:55:12 PM »

Boats or not I love the oldschool hexcrawl style you have. Hope a lot of it is intended to be final art.
Thank you Smiley There's always some brushing up to do, but the basic look is intended to stay. I'm happy with charmingly crude graphics, it it means I can spend more time adding content.
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« Reply #1194 on: March 10, 2018, 12:30:02 PM »



This was supposed to be a police space ship patrolling around a starport landing pad... Guess not!  Screamy
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JobLeonard
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« Reply #1195 on: March 10, 2018, 01:24:10 PM »

It's like he's trying to create a distraction and escape in the smoke-screen
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pelle
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« Reply #1196 on: March 11, 2018, 11:47:21 AM »

You should leave that as a rare event somewhere.
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ThemsAllTook
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« Reply #1197 on: April 06, 2018, 04:39:36 PM »

First attempt at exporting an animation. I knew my joint angles were wrong in some way, but I couldn't have predicted this nightmare:

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oahda
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« Reply #1198 on: April 07, 2018, 01:32:37 AM »

Whew! Shocked I had basically the same horrors happen when I was implementing animations too: https://twitter.com/avaskoog/status/941630575420628992
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Ordnas
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« Reply #1199 on: April 11, 2018, 12:30:57 AM »

How do you think creativity process works at Capcom for making horror games? Same process, bugs and bad joints of course! (Even if Devil May Cry ability to keep monster in the air came out from a bug is a real story).
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