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1390945 Posts in 66808 Topics- by 59550 Members - Latest Member: MickH

April 20, 2021, 04:45:05 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Prinsessa
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« Reply #1300 on: February 16, 2020, 05:55:15 AM »

Pretty! What project is this anyway? Is worm game going full 3D? Shocked
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TheLastBanana
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« Reply #1301 on: February 17, 2020, 06:55:05 PM »

Accidentally sent all the tentacles toward the center of the world. They're not normally supposed to be this long, but it looks neat.

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JobLeonard
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« Reply #1302 on: February 17, 2020, 11:55:54 PM »

It looks really cool but also somewhat makes my skin crawl. I think that's a compliment :p
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Prinsessa
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« Reply #1303 on: February 21, 2020, 01:49:06 AM »

Cute!!
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Ordnas
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« Reply #1304 on: February 22, 2020, 04:03:27 AM »

It seems a monster from an R-Type game, cool! :D
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Prinsessa
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« Reply #1305 on: February 27, 2020, 09:46:38 PM »

Made a jam game and accidentally replaced the skybox with the silly picture I'd added at the beginning of the project to check that version control was working. Cry

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JobLeonard
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« Reply #1306 on: February 27, 2020, 10:13:31 PM »

My therapist: Sky-Ross isn't real, he can't hurt you

Sky-Ross:

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NovaSilisko
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« Reply #1307 on: February 28, 2020, 11:24:54 AM »

Not again...



(I forgot to delete a camera I was using in the interior scene to test occlusion culling)
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Prinsessa
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« Reply #1308 on: March 03, 2020, 03:26:19 AM »

 Cheesy
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zikbakguru
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« Reply #1309 on: March 03, 2020, 11:03:53 PM »

This happened when I was coding some smear FX for player's weapon... Somehow, When player landed a hit on enemies with the weapon, It's trail tended to flash & the trail lose it's texture for a brief moment. Despite it's not 200% intended effect & I managed to found the cause behind it (I foolishly made some typo in shader's uniform setting routine) I found it actually improved the game's feels so I've implemented it as an official(?) feature!


(v from the recent build; Thanks to this weird glitch I got this idea of flashing weapon trails to add the "juice" stuff every devs in kool kidz club are talking about)
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I might suck at English but you know what? I suck at life too :'>
JobLeonard
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« Reply #1310 on: March 04, 2020, 02:30:40 AM »

Oh yeah, that definitely feels impactful!
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Monolyth Himself
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« Reply #1311 on: March 14, 2020, 02:02:27 PM »

Lets see... well I spent almost 7 hours coding in a melee based enemy and debugging a few other things, only to have said enemy look right at my player character and drift to the right for no apparent reason. He seemed calm as he leapt off the end of the level. Facepalm
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Vidak
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« Reply #1312 on: November 20, 2020, 08:08:18 AM »

Messed up my debug drawing script.

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JobLeonard
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« Reply #1313 on: November 21, 2020, 11:12:22 AM »

Lets see... well I spent almost 7 hours coding in a melee based enemy and debugging a few other things, only to have said enemy look right at my player character and drift to the right for no apparent reason. He seemed calm as he leapt off the end of the level. Facepalm
When your AI hates your spaghetti code so much it commits suicide.
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Schrompf
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« Reply #1314 on: April 04, 2021, 03:40:35 AM »

Don't know if this qualifies as "beautiful", but at least this thread could use some love.

My noise function has discontinuities. This is one octave.

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Snake World, multiplayer worm eats stuff and grows DevLog
JobLeonard
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« Reply #1315 on: April 04, 2021, 04:18:33 AM »

I like it! Like some weird steps out of a valley on the side of rock formations

And yeah, definitely could use some love
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Schrompf
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« Reply #1316 on: April 06, 2021, 05:16:54 AM »



"Try bezier patches", they said. "That's a proven solution", they said. We got patches so sharp you can slit open a finger.
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JobLeonard
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« Reply #1317 on: April 06, 2021, 05:42:59 AM »

That's some degenerate geometry dude
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