bayersglassey
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« Reply #1320 on: July 20, 2021, 09:24:48 PM » |
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^ Whoah. That is a fantastic blog post. Figure 15 blew my mind a little bit. Edit: WOW, so did this other guy's thing which the blog post links to: https://epok.tech/work/tendrils/
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« Last Edit: July 20, 2021, 09:40:25 PM by bayersglassey »
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Eggy
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« Reply #1321 on: August 01, 2021, 11:10:41 AM » |
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Programming my first real game for a small jam (literally). I just made my first object, and it was supposed to be an asteroid that picks one sprite out of a selection upon spawning... 
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Schrompf
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« Reply #1322 on: August 01, 2021, 11:50:24 AM » |
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It's nervous. Wouldn't you, too?
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Snake World, multiplayer worm eats stuff and grows DevLog
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Eggy
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« Reply #1323 on: August 07, 2021, 09:41:25 AM » |
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Tfw you forget that if you want something to go up, you reduce the y not increase it lol (the rectangles are intentionally giant because I thought it was a draw problem at first when I saw them not showing up)  EDIT: Got it to work but this is a little too frequent 
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« Last Edit: August 07, 2021, 09:50:50 AM by Eggy »
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JobLeonard
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« Reply #1324 on: August 07, 2021, 09:48:19 AM » |
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Ah yes, the tried and true "hmm, it's broken, let's break it more but systematically until I figure out the bug" approach
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Eggy
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« Reply #1325 on: August 08, 2021, 05:16:03 AM » |
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Another one. Tried to create a powerup that is supposed to temporarily boost the players speed. I accidentally made a hyperdrive instead  EDIT: And another powerup-related thing that went awry 
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« Last Edit: August 09, 2021, 04:40:04 AM by Eggy »
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ProgramGamer
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« Reply #1326 on: August 13, 2021, 05:23:20 AM » |
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oahda
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« Reply #1327 on: August 13, 2021, 06:03:03 AM » |
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Nice to see you here again!  Beautiful indeed. I feel like the third one could be some subconscious nightmare level in Earthbound or something.
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Eggy
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« Reply #1328 on: August 13, 2021, 06:20:40 AM » |
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Sweet damn she's walking on decapitated heads impaled on sticks in the first one
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« Last Edit: August 13, 2021, 06:29:55 AM by Eggy »
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JobLeonard
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« Reply #1329 on: August 13, 2021, 11:00:45 AM » |
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Another one. Tried to create a powerup that is supposed to temporarily boost the players speed. I accidentally made a hyperdrive instead  EDIT: And another powerup-related thing that went awry  The first one looks pretty cool, you can turn that hyperdrive effect into something useful! Like a start/end or level effect. The second is pretty hilarious too As you can see, it's working very well  Sweet damn she's walking on decapitated heads impaled on sticks in the first one
This is too accurate, hahaha
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ThemsAllTook
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« Reply #1330 on: October 03, 2023, 03:10:47 PM » |
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Schrompf
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« Reply #1331 on: October 04, 2023, 09:41:21 AM » |
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An indexing nightmare in Rose. I like it
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Snake World, multiplayer worm eats stuff and grows DevLog
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Pineapple
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« Reply #1332 on: April 29, 2024, 01:43:01 AM » |
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I wanted to make a solid outline effect for character models in my project. It took a whole lot of work to get right. This was one of the particularly amusing failures...  How it turned out in the end: 
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ProgramGamer
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« Reply #1333 on: April 29, 2024, 05:38:39 AM » |
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Oh cool, the gif I posted here some years ago no longer works because I grabbed it from discord's CDN instead of uploading it to imgur like I should've done. Lemme see if I can find it again :V Edit: Here it is again 
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« Last Edit: April 29, 2024, 06:16:20 AM by ProgramGamer »
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_____bone
Level 1
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« Reply #1334 on: September 16, 2024, 07:48:18 PM » |
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That aint no gif sir
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ProgramGamer
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« Reply #1335 on: September 25, 2024, 08:00:28 PM » |
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Correct on that not being a gif, incorrect on the "sir" 
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Schrompf
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« Reply #1336 on: November 09, 2024, 01:09:15 PM » |
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 I remodeled my surface generator experiment. In theory you can describe your game world with primitives - quads currently, later also singular elements like trees, walls, holes and such. And the tech will generate meshes for these elements, unwrap them, texture them, generate albedo and normals and so on. For isolated elements people have been doing this for decades already. The idea here is that the elements know and incorporate their neighbors. So that a dusty stone ground gets this little hill of dirt next to a wall, for example. Or that the ground around a tree's roots is slightly risen. All of this is calculated on the fly while the player comes closer, at the required resolution. And in practise... I forgot to scale the texture coordinates, so that now every quad shows not only its own texture, but the entirety of the texture atlas.
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Snake World, multiplayer worm eats stuff and grows DevLog
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