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Amusing glitch gallery

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#21 Sik_the_hedgehog   Crossbones+   -  Reputation: 1748

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Posted 29 August 2013 - 12:38 PM

Just using scaling as-is would be better and safer =P

 

And yeah, I had the rotation bug once (with integers, which only made it worse), although granted I was just testing if rotation worked at all instead of actually implementing animation (since I always tend to get rotation wrong in the first try). Basically I had a spaceship and rotated it a bit every frame. Except it ended up shrinking horizontally while spinning until it vanished XD Could make for a cool teleport effect I guess!

 

(and no, I don't have that project anymore, so no screenshots ._.)


Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

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#22 Enders   Members   -  Reputation: 128

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Posted 18 September 2013 - 10:30 AM

My last glitch i had in game i recently made was with the scrolling credits.

 

I put the text position in integers and the math used to update it was in float. So when the delta was calculated it was less then 1. It just sat in the same place until the frame rate dropped enough. (never)

 

Changing the position to float made it silky smooth.



#23 Sik_the_hedgehog   Crossbones+   -  Reputation: 1748

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Posted 04 January 2014 - 04:41 PM

Bumping because this needs more amusing glitches.

 

BdK1l2fCEAA4j8q.png

 

The truck crashed against the background scenery (you can tell by the smoke being vertical). Not kidding.


Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

#24 Mathucub   GDNet+   -  Reputation: 160

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Posted 06 March 2014 - 09:46 AM

This one was really cute. Our scene's have a very wide range between the near and far planes, so by

10% from the near plane the default depth buffer under dx9 was burning 99% of the floating point resolution.

 

Had to switch to a linear depth buffer in the vertex shader. First pass I was going clip/w -> clip depth without

transforming back.

 

The Z Fighting stopped, but it totally confused the perspective texturing.

 

It was bad enough that the lines weren't straight, but even worse--the texture moved around inside the meshes as they

moved around the screen!

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#25 Shippou   Members   -  Reputation: 1526

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Posted 11 March 2014 - 03:18 AM

What a simple math error can do to your rendering engine ...

Math_Error.jpg

 

.

.

The problem code

xlist.add( (cordX - p.getPlayerX() ) * tile_size );
ylist.add( (cordY - p.getPlayerY() ) * tile_size);

.

.

How is should have been

xlist.add( ((cordX - p.getPlayerX() ) + offsetX ) * tile_size  );
ylist.add( ((cordY - p.getPlayerY() ) + offsetY ) * tile_size );

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#26 Dlaha   Members   -  Reputation: 180

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Posted 11 March 2014 - 05:44 AM

mime_Bug.jpg

First attempts to climb a ladder. It's more work in progress than bug smile.png


Edited by Dlaha, 11 March 2014 - 05:52 AM.

Pantomime for the win.

http://viciousmime.com


#27 Nymall   Members   -  Reputation: 202

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Posted 14 March 2014 - 02:23 AM

Here's a example from one of my present projects:

 

I wrote the code to spawn enemies every 5 'turns' on a chance/tile basis, and coupled movement code into that. Each tile was supposed to only be able to generate one enemy/ 5 turns per 10 entities, with the exception of the hospital, which was set to generate 1 enemy per 2, and then run the movement code. I was having some problems with the movement code, so I ended up disabling it in both the normal spawn section and the special hospital spawn section, but never re-enabled it in the hospital section. Play testing later for a different feature, I came across the problem - a literal enemy fountain.

 

After I enabled the code, I played through the rest of that game just for kicks. The game only lasted for 40 turns, by which point they had completely taken the map.


4gwGM.jpg


Edited by Nymall, 14 March 2014 - 02:24 AM.

My favorite error yet:

Parse error: Syntax error, unexpected '$pants'...


#28 TheComet   Members   -  Reputation: 1603

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Posted 14 March 2014 - 05:52 AM

On an RTS game I was developing, I had a similar issue to what DekuTree64 described (see quote below). If you chained a lot of "move" commands very close to each other, the unit would never be able to reach its destination because the steering code had a minimum radius, and so the unit began orbiting around itself:

 

 


The greatest bug I've ever witnessed was when I was working on Sims 2 DS. We had this thief character whose getaway vehicle is a shopping cart, which is spawned some distance away from him and races toward him, he jumps in, and rides off. But due to a combination of steering code, obstacle avoidance, and high speed, the cart ended up orbiting him at a long distance, trying to turn toward him but then moving forward so it needed to turn more. Every few seconds, you'd see the cart zip past on the horizon.

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#29 swiftcoder   Senior Moderators   -  Reputation: 9997

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Posted 05 April 2014 - 02:24 PM

It seems that my vertex buffer stride was off-by-one. I call it "Origami World"...

 

25zi2bq.jpg

 


Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#30 Mussi   Crossbones+   -  Reputation: 1970

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Posted 05 April 2014 - 06:25 PM

It seems that my vertex buffer stride was off-by-one. I call it "Origami World"...

I would drop all my plans and head into a new direction, that looks freaking awesome biggrin.png.



#31 Tom Mulgrew   Members   -  Reputation: 197

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Posted 05 April 2014 - 09:18 PM

When SVO ray casting goes bad...
Explodagoose
Managed to spare the head though (must save the brain!)


#32 swiftcoder   Senior Moderators   -  Reputation: 9997

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Posted 05 April 2014 - 11:06 PM

And this is what happens when you apply your tetrahedron index buffer to a cubical-sphere mesh... "death by spirals"

death by a thousand spirals.png


Tristam MacDonald - Software Engineer @Amazon - [swiftcoding]


#33 TheComet   Members   -  Reputation: 1603

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Posted 06 April 2014 - 05:43 AM

Stumbled across this one on tumblr. How on earth does something like this even happen?!

 

https://www.youtube.com/watch?v=9pQ_ZozZIio


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#34 TheComet   Members   -  Reputation: 1603

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Posted 12 July 2014 - 03:23 AM

tumblr_n8l3gicoIs1qdlh1io1_400.gif


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#35 slicer4ever   Crossbones+   -  Reputation: 3888

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Posted 12 July 2014 - 06:53 AM

tumblr_n8l3gicoIs1qdlh1io1_400.gif


This isn't normal?
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#36 TheComet   Members   -  Reputation: 1603

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Posted 12 July 2014 - 09:22 AM

 

tumblr_n8l3gicoIs1qdlh1io1_400.gif


This isn't normal?

 

This is actual footage of Brazil playing against Germany


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#37 Sik_the_hedgehog   Crossbones+   -  Reputation: 1748

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Posted 12 July 2014 - 07:35 PM

I was going to make a Brazil joke but the uniform would have ruined it =/ (that isn't even remotely close to Brazil's)


Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

#38 L. Spiro   Crossbones+   -  Reputation: 13600

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Posted 13 July 2014 - 04:46 PM

Not my glitches but you can’t really have a glitch gallery without this:



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#39 Sik_the_hedgehog   Crossbones+   -  Reputation: 1748

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Posted 30 July 2014 - 09:34 AM

BtzMe-nCEAAuPGD.png

 

Turns out that the explosions that appear when beating the final boss destroy the level itself. Literally. Um, wow. Not gonna fix this though.


Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

#40 makuto   Members   -  Reputation: 851

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Posted 20 August 2014 - 03:55 PM

I just stumbled upon this bug yesterday while I was working on making enemies face you to attack you:

Twitch Video

It gets worse at 3:15


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