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# Amusing glitch gallery

## 43 posts in this topic

Though this doesn't beat some bug I caused some time ago while rewriting some climbing enemy, basically I forgot a check and the enemy would literally hump the wall, suitable animation and all o_O I'm not sure I'm allowed to show that here without getting banned though XD

Assuming the enemy is clothed, or some kind of animal clothed by its fur/scales/whatever, I don't think anyone would have a problem with that.   But when in doubt, you can link to an image instead of pasting it right into the thread and mark the link "possibly NSFW" or otherwise explain why people may not want to click it.

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*recreates bug*

You all have been warned (NSFW?). Sorry for framerate, I wasn't going to pull off a 60FPS animated GIF. Amusing how the background loop is near perfect (should have waited a few more frames I guess?)

Also what the— it seems to have gotten worse since the last time o_O

that's totally safe for work mate...also, very funny.

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Yay, console/"ASCII" rasterization. I like that!

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I'm a little late, but here's my first 2D animation program:

This is the intended result:

If you look at the time (7:44 AM on glitch, 7:40 AM on working), I actually glitched it up after I was finished with it (must've been the pink background, holding everything together like a bro)

Edited by makuto
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I'm a little late, but here's my first 2D animation program:

This is the intended result:

If you look at the time (7:44 AM on glitch, 7:40 AM on working), I actually glitched it up after I was finished with it (must've been the pink background, holding everything together like a bro)

i have serious questions on how you achieved such a glitch=-).

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Taking a quick guess, the sprite was moving around without the background being erased properly.

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Taking a quick guess, the sprite was moving around without the background being erased properly.

Another guess, considering the origin of the sprite, is that time travel was somehow involved.

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LOL, time travel was definitely involved! Let's see if I can clone the repo at that time and see what was wrong...

UPDATE: I couldn't get the code at that period in time, but it was probably unrelated to not erasing the screen due to the way I always start projects. I'm pretty sure all of it was drawn every frame!

I tried to reproduce it editing only the settings, but I believe it may have been a bug in the code when I made the settings configurable from file. Here's the original spritesheet if you want to see it. I don't think it's possible to draw this without redrawing the image at least twice per frame, so the screen might not have been updating (although that wouldn't make too much sense because every time I update the window I clear it; it's impossible to not to with my API).

If you really want to know, check out the repo  (tester working and animation working code; use history in top right to see older code; the bug happened April 10 at 7:44 AM) and figure it out yourself :)

Edited by makuto
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Taking a quick guess, the sprite was moving around without the background being erased properly.

if that were true, the entire screen would be smeared, unless he teleported to random positions, rather than smoothly scrolling around, that's unlikely the reason.

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Hilarious. I'd keep that code around. Might prove useful for some toon effect called "anabolic transformation".

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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 ._.)

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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.

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

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The problem code

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


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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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