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Sik_the_hedgehog

Amusing glitch gallery

43 posts in this topic

mime_Bug.jpg

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

Edited by Dlaha
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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
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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:

 

[media]https://www.youtube.com/watch?v=4QlHJ9kN6MY[/media]

 


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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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.

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When SVO ray casting goes bad...
[sharedmedia=gallery:images:4977]
Managed to spare the head though (must save the brain!)
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And this is what happens when you apply your tetrahedron index buffer to a cubical-sphere mesh... "death by spirals"

[attachment=20779:death by a thousand spirals.png]

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

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Not my glitches but you can’t really have a glitch gallery without this:
http://www.youtube.com/watch?v=HdWRTleizFU


L. Spiro
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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.

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I get an eerie feeling that it is not quite supposed to look like that smile.png (is there any part there that shows up as it should?) ... that said, the pixel art looks very nice biggrin.png
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This is the product of some serendipity (ie the random seed) and an overflow bug in my terrain generator:

 

[attachment=25401:Face.png]

 

That's supposed to be a grayscale mask that shapes the terrain into an island.

 

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Tried my hand at 3D graphics today, not sure if its a problem with the model I have, or with Panda3D.

 

wX3rLSG.png

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