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The door, it isn’t supposed to be doing that.
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on Sunday, September 22nd, 2013 at 2:31 pm and is filed under MiniLD #45.
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It’s interesting to see how memory bugs don’t crash like you’d expect but create glitches instead (though I suppose you can’t show gifs of crashes…).
I wonder if it’s because there are less/no optimizations.
There have been many many crashes, but a gif of a black screen isn’t very fun, as you say.
Since I’m using 16bit DOS I don’t believe there’s any protected memory, so when something goes wrong you don’t end up segfaulting, which I think contributes towards the visual freak outs.
I think, also, because the majority of the program lives in 64kb of memory, that if something overflows there’s always something else very near by that will get messed up, and the absolute lack of compiler warnings for the simplest mistakes lends to me creating problems that only become apparent when something completely unrelated starts going wrong.
No idea whats causing this door issue. Just going to ignore it for now. In terms of debugging my only solution at the moment is just staring at the code, it’s quite tedious.
Not sure if I’ll end up submitting this or not.
by the way, what are you recording the gifs with?
It runs under WINE if you’re on linux, and has native windows / OSX builds if you’re not.
I like the door glitch. Kind of looks like it was supposed to be like that. If it was possible to leave it like that on purpose … but I guess if you don’t fix these things you’ll run into some real problems eventually?
The canons need some glitch-work though
scantmpl.h is a C-preprocessing nightmare! (brilliant!)
polygons transform/project and clip and make it to screen space just fine, but the texture mapping seems a bit off. i’m trying to diagnose what the problem is now…
Well I’m headed to bed, but I believe the problem *may* be caused by integer interpolation of texture coordinates across the scan-line. Good luck
d’oh, the “fixed” typed is defined to “float” well that’s not the cause
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