Wednesday, 16 December 2015

Buggy buggy FUCKING BUG!!!

So this is a post just to do with bugs that I found and both created whilst developing the mech game prototype. Now thinking about programming it again from everything I have learnt recently in terms of code structure and events, singletons etc with js! I HATE the code I've created before hand so considering starting from scratch for a while now, I promised to try and do a post a day, so this is a blooper reel.....

OK, the shoot yourself bug, simply didn't account for the user to decide to shoot themselves :)


Invisible mechs, caused by not building destruction methods the correct way or at all, so as more stuff was created, I think threejs auto destroyed some objects, perhaps the first models created, just needed to build proper disposal.


Ahh slanty explosion Sprites, I didn't want to use shader particles for explosions, so their base object had a method that made them lookAt(camera,position), I thought this was doing it every time the camera moved but perhaps not, or perhaps because I was stacking 3D models and assets together but the further the camera moved from the 0,0,0 world position, the sprite particles I made became more skewed.


I experimented with building destruction but at one point the mechs movements or my mapping of the walkable tiles was wrong and i could decide to blow up some of the flat road tiles which felt a little inception-y 



Never worked out what this tiny thing was lol


Was really hard to see these too but tiny pixel artefacts started appearing at one point, I fixed it but they just appeared round the movable characters, perhaps to do with invisible hitboxes :/


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