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#1 Jul 28, 2013 8:21 PM

Sheep
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Glimmer Portal Glitch

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#2 Jul 28, 2013 9:58 PM

Hwd45
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Re: Glimmer Portal Glitch

That's hilarious, I need to try that and find out if it works in PAL xD

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#3 Jul 28, 2013 11:22 PM

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Re: Glimmer Portal Glitch

Oh my god! It works!

Pure out lol.

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#4 Jul 28, 2013 11:22 PM

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Re: Glimmer Portal Glitch

Wow, interesting, I wonder what makes it do that. XD It's especially weird that there's a different result when you replay the level.

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#5 Jul 28, 2013 11:53 PM

36IStillLikeSpyro36
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Re: Glimmer Portal Glitch

the fact that smoke appears underneath where the portal's arches are suggests that this was an intentional thing in the game, doesn't it, since they wouldn't have bothered to add it otherwise?

by the way, i have to try this now. with the moonjump Gameshark code on, of course.

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#6 Jul 29, 2013 7:20 AM

Sheep
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Re: Glimmer Portal Glitch

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#7 Jul 29, 2013 9:19 AM

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Re: Glimmer Portal Glitch

Wow that's cool big_smile ^.^ I have to try it.
Btw the colors of spyro seems a bit inaccurate. I had this problem on one epsxe opengl plugin and fixed it by enabling advanced blending I think.

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#8 Jul 29, 2013 9:49 AM

Sheep
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Re: Glimmer Portal Glitch

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#9 Feb 01, 2014 2:40 AM

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Re: Glimmer Portal Glitch

Interesting theory, Sheep. It also might just be as simple as the fact that the Physics system isn't up to par. For instance, notice how the model's faces hit each other, and cause texture issues? The collision boxes seem to not be that great, either. It could just be for the fact that the PlayStation wasn't a powerful console, but also Spyro didn't have a very long development time, either. Either Way, it's a great game, and we'll always find funny issues. bentley

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#10 Feb 01, 2014 2:45 AM

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Re: Glimmer Portal Glitch

I don't think it's much of a 'physics system' so much as it's 'collision detection.'

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#11 Feb 01, 2014 3:19 AM

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Re: Glimmer Portal Glitch

Collision Detection is the most basic, and fundamental part of physics.

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#12 Feb 01, 2014 3:53 AM

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Re: Glimmer Portal Glitch

This is the first I've heard of collision detection being considered "physics," but I know next to nothing about game development, so I'm not exactly someone you'd want to ask. Somehow, though, I think physics is more about how things move and fall than deciding whether or not two things are touching.

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#13 Feb 01, 2014 3:56 AM

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Re: Glimmer Portal Glitch

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#14 Feb 01, 2014 4:38 AM

36IStillLikeSpyro36
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Re: Glimmer Portal Glitch

oh yeah, if anyone's wondering, i tried it with moonjump, but missed the portal.

my guess is it's still fully functional, just inaccessible.

i had a spam post here before, i meant to post it in CTRL + V, so yeah.

Last edited by 36IStillLikeSpyro36 (Feb 01, 2014 4:39 AM)

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#15 Feb 01, 2014 5:35 AM

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Re: Glimmer Portal Glitch

Could you show a video of you attempting?

Maybe if somebody could edit the map, they could add stairs to reach that spot.

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#16 Feb 01, 2014 5:44 AM

36IStillLikeSpyro36
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Re: Glimmer Portal Glitch

i could do it again, but it was enough of a bother to get the glitch to work the first time. i missed the portal, like i said. nothing really interesting happened, it just kept going up and i completely lost sight of it.

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#17 Feb 01, 2014 10:49 AM

Sheep
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Re: Glimmer Portal Glitch

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#18 Feb 01, 2014 9:18 PM

Breaking Bad
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Re: Glimmer Portal Glitch

Sheep is the man.

Are you currently studying Graphical Programming?

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#19 Feb 01, 2014 10:55 PM

Sheep
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Re: Glimmer Portal Glitch

No, but in my free time, I try to make games with GameMaker. I want to make 3d platform games like Crash and Spyro, but because GameMaker's 3d support is rather limited, I've had to make my own 3d polygonal collision detection/reaction system. The PS1 style 3d model rendering and depth sorting issues, I learned about when trying to make a similar 3d rendering system for a javascript/HTML5 canvas2d 3d platform game.

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#20 Feb 02, 2014 1:59 AM

Breaking Bad
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Re: Glimmer Portal Glitch

Couldn't you just use a library, like OpenGL or Direct3D, Framework like LWJGL or LOVE, or even an engine like Unity?

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#21 Feb 02, 2014 12:06 PM

Gekoncze
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Re: Glimmer Portal Glitch

Unity is too... big I think and LWJGL is java. And of course you need love for every project to be good ^.^
also you can't do all the tricky stuff with already created engines, you are always limited in some way

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#22 Feb 02, 2014 4:20 PM

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Re: Glimmer Portal Glitch

This is getting off-topic. Why don't you guys start a game development topic or something if you want to continue this?

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#23 Feb 02, 2014 5:12 PM

Sheep
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Re: Glimmer Portal Glitch

Yeah, I agree about Unity. I tried to use it, but was put off by the amount of different things all over, that I probably wasn't ever going to use, and the "hidden" stuff doing everything for me in the background. The advanced stuff being so abstracted does of course make it easier to use and to make advanced things, but I didn't feel comfortable not understanding what exactly was going on.
Most likely, I gave up too quickly, but it was more fun to try to push the limits of GM. Recently, GM has got lots of improvements; export modules to various devices, shaders, a compiler(usually, GM is interpreted), so my incentive to stay with it it just got stronger:P
I did an attempt at C++, but wasted several days trying to get Direct3D and OpenGL to work(I need to play with something graphical to be able to stand learning a new language), with no success, so I just went back to GM again:P
When it comes to frameworks, I haven't really looked at them, so I don't know what I'm missing xD

Anyway, more related to the topic, I have tried to do the same in other levels(Magma Cone and Skelos Badlands) with the lava balls, but I got no strange results.

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#24 Feb 02, 2014 6:56 PM

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Re: Glimmer Portal Glitch


''SPACESHIP!''

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#25 Feb 03, 2014 3:45 AM

36IStillLikeSpyro36
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Re: Glimmer Portal Glitch

i wonder if the portal is under the ground *before* it rises up to the main ground.

in Spyro 3, you can swim under certain portals and get into the worlds even though they're technically not unlocked. (not enough eggs, not enough gems, need to do something, etc.) because the portals are still there under the area.

i wonder if the same applies to the return home portals in Spyro 2. i never thought to check.

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