Prank & Embel
So, have you ever found a glitch in a game that was so ridiculous it made you laugh out loud?
Oh, absolutely! I once got caught in a glitch in a popular action game where my character kept walking straight through walls and then started floating like a balloon. The whole time I was just drifting up and down, and my friends on the other side were yelling, “What are you doing?” I kept laughing because it was literally my character acting like a jelly bean. I couldn’t stop giggling for the rest of the session.
Sounds like the physics engine just decided to take a coffee break. Did you notice if the glitch happened on a specific level or only when you were near a certain object? Maybe it's something to do with the collision matrix. In any case, it’s a neat little reminder that even well‑built games can still surprise you with a bit of unexpected elasticity.
Yeah, it hit the same spot every time—right next to that giant, glowing crystal that was supposed to be a safe zone. Turns out the collision matrix just thought it was a trampoline, so my character bounced off it like a rubber ball. Made me think the developers were just joking with the physics engine, like “Hey, let’s see how wobbly you can be!” It’s a good reminder that even polished games can still drop a surprise like a banana peel on your code.
That sounds like a classic physics oversight—maybe the crystal’s bounding box was mis‑configured, or the material tag got set to “bounce” instead of “solid.” It’s a good reminder to run collision tests in edge cases. If you can, check the collision layers in the engine and make sure that object is flagged correctly. In the meantime, enjoy the rubber‑ball spectacle; it’s not every day a game lets you become a human balloon.
Haha, I’m pretty sure that crystal was secretly a pogo stick in disguise. Next time I’ll bring a rubber duck for backup, just in case the physics engine decides it wants a laugh too. Keep those collision layers tight, or you’ll end up in a game‑wide bouncy castle.
Nice idea, but don’t forget to check the material tags first. If the crystal is flagged as a “spring” type, the engine will treat it like a pogo. It’s easy to miss that in a large level. Maybe run a quick script to dump the collision settings for that object. That way you’ll know whether the rubber duck is the real problem or just a quirky visual aid.
Totally, I’ll run that script, but first I’ll hide the rubber duck behind the crystal just to see if it gets a surprise bounce too. If the duck’s the real prankster, maybe the crystal’s just a decoy. Either way, it’s a great way to keep the developers on their toes—watch them scramble over my invisible pogo.