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I’ve updated the code and added a delay between the magic aura “clearing” whenever a new adventurer is loaded, and the magic aura getting set to “holy”. Hopefully it’s a speed thing. It’s the only thing I can think of why it would affect story mode but not sandbox.

You’re under no obligation to give me your time, but could you please fire up day 14 again and see if the holy glow is on the bow now?

Unfortunately, it seems to show the same as before. I included a screenshot with my console log as well in the event that it can help you any.

Thank you so much for testing it! and SUPER thank you for including the console log! I put in debug specifically for this. this proves that the issue isn’t “nonmagical” interrupting “holy”. they are distinctly activating one after another.

It means that for some reason, the magic aura simply isn’t changing….. The fact that it works in sandbox mode but not story mode is a real head-scratcher. I’ve been unable to replicate it on my own system. This might take a while to get to the bottom of. Thank you again for your help.

No problem, however, I decided to do even more testing after I realized that I was wrong about my initial assumption that sandbox works properly. I'll post the images below, but it seems that only "Fire", "Evil", and "Non-magical" work properly.

Non-magical

Fire (oscillates red and blue)

Evil (oscillates red and purple)


Holy (appears as it does in other testing, a red that changes to a variety of color)

Icey


Rainbow, which despite the name, is pure white


Splat, which just seems to be a slightly brighter Non-magical


And finally Acid, which is pure red.


Actually, NONE of those are working! The colors aren’t updating. Only the glow intensity.

Okay. Swung the BIG hammer this time. No more color loading, no more gradient making. I’ve baked the styles of glow directly into the shader, and it just toggles which one it uses.

Third time’s the charm. I’ve updated the browser version. Could you please check if the glow is working one more time?

If that's not a yellow/white glow, then I need to fix my monitor! Only downside is it seem the fix took out the console logs for the weapon effects, but that's something not as vital. And yes, I checked the other effects in custom game, and they seem to work just fine. (Fire is a red/yellow, Evil is a dark red/purple/grey, Holy is a white/yellow, Ice is a light blue/white, Rainbow is a violent rainbow glow, Splat has a red/yellow/pink that doesn't move, and Acid is a yellow/green)

HUZZAH! I took the glow console logs because I had a strong feeling my shotgun fix resolved it. We already knew the shader could show the default glow; it just wasn’t updating the color, which I populated via convoluted means that worked for my system but not for others’. So I made the shader store MULTIPLE defaults and just toggle which one it would use.

Thank you for all your help! This would have been five times as hellish to get to the bottom of without you.

Bad news, I decided to replay the days with the new enchantments and the Hand of Discipline curse broke. No spectral hand, no animation of the thief getting hit.

Oof. Two steps forward, one step back. Fixed. (kept it named 0.2.8. tiny tweak) Thanks again.

VERY big bug I found: The petrified woman disappears if you reload a day or load another save. This is an issue because it also takes her hitbox with her so that on day 11, you can't unpetrify her. I know she doesn't have anything you can use at that point in the game, but it's still a very big bug. There is no error log for this one, just the statue quietly disappearing. 

Additional context for hand error:

Extra note: I decided to go into the custom creator to see if I got any errors loading the auras and it seems that it doesn't like the "Rainbow" and "Splat" auras.