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Good news! I found the issue and was able to work around it. I think there may be an engine bug related to CanvasGroup. I have two types of objects that use a CanvasGroup outline shader: the serpent and the cannon barrels. For some reason, whenever a cannon is on screen, it causes buggy rendering with the serpent. I stopped using that shader for the cannons and now the serpent renders fine on Chrome/Mac OS. 

Pretty odd issue, but thanks for your help tracking it down.

Make sure to check out the jam page after the voting is complete that fix and a few more we found after the deadline!

Great that you fixed the bug! I have a few bugs myself, any tips on how to tackle them?

Bug hunting can be pretty tricky work. You need to be a bit of a detective and use deductive reasoning to slowly rule out where the problem could be and to zero in on the likely culprit.

In Godot you can use the Debugger to set breakpoints and examine variables and sometimes you can just print values to console to figure out if a variable isn't set to the value you expect or even being set at all (a null value).

Thats what I normally do. Figure out which state/variables are getting set to the expected values and try to work backwards.

Thanks so much!