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(+1)

The idea is really cool! It could use a bit more SFX when using the traps, but I really liked the death VFX. I also had a bit of trouble understanding that the enemies had to be taken into the fire. Just one question: if we kill them earlier, doesn’t the score count?

(+1)

Ah, I just noticed you used a depth fade for the ground effect on the screenshot. Unfortunately, we can’t access the depth texture in WebGL, which is really a shame.

Yeah, I too noticed that. It there a work around for using fade in webGL?

(+1)

I did some research to find a solution and came across this thread. Basically, it suggests adding the following lines in your shader:

#if !UNITY_REVERSED_Z
depth = 1.0f - depth;
#endif.

That should fix the problem.
 https://discussions.unity.com/t/depth-texture-not-working-correctly-on-webgl/149... 

(1 edit)

Thanks for exploring!!! Let me test this.

The score is pain points, so if you use traps - it will case pain - you will get pain points. So, fire & traps are both pain causing agents.

1. If enemy falls in fire, you will get very high pain points. So basically use as many traps as possible on the enemy and make the enemy falls in fire with as low health as possible to max out pain points.

2. If the enemy dies early (before falling in the fire), you will miss out the fire pain points.