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(+1)

The gauges don't persist across scenes. When you create a gauge and move to another scene and back to the map, you have to recreate that gauge again. See implementation in common event #1 where it continuously checks if the hp & mp gauges are present in the map scene, if not, then it creates them. These are done automatically with event-tied gauges because it checks for the necessary comment to reconstruct the gauges once the event loads.


I have pushed an update for the position fix (v.1.0.1).

(1 edit)

Apologies for deleting the previous reply; I realized a bit late that this flickering issue still persists in some capacity - fill bars seem to flicker in opacity for 1-2 frames. This issue is viewable in the demo. If you interact with EV030 and take player damage, then enter/exit the menu scene, the Actor Hud green bar shows its max fill before setting to the proper value. 

(+1)

Fixed.