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(1 edit)

Some issues, Binbun. 

The shaders use ALPHA for transparency but don't explicitly specify a blend mode (like blend_add or blend_mix) in the render_mode declaration. Godot's editor applies sensible defaults automatically, but exported builds don't inherit these defaults, causing particle planes to render opaque instead of blending correctly.

Maybe you can fix that, too. :-)

Oh that's absolutrly right. I'll fix that as soon as possible

(+1)

And sorry for being that annoying: A lot of your effects do have "baked in file paths", for example for "flash_03.png" and similar. Do you started creating them with Godot 4.5 and then switched over to Godot 4.6?

No you're being super helpful and I appreciate it! I fixed the export issue and published the update for all the packs just now. Is the baked in file paths problem an Error or a Warning? Does it prevent usage completely? Truth be told I haven't fully updated to Godot 4.6. I've tested effects from my packs in Godot 4.6 on my laptop, but haven't updated my main PC where I do most the work. I didn't expect there to be any bigger issues on Godot 4.6 so that's my bad.

I am using Godot 4.5. But it seems like you were sometimes "using UIDs over actual paths". I've made my own implementation of your VFXs, because I already made that "shared" folder before you published your assets. And I made some changes, like supporting orthographic cameras (so the effects look the same) and so on - and since I made so many changes, I do not want to dig into them again. :-D