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(1 edit)

Lead (and only) programmer here (@janky_dev). Like how BlackHail said, jumpscare animation issues, largely from it failing to load.

You see, I'm an idiot that loves texture atlases, AKA sprite sheets. A lot of the game's graphics use them, especially jumpscare animations, which use big ones. Turns out that they just, well, fail to load on certain builds if you make them too big, especially on 32-bit exports, which is what our Windows release is on for compatibility's sake. I heard it may be due to some internal memory address issues that allegedly occur in 32-bit Godot games with huge files that cause them to fail to load, but I don't know enough details about the subject to truly verify that.

Anyway, I went through a lot of effort into making sure that the sprite atlases for jumpscares were as small as I could make 'em for the Night 1 build. And they worked! The jumpscares ran, so we released the game in that state.

...At least I thought they worked, and for most people, it did! Unfortunately, as it turns out, they still cause problems on certain machines, and even just... fail to load randomly, even on my machine. The camera monitor and even the game itself fails to load on certain machines, likely due to the texture atlases they use being too big.

So, I kind of bit the bullet and manually split the atlases into multiple smaller ones so that they're at a much more manageable size. This fix will be publicly implemented during Night 2's release, and hopefully should solve a lot of crashes.