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(2 edits)

Game seems fun (love the intro video!), but... a lot of the sprites appear as black boxes for me? I'd say roughly 45% of all sprites are just... black squares. Considering nobody else has mentioned this yet, I'm going to assume it's just a personal hardware issue (damn you, weak laptop...) and doesn't have to do with the game. Regardless, what I COULD see looked really good (as usual), and the gameplay is really promising. Hope to see more, and really hope I figure out how to fix this bug by the time an update is released.


Edit: After doing a bit of digging through the log file, I think I found the error. I would explain it myself, but it is 7am and I am exhausted... So I had ChatGPT write the error report for me. Forgive me in advance.

I'm playing on Windows 10 with an Intel UHD 620 (driver version 31.0.101.2141). Certain sprites consistently render incorrectly. Specifically, when characters enter certain animations (such as the flying/defeated states), they appear as large solid black rectangles instead of the intended sprites. If I launch the game with the --rendering-method mobile argument, those same rectangles become solid-colored instead of black, but they're still rectangular and don't display the actual sprite.

I checked the Godot log, and it looks like the problem starts when the engine tries to create some textures. The log repeatedly reports:

  • CreateResource failed with error 0x80070057
  • Condition "!texture.driver_id" is true
  • Condition "texture.rd_texture.is_null()" is true
  • Parameter "tex" is null

These messages repeat throughout gameplay whenever the affected sprites are used.

The log also shows the game running under Godot 4.6.1 using Direct3D 12 (Forward Mobile) on the Intel GPU.

From what I can tell, this doesn't look like a missing asset or corrupted installation. It appears that Direct3D is rejecting the creation of certain texture resources, which then causes Godot to end up with null textures. Since the issue only affects specific animation states across every character, my guess is that there's something particular about those texture atlases or the way they're being created that Intel's driver doesn't accept, even if other GPUs do.

I'm happy to provide the full Godot log if that would help with bug fixing.

Glad I'm not the only one having that issue. Really hope it gets fixed

(+1)

Try the new browser version I uploaded. I resized all the sprites down so they should display on intel gpus

(1 edit) (+1)

I'll look into this :) The game is absolutely not optimized and the sprites are huge - I'm planning to resize them down later, but I needed this release for the game jam deadline (still late lol) so I had to just do a quick build, check that it worked and ship.
Could be it only works on nvidia gpu's at the moment or something similar, I'll try to dig into the problem :)

edit - it's definitely a gpu issue - integrated intel gpu's have half the max texture size of nvidia. I'll downscale to compensate.