Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics


A member registered Oct 09, 2016 · View creator page →

Creator of

Recent community posts

Yep, all you have to do is select Window > Package Manager, wait a few seconds for all the packages to load and then select the Post Processing package and install it and that should sort everything out.

No worries, glad it's come in handy!

This is SO COOL, I'm glad you enjoyed it!

Do you use a Mac? Another Mac user has had the same issue

Thanks, sorry but since it was a jam game the input code that I wrote is quite messy and it'd take a fair amount more work to add controller support - I'll do my best to include it by default for future games though

Haha I don't think I ever will either!

Thanks for the feedback :)

Ok, so I looked into it and I unfortunately don't think I can do much about it - my vertex shader uses the 'LightMode = Vertex' tag which means that the lighting calculations only take into account the nearest 4 point lights and a directional light. All spotlights are treated as point lights which is why the light radius in the upper image is way bigger.

I can't use the lighting of the legacy vertex shader because its a fixed function shader which has basically no flexibility and means that I can't properly implement the additional retro properties.

Sorry I can't help with this problem - if you're trying to simulate a flashlight, maybe you could approximate the old Source Engine method by attaching a point light to the camera, raycasting from the center of the screen to find the distance to whatever surface the player is looking at, then adjusting the distance of the point light so it's just in front of that surface?

(2 edits)

Yup, this is a bug - just did some testing myself and spotlights are lighting up the entire face when my vertex shader is being used.

Thanks for pointing it out, I'll try to get it sorted as soon as I can + let you know when it's fixed.


Righto, thanks for the heads up!

Thanks for the video!