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Game completely freezes when I click on Darkness [MacOS] [Brave]

A topic by FeanorsCurse created 60 days ago Views: 244 Replies: 8
Viewing posts 1 to 3
(+1)

Exiting fullscreen helps, but it freezes again next time clicking on it.

Developer

What OS and what browser are you using? 
For you, it freezes every time you click it, and never unfreezes?
At the moment, I am aware of a bug where Darkness freezes only for a short moment and only the first time you click it.

Freezing is because of shader compilation not being done at loading time in Godot 4.
There are some workarounds that I have on my TODO list. (Will have to bump up its priority soon 馃憖)

Hey, thanks for the reply. I'm using Brave on MacOS.

It unfreezes when exiting fullscreen. I can still hear sound clicks, so it's only the UI freezing, which matches your description. However, it always freezes again when clicking darkness.

Developer (3 edits)

Always freezing is new. Are there any exceptions in the developer console when it happens?

(Command+Option+I on MacOS I think.)

If there are no exceptions, does it stay frozen for longer than 5 minutes if you leave it?

Shaders are often a pain to work properly on every device. Right now I'm not sure if they completely break for your case or if they are just loading very slowly.

EDIT: I've installed Brave (kept all default settings) on Windows and do not freeze for more than couple seconds at most and only the first time. Not sure if it is due to some specific customized settings on your Brave, or due to something else.

(1 edit)

My Brave installation is also default, as I mostly use it for itch.io/Godot games only, since those don't run well on Firefox.

I can try to let it run longer in the darkness, unfortunately my save seems to have gotten wiped. Game was fun, so I don't mind playing it again, but might take a bit. Thanks again.

Developer (1 edit)

This is the first time someone reported this. Does the save persist in other browsers, or?

(+1)

Getting tons of these when clicking darkness:

[.WebGL-0x1242d220e00] GL_INVALID_FRAMEBUFFER_OPERATION: Framebuffer is incomplete: Attachment level is not in the [base level, max level] range.

Developer

Thanks for the console error, it appears this is a bug with how Godot 4 uses WebGL 2.0

https://github.com/godotengine/godot/issues/91717

It works now :)