What it actually is- is my own incompetence. I assumed that Godot would be able to handle switching your up-scaling method at runtime (bilinear, FSR, FSR2). But it does not, and I screwed up- whenever you open the menu; it re-applies it, and when you hit "Apply" it applies it. Meaning no matter what: the black splotches will continue to show. You can get rid of them by continuously opening/closing the menu, but that's not a good long-term solution. I will possibly be making a patch soon-ish, just depends on if I'm in the mood to work on the game tbh. What I should have done was not apply is in-game, but rather set the value and have you restart the game to apply the effect. I need to re-do the graphical menu anyway as it can bug out sometimes, so that's what I'll be doing anyway
Next up
Somewhat finished recreation of Woods of Light (won't be a level in the game, just wanted to have a place to test mechanics in)
Did some work on a new area, nothing here *yet*
Another preview of the game. Woods of light during the night time
WIP: New Sky Based on the original screenshots/concept art. I'll touch it up later, but here's a preview
Update No. 1: Here's the current state of the game, currently I have just the basic movement in with some WIP animations. And art from R2/R3 for the assets
Christmas update is actually close to done, I'm deciding to just drop it when I feel its fine. Remember it is extremely WIP still, and this is the last sandbox release I do till a proper future demo. This is not going to have a lot to it
Development has Re-started! Read below..
May as well drop another preview
Would you guys be fine with another sandbox demo where you just explore around and there's no end goal or anything? Just the ability to get a feel for the game, as I want to release a playable demo, but I don't want to reveal anything story-wise yet
Not Dead Yet!










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