Man... You have 254 fucking errors on load with webgl....
254 and the browser stopped to report further errors
That's the problem with godot and game engines in general. Everything is easy but you have no idea of what's going on under the hood. The whole project is 20+megs... For a black and white retro shooter
The webgl "errors" could either be old debug messages or be related to some browser-plugins you've installed. And I've been using godot, because it's nice, free, and easy.
That's like using an ICBM to kill a pigeon
Feel free to rewrite the game without any framework.
[.WebGL-0x556ef38ccec0]RENDER WARNING: there is no texture bound to the unit 190
254 times
[.WebGL-0x556ef38ccec0]RENDER WARNING: there is no texture bound to the unit 191
2 times
And then
(index):1 WebGL: too many errors, no more errors will be reported to the console for this context.
I think those can be ignored. I like to make things object-oriented, so there are base-objects without specified textures from which other objects inherit.
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