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Kunnos

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A member registered Aug 24, 2022 · View creator page →

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I think I accidentally removed like 3 comments when I updated this page 2 years ago :D

And it's pretty understandable, seeing as no matter how much work I do behind the scenes, I didn't push a single update since I released 1.0... whoops :D

I am... not exactly sure what you're trying to communicate, but thanks for liking it? :D

Ah, damn, RPGMaker strikes yet again with its jank.
You have my condolences for being bold enough to try to use it for a card game, and not use like... any other engine :D

The issue isn't just with the deck builder, but is present in combat as well, even if not AS bad. Can't say I'm a fan of playing a card game with keyboard, but I guess it's better than nothing, yea, thanks. I didn't realize that was even possible. I guess that makes sense in hindsight.

Technical jank aside, I really like the idea of this game, and I hope for the best. So good luck!

Definitely not an FPS issue. I don't know enough about how RPGMaker's wired to say it's a coding issue with absolute certainty, but it does look like one, looking from the outside. Something like mouse position scaling wrong with DPI, or just simply hover events not being hooked up properly, idk.

Wanted to throw an example video on youtube, but then I realized that I don't have a spare phone number to use for an alt account, so here's a Vimeo link of me just hovering over cards in the selection menu (You can also see card tooltips being cut off as a bonus issue :D ):
https://vimeo.com/manage/videos/889192645
The exact same thing happens when playing as well, cards, or even the end turn button is hard to click on.

I must say I like the base game design of the cards a lot (as well as the other kind of design), but RPGMaker made it pretty tedious play.
The game frequently just stopped responding to input, and I had to wiggle my mouse around for the game to finally realize what going on, and even then it takes a long time before the game responds to anything even if it's registering the input properly.
I know this game is already bending a game engine backwards just to make it run a card game, so would it even be possible to fix something like this?

I probably won't update this, since it really was just a little Halloween project to test a scripting language, with 0 plans for anything more.

As for making similar content, I probably will at some point, I do like the occasional needlessly edgy writing, but I'm not sure when or what it will be.

Just throwing in an update that I will, in fact, continue working on this. The end of the jam was a bit stressful for me with both the project and life, so I kinda needed a break from the internet a bit, sorry for the radio silence.
The game is being rewritten from scratch to make it more scalable.
And seeing as I won't be crunching out as much as I did for the jam, the frequency of the updates will slow down a lot.

Here's some goals for the next version (1.1):
I'll try to update the UI to make it a bit more clear on what you should be doing, but I am pretty terrible at making visuals, so don't hold too high expectations
Add in all of the unfinished stories and storylines that were in the drafts.
And actually hook up the weight gain system to some real text, so descriptions of events change depending on character's weight.
There's also a significant secret feature making its way to the version that I won't be spoiling here.

Oh yea, you're right. You can only open them when starting a new game, or right after you finish the game.
You're going to have to reset your save file, sorry about that, it's located in:
C:\Users\{Your username}\AppData\Local\KingdomSimulator

I'm currently rewriting the game to remove all hacks I put in so it runs for the jam, so it might be a while before I release a version with a better UI.

So uhhh, are you guys actually interested in this game as a whole, the jam thingy aside? I'm torn between updating it and going back to work on my other projects (not WG related)

Evil Kingdom Simulator community · Created a new topic Bugs

Please post any bugs, typos, or text that doesn't make sense with your choices here.

(1 edit)

Yea, it looks like there were a lot of rendering issues piling up including V-Sync refusing to turn on(had to hardcode it in the engine). The experimental release has this fixed alongside other things. Next full version should actually run way better since I just nuked half of the engine code which increased my performance 10x. All of it were features turned off in the settings anyway so there shouldn't be any issues