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CyberFoxar

8
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1
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11
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A member registered Mar 15, 2020 · View creator page →

Recent community posts

Cool game ! Stage 8 gave me quite the hard time. Love the graphics, and thanks a lot for the skip button ! I hope you’ll keep at it, it’s very promising :3

That’s weird. Hopefully you’ll figure it out. I’m really not sure what got me there :S

I’m not sure ! Try the other missions, there are some weird interconnection between all the various “plotlines” it seems. I know that progressing through the “wx-x” lines unlocked me some of the others.

I managed to get to w5+ so it’s definetly not bugged, but you might not meet some of the conditions yet.

Heya ! I love the game, and I’ve spent way too much time building my perfect army. The art is great, sound design is OK and gameplay is suprisingly addictive.

I do have some criticism, mainly regarding the UI:

  • Some story dialogues in the english version go outside the bottom of the screen, I’d like to be able to scroll them up or have them overflow toward the top
  • Some unit description in the english version overflow at the bottom (like the sea slug one), making them hard to read, and I’m not sure how to get to the scrollbar at the side since descriptions do not “stick”after hover.
  • The “summon unit” screen is confusing, and I’m not sure what are the requierment for being able to click the “summon lvl +1” button, or what it does, as well as the arrows under it. If there’s a story requierment, having them greyed out would at least indicate I’m missing something.
  • Seeing items or enemies on the ground is difficult when there is a lot of units
  • I can’t seem to figure out if a unit is backline or frontline at a glance, I can somewhat deduce from their stance and stats, but there does not seems to be a straighforward marker.
  • Overral, the unit skill screen is a bit hard to read, numbers are very small.
  • Also, it seems that Sohoh the Alchemist is buffed when eating zombies ? I couldn’t figure out what that does from their description (and they don’t have the “anti-poison” icon in their skills), though I might have misread.

Thanks a lot for the great game :3

Just did some cursory testing and the openGL build works without fuss on my machine ! Thanks :3

(3 edits)

Same as other posters, I’ve had to run the game with --rendering-driver opengl3 to make it run.

Seems to be linked with Vulkan renderer ?

I’ve had to massage powershell a bit, but running & '.\Churn Churn Revolution.exe' --verbose *>&1 | Out-File log.txt (which redirect ALL console output in a log) give me the attached file.

https://gist.github.com/CyberFoxar/81c27d4ad0b93efdc09ddac329468900

This seems tto be linked to Vulkan indeed. Maybe a shader or an option not set up right ?

Edit: A quick search seems to point to game overlays not rendering properly ? Maybe an issue with godot itself, it seems. See this issue: https://github.com/godotengine/godot/issues/91373

Your option, right now, seems to maybe distribute a version that forces the usage of opengl instead of vulkan.

Hello,

I love this tool, it has made my map-making a lot easier, but there's a feature that would be awesome, and that would be the ability to have, alongside the map PNJ on export also a JSON file describing the wall setup, in a format compatible with Roll20 or FoundryVTT such that, when the map is imported in either of those there is already walls, doors (and lightsources) in place for Dynamic Fog of War (on Roll20) or Token Vision (on FVTT).

This would make the tool even more useful as a map and scene making thing.

If anyone need examples of the JSON format requiered for FoundryVTT, I can provide JSONs. I'm also looking into implementing this feature myself (as the map-format of RPGMapEditor is quite easy to understand) but lack the expertise to do it right.

Thanks o/

Seconded ! I'd love to add my own floor tilesets.