Carnifex
SasqWatch
I'll truly be keeping an eye out for this when it does release, it looks like it might live up to the pre-hype I was hearing earlier.
Ultimate Fantasy Studio said:As hard as I worked on this on this feature, and did have it functioning, it interfered too often with the object interaction processes in chests and enemy events, where if the player clicked on these objects to move towards them, and the event was updating a process at the same moment, then the object(s) would react and open or start before the player reached them. It became very bothersome when programming all of the many locks, gates, characters etc in the game, so I have removed this add-on feature, and decided to keep things simple and working properly. Other than the keyboard, you can use just about any USB game controller, including xbox to play as well once the game is installed.
Thanks for the info daveyd. Not surprised about mouse support and native resolution. As these two problems are a staple of RPGMaker games, & other similar game engines.Just got the KS update with the backer test copy. I might play around with it a bit tonight; if not, I have off Tues and Weds.
The update is only visible to backers, but here's some info some of you may find of interest.
The game is being renamed "The Warriorlock".
The game unfortunately does not have mouse support:
You can save anywhere (outside of combat)
Game has a native resolution of 1024 x 576, but you can stretch to full screen if you don't want to play in windowed mode.