Kingsguard 1.02 Android Build


The build for android is now out. I have made some adjustments to the UI including a slider quick menu as well as changes to the textbox to allow for side images. Due to the nature of this build, you may not be able to use your old save files if you transfer them.

Files

Kingsguard 1.02 Win/Linux Public Build 504 MB
Jan 05, 2021
Kingsguard 1.02 MAC OSX Public Build 487 MB
Jan 05, 2021
Kingsguard 1.02 Android Build 536 MB
Jan 13, 2021

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Comments

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(2 edits)

Meow,

I think is someone else saying that, no?


Spoiler...



(1 edit)

hi, i have a problem, i enter the game and it says kingsguard stopped working, what can i do? 

there's a log.text that says:

Wed Jan 27 15:04:04 2021
Windows-8-6.2.9200
Ren'Py 7.3.5.606
 

Bootstrap to the start of init.init took 0.12s
Early init took 0.02s
Loader init took 0.08s
Loading error handling took 0.18s
Loading script took 4.01s
Loading save slot metadata. took 0.54s
Loading persistent took 0.02s
Importing _renpysteam: ImportError('No module named _renpysteam',)
Set script version to: (7, 3, 5)
Running init code took 0.36s
Loading analysis data took 0.40s
Analyze and compile ATL took 0.13s
Index archives took 0.00s
Dump and make backups. took 0.00s
Cleaning cache took 0.00s
Making clean stores took 0.00s
Initial gc. took 0.23s
DPI scale factor: 1.000000
Creating interface object took 0.09s
Cleaning stores took 0.00s
Init translation took 0.05s
Build styles took 0.01s
Load screen analysis took 0.01s
Analyze screens took 0.03s
Save screen analysis took 0.11s
Prepare screens took 0.12s
Save pyanalysis. took 0.00s
Save bytecode. took 0.00s
Running _start took 0.00s
Performance test:
Interface start took 0.23s

primary display bounds: (0, 0, 1440, 900)
swap interval: 1 frames
Fullscreen mode.
Screen sizes: virtual=(1280, 720) physical=(1440, 900) drawable=(1440, 900)
Vendor: 'Intel'
Renderer: 'Intel(R) HD Graphics'
Version: '2.1.0 - Build 8.15.10.2900'
Display Info: <Info({'blit_sw_CC': False, 'refresh_rate': 40, 'bitsize': 32, 'wm': True, 'losses': (0, 0, 0, 8), 'hw': False, 'masks': (16711680L, 65280L, 255L, 0L), 'current_h': 900, 'current_w': 1440, 'shifts': (16, 8, 0, 0), 'blit_sw_A': False, 'blit_hw': False, 'blit_sw': False, 'bytesize': 4, 'blit_hw_CC': False, 'blit_hw_A': False, 'video_mem': 268435456})>
Fixed-function is blacklisted.
Extensions:
    
    GL_3DFX_texture_compression_FXT1
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_copy_buffer
    GL_ARB_depth_buffer_float
    GL_ARB_depth_clamp
    GL_ARB_depth_texture
    GL_ARB_draw_buffers
    GL_ARB_draw_elements_base_vertex
    GL_ARB_draw_instanced
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_map_buffer_range
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_sampler_objects
    GL_ARB_seamless_cube_map
    GL_ARB_shader_objects
    GL_ARB_shading_language_100
    GL_ARB_shadow
    GL_ARB_sync
    GL_ARB_texture_border_clamp
    GL_ARB_texture_compression
    GL_ARB_texture_compression_rgtc
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_float
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_transpose_matrix
    GL_ARB_uniform_buffer_object
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_array_object
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_window_pos
    GL_ATI_separate_stencil
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_blend_color
    GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_clip_volume_hint
    GL_EXT_compiled_vertex_array
    GL_EXT_draw_buffers2
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_object
    GL_EXT_gpu_program_parameters
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_env_combine
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_lod_bias
    GL_EXT_texture_rectangle
    GL_EXT_texture_sRGB
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_snorm
    GL_EXT_texture_swizzle
    GL_EXT_transform_feedback
    GL_IBM_texture_mirrored_repeat
    GL_INTEL_performance_queries
    GL_NV_blend_square
    GL_NV_conditional_render
    GL_NV_primitive_restart
    GL_NV_texgen_reflection
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod
    GL_WIN_swap_hint
Number of texture units: 8
Using shader environment.
Using FBO RTT.
Root FBO is: 0
FBO Maximum Texture Size: 2048
Using gl renderer.
Texture testing:
- Hardware max texture size: 8192
- 64px textures work.
- 128px textures work.
- 256px textures work.
- 512px textures work.
- 1024px textures work.
- 2048px textures work.
Root FBO is: 0
FBO Maximum Texture Size: 2048
Total time until interface ready: 10.2960000038s
- Target is 5 frames in 0.333333333333 seconds.
- Frame drawn at 0.000000 seconds.
- Frame drawn at 0.027000 seconds.
- Frame drawn at 0.049000 seconds.
- Frame drawn at 0.075000 seconds.
- Frame drawn at 0.101000 seconds.
- 0.101000 seconds to render 5 frames.
Cleaning stores took 0.00s
Init translation took 0.00s
Build styles took 0.01s
Load screen analysis took 0.08s
Analyze screens took 0.00s
Prepare screens took 0.00s
Running _start took 0.00s

Is this when you tried to continue or load a saved file on chapters 6 or 7 for Leandros?

The android build seems to have an issue with koshiro chapter 8, starting with the loading of the  jpg of koshiros old home.  Doesn't seem to work after that, pressing ignore or rollback doesn't bypass it. 

Yep, just reached this point!!!

P.s. Amazing game!

Preds it more often.

I obviously tried that, it ends up crashing for me.

oh okey. I changed a bit if the code at the Code line where he said that there's a error . 

<3

(+2)

Hi Hiddenwall! Amazing game, no hate towards you, but will we expect a public update in another year? Or were things delayed a lot due to pandemic issues?

(+3)

Hopefully with this year, if I can get out more updates through Patreon and the like, the public builds will come out more often. I want to try to establish the public to be about 3-5 builds behind the main one but currently the public build is all caught up.

(+1)

Thanks for all you do!! I will give this game a try!!

(1 edit) (+1)

Thats cool ^^


I hope ur fine and healthy and ur family stay safe!