Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Wondering if your steam version has dependencies to steam?  Because I see that you have the steam_api64.dll files

No, it's not Steam dependent.  When you launch the game, it checks to see if you have the game installed on Steam to determine if it should run the achievement code.  If it doesn't find that you're running it from Steam, it'll ignore that code, but it still uses that dll to determine it.

Oh okay! Well its a GREAT GAME!

Unfortunately, it does seem to have steam dependencies. is it through SteamInterfacer.gd? or Steamworks.gd? one of those files you must have in the pck. I'm trying to get it running on My Linux Handhelds and i keep getting a log file that is very much so a steam dependency issue. i bought your game on steam and then saw it was available here, i was kinda bummed when i realized it had the exact same files in it as Steam. usually when people post games to itch, they remove those dependency files.

I just tested the Windows version with Steam completely disabled (but not uninstalled) and it seemed to run fine.  Perhaps it's an issue with the Linux version?  Try downloading the Windows version and running it through Photon or something and let me know what happens.

I do have the windows version. Hmm...

maybe this can help you. maybe you could send me a pck with this stuff patched out?

Successful, exiting

SCRIPT ERROR: Parse Error: The identifier "Steam" isn't declared in the current scope.

          at: GDScript::load_byte_code (res://Scripts/SavedData.gdc:162)

ERROR: Method failed. Returning: ERR_PARSE_ERROR

   at: load_byte_code (modules/gdscript/gdscript.cpp:782)

ERROR: Cannot load byte code from file 'res://Scripts/SavedData.gdc'.

   at: load (modules/gdscript/gdscript.cpp:2205)

ERROR: Failed loading resource: res://Scripts/SavedData.gdc. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271)

ERROR: res://Prefabs/SavedData.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scripts/SavedData.gd

   at: poll (scene/resources/resource_format_text.cpp:412)

ERROR: Failed to load resource 'res://Prefabs/SavedData.tscn'.

   at: load (core/io/resource_loader.cpp:206)

ERROR: Failed loading resource: res://Prefabs/SavedData.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271)

ERROR: Can't autoload: res://Prefabs/SavedData.tscn

   at: start (main/main.cpp:1912)

SCRIPT ERROR: Parse Error: The method "get_ref" isn't declared on base "int".

          at: GDScript::load_byte_code (res://Scripts/AudioManager.gdc:107)

ERROR: Method failed. Returning: ERR_PARSE_ERROR

   at: load_byte_code (modules/gdscript/gdscript.cpp:782)

ERROR: Cannot load byte code from file 'res://Scripts/AudioManager.gdc'.

   at: load (modules/gdscript/gdscript.cpp:2205)

ERROR: Failed loading resource: res://Scripts/AudioManager.gdc. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271)

ERROR: Can't autoload: res://Scripts/AudioManager.gd

   at: start (main/main.cpp:1912)

SCRIPT ERROR: Parse Error: The identifier "Steam" isn't declared in the current scope.

          at: GDScript::load_byte_code (res://Scripts/LogoScreen.gdc:19)

ERROR: Method failed. Returning: ERR_PARSE_ERROR

   at: load_byte_code (modules/gdscript/gdscript.cpp:782)

ERROR: Cannot load byte code from file 'res://Scripts/LogoScreen.gdc'.

   at: load (modules/gdscript/gdscript.cpp:2205)

ERROR: Failed loading resource: res://Scripts/LogoScreen.gdc. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271)

ERROR: res://Levels/LogoScreen.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Scripts/LogoScreen.gd

   at: poll (scene/resources/resource_format_text.cpp:412)

ERROR: Failed to load resource 'res://Levels/LogoScreen.tscn'.

   at: load (core/io/resource_loader.cpp:206)

ERROR: Failed loading resource: res://Levels/LogoScreen.tscn. Make sure resources have been imported by opening the project in the editor at least once.

   at: _load (core/io/resource_loader.cpp:271)

ERROR: Failed loading scene: res://Levels/LogoScreen.tscn

   at: start (main/main.cpp:2107)

WARNING: ObjectDB instances leaked at exit (run with --verbose for details).

     at: cleanup (core/object.cpp:2070)

ERROR: Resources still in use at exit (run with --verbose for details).

   at: clear (core/resource.cpp:417)

Godot Engine v3.5.2.stable.custom_build.170ba337a - https://godotengine.org

OpenGL ES 2.0 Renderer: Mali-G52 r1 (Panfrost)

i also tested with both Windows and Linux versions. It says 3.5.2 runtime because i wanted to see if maybe a newer version engine runtime would maybe help. it didnt though. haha. i was using 3.1.2 before.

Hmm, Alphaman was developed with a specificly compiled version of Godot 3.1.1 with GodotSteam by Gramps.  If you're using a non-GodotSteam version, it's definitely not going to work.

This is the Add on in question:  https://github.com/GodotSteam/GodotSteam

Though, I'm not sure if you can find the original compile for it there.  You should just use the version of Godot(Steam) that comes with the download.  Hopefully I'm understanding your issue correctly.

(1 edit)

The way we make the GoDot games run is through using a runtime that portmaster has. The bash script calls for it and it's played through it. So that's why I need the files that are being talked about in the log I posted earlier to be either removed/edited. I have a guy in PortMaster who's pretty handy, and he can maybe get it to work. You okay with us going Into GoDot 3.1.1 engine and editing a few thing's for the PCK? We would just have a patch applied from the purchased PCK That would add/remove what's needed. So your game would still need to be purchased. 

I don't mind at all.  Godot is open source as it is so you can manipulate it as you will.  And if my game(s) ever don't work for someone for any reason, I don't mind what anyone does to get it to work.  I live by the spirit of the law rather than the letter

(1 edit)

okay. so it looks like he can do it. but he would need the source code. so either you could email me that, OR if you wanted to just try to make a version that uses regular godot engine, and not this one where the entire gdscript is redone, that would work too. unusual.paladin@gmail.com

can you send me the source code?

Yeah, sure.  I'll probably open source it one day anyways along with When It Hits the Fan, so I'm not particularly attached to it.

SavedData.gd - https://pastebin.com/maDe5TNL - Yes, I know it has the password for the save file; No, I don't care if hack their own local save files
AudioManager.gd - https://pastebin.com/bkq7YzWR
LogoScreen.gd - https://pastebin.com/p2X7jYG0