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