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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

(+1)

very awesome! This will be so neat! I'll let you know when things get rolling!

(1 edit)

ill tell ya, i really would absolutely love to put your game onto PortMaster. But there's something going on with your game i haven't run into yet. my friend who could maybe do something with your source code is busy right now and doesn't have much time to look into it. looking at your game in 3,1 engine, things seem a bit different that's for sure. I opened the engine and said i was missing dependencies and had an option to "fix dependencies" on LogoScreen. But i couldn't understand what it was meaning. But i have purchased your game, not only on Steam, but here as well. so if you can somehow go through your PCK, and remove anything and EVERYTHING that has to do with steam, i can probably get it to run. that way i can make a patch that when people buy your game and move the original pck  into the folder, the patch will remove everything that was edited out in the pck you give me and will allow it to run on these Linux handhelds. its just a little out of my wheelhouse the way you put this game together, and i'm at a bit of a loss on what i would have to do. maybe even try to simplify the game as much as possible, and make the structure close to something like a GoDot game "Blood-X-Thirsty" form Steam. That game worked right out of download, no issues whatsoever. drag and drop. I often have to edit a few things with input mapping, or change res:// to user:// in gdscript or other small changes. But with yours, i just don't know what is going on. haha.

if you wanna take a little bit of time to help me, help you, get this new pck created and exported, having your game on PortMaster exposes it to a TON of people who will see the game and will have to buy your game to play it. But the ability to play it on their Linux handhelds is a driving force for purchasing games you otherwise never would have even known about, let alone purchased. So, get back to me. my email is unusual.paladin@gmail.com if you want to send me a pck you think might work. I've had many many devs send me edited game files to allow their game to work on PortMaster and hopefully, we can get your on there too with a little luck!!!


Or maybve it would be as simple as you taking your games resources, adding them to a normal Godot 3.1 Engine, and exporting it. Although, that seems like something that might not even be possible. but if it is, that would probably fix most if  not all the issues. Your game is so cool man, id love to see it working!