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pixel games SARL-S

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A member registered Mar 22, 2017 · View creator page →

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For some reason Windows 11 detects a virus in v3.0.15.2 and refuses to open the zip.

That's kind, thank you! Looney Landers will probably be published here at some point.

As a Steam alternative, there is a DRM-free build available on Zoom-Platform:

https://www.zoom-platform.com/product/looney-landers

Thanks for the support and happy gaming!

Wonderful game! Highly addictive arcade action.

Hi, quick bug report after playing the latest Next build (CSpect/Windows).

If you fire repeatedly with the pistol at a destroyed enemy spawner (nest), the actual sprite moves upwards by a few pixels with each hit, until it leaves the screen.

The same thing happens to a lesser extent with the crowbar, as the sprite stops sliding off after a few hits.

Hope that helps.

Thank you. Looking forward to the final game.

Fun game!
Question: would it have been possible to make a single engine in C for targeting all platforms old and new, and just porting system specific logic, or is the Next too underpowered for that?

It sounds like a permissions issue within the OS. Did you try doing "chmod 777 -r" on the install folder or its contents?
Normally that should solve it.

If it still fails, I would kindly ask you to request a refund from itch.io, thank you.

That would be nice for completion's sake, but it’s unlikely as such ports take a lot of time to implement, which I am currently short of.

Looking forward!

Really love the look of this and look forward to playing it!
Will you be emulating the Next build on those additional legacy systems (Amiga, Dreamcast, MD), or are those native ports?

Hi, thanks for reaching out! This port was several months in the making and actually uses a different codebase compared to the Steam version, which is why it is being sold separately.

That would be awesome indeed! I have been planning this for a while, so while I currently don't have an ETA, it will hopefully happen sooner than later.

Thanks for the interesting update. What a wonderful looking game, both technically and visually!

Sorry, no progress for now on that side of things for now, but I hope to look into it soon, for both Donut Dodo and Cash Cow DX. If and where possible, I would like to support RetroPie, Batocera and Recalbox.

Thanks a lot for your kind comment! 

This build should run on most arm32 based systems with some kind of Linux OS, as long as you're familiar with manually installing and running files, as the included installer is built for the RetroPie filesystem.

That said, I have no prior experience with Onion OS, so I cannot say for sure.

Sorry, the games are only available as a bundle.

Wow, what a great project! It was really for cool projects like this that the port was intended for. 

I do plan on porting Cash Cow DX over next, this time with native arm32 and arm64 builds, which should run on RetroPie and Batocera as well as most Linux arm based SOCs.

If that works well enough, I'll do the same for Donut Dodo.

Thanks so much for sharing!

That's great news, thank you! Wish you fun with the game.

Sorry about that. It might be hard to track down the issue as following the instructions usually works fine. Maybe the dedicated forums or subreddits could be of help? If you cannot get it to work, feel free to get back to me and I'll try and get your purchase refunded. Thank you.

Can rTextPacker generate sprite font atlases where every character has the same width, similarly to what is displayed in sprite view? This is important for pixel fonts for ex. to avoid a score bouncing around in game when the numbers change.

If you have Discord, please consider joining the iiRcade community here: https://discord.gg/7Wdq94B4
They can provide assistance in side-loading games.

I will ask in the iiRcade community if someone with sideloading experience can help you out here.

Hi Glenn,

The guys from iiRcade looked after the button mapping, so I'm afraid I won't be of much help.
I'm not sure if they had some input conversion going on under the hood.

If you have one of those usb encoder/input boards that also accepts keyboard input, you could try mapping it to WASD or the arrow keys, since the APK does support keyboard input. 

Hope that helps!

The file paths seem to have changed between versions. I'll update the install script accordingly with the next update. Thank you!

Thanks for your feedback on the pi5. I'll look into it asap.

Absolutely! As soon as I've finished launching Cash Cow DX (including for Pi 4 & 5), I'll work on installers for Batocera and Recalbox and update the builds. Coming soon.

This is great! How long did it take you? Also, what did you find the most challenging using raylib and C?

A Steamboat Willie mod would be fun to do. I am curious to see how many games, movies and books will incorporate the original Mickey in their projects going forward.

For now this build only works on ARM based SBC's/SOC's, sorry.

Hey, please contact support@pixel.games and we'll work it out.

That's very kind, thank you.

Please contact support@pixel.games with your details and I'll be happy to help you out.

Currently only builds for niche systems or experimental formats are hosted on itch.io, with the mainstream PC builds on Steam. I have been wanting to add a native Linux binary for a while, but have not yet found a way of doing so without players potentially losing their save states on the Steam Deck, since Proton uses different (translated) paths for storing game data.

Very promising. Look forward to v2.0 and Godot 4 support!

Thanks for the support! Happy gaming!

I have not tested the game with Recalbox or Batocera, but in theory it should run fine since the build itself is made for Raspberry Pi hardware. What was made specifically for Retropie is the installer, so for other operating systems, things like the installation paths and permissions would likely have to be edited/set manually for everything to function as expected.

Thanks a lot for your very kind feedback and for sharing the link with the additional info. 

Thanks a lot for your kind comment and for helping out with the permissions issue.

Does this font also have a fixed width variant so it can be used in an arcade game environment? (so text and scores do not bounce around when characters change and stick to the char grid in an authentic way)

Fantastic!