Fantastic!
pixel.games
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Hi everyone,
You may or may not have heard of Donut Dodo, a classic 2D platformer from the golden era of arcade games. The game itself has built up something of a cult following in many parts of the world, and is getting an official arcade release for professional operators and FECs later this year.
One request that has been coming up repeatedly, was for a RetroPie port for arcade enthusiasts and retro game lovers.
So, after investing a lot of time in optimizing and porting the game over, here it is, available exclusively on itch.io:
https://zapposh.itch.io/donut-dodo-retropie-edition
I might be wrong, but by the looks of it, it seems to be the very first commercial RetroPie game available in the store.
Have fun everyone and thanks for playing!
Hey,
Thanks a lot for your help. :-)
I think I'm getting close, but not quite there yet.
The errors are now reduced to these 3:
Config file didn't load. Error code: 7.000000
At: res://addons/godot-playfab/PlayFabClientConfig/PlayFabClientConfigLoader.gd:57:load()
No telemetry events to flush
At: res://addons/godot-playfab/PlayFabEvent.gd:104:_flush_playstream_event_batch()
No playstream events to flush
At: res://addons/godot-playfab/PlayFabEvent.gd:118:_flush_telemetry_event_batch()
No telemetry events to flush
From what I understand the config file is not being created or found (I cannot find it either with a standard search in Windows 10).
Thanks and take care
After following the instructions, and running the example project, I get the following errors:
res://addons/godot-playfab/PlayFab.gd:51 - Parse Error: Couldn't fully load the singleton script "PlayFabManager" (possible cyclic reference or parse error).
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFabClient.gd:8 - Parse Error: The method "_post_with_session_auth" isn't declared in the current class.
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFab.gd:51 - Parse Error: Couldn't fully load the singleton script "PlayFabManager" (possible cyclic reference or parse error).
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFabClient.gd:8 - Parse Error: The method "_post_with_session_auth" isn't declared in the current class.
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFab.gd:51 - Parse Error: Couldn't fully load the singleton script "PlayFabManager" (possible cyclic reference or parse error).
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFabEvent.gd:50 - Parse Error: The identifier "_title_id" isn't declared in the current scope.
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFab.gd:51 - Parse Error: Couldn't fully load the singleton script "PlayFabManager" (possible cyclic reference or parse error).
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
res://addons/godot-playfab/PlayFabEvent.gd:50 - Parse Error: The identifier "_title_id" isn't declared in the current scope.
modules/gdscript/gdscript.cpp:577 - Method failed. Returning: ERR_PARSE_ERROR
--- Debugging process started ---
Godot Engine v3.4.4.stable.official.419e713a2 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2
OpenGL ES Batching: ON
Config file didn't load. Error code: 7.000000
At: res://addons/godot-playfab/PlayFabClientConfig/PlayFabClientConfigLoader.gd:57:load()
No telemetry events to flush
At: res://addons/godot-playfab/PlayFabEvent.gd:104:_flush_playstream_event_batch()
No playstream events to flush
At: res://addons/godot-playfab/PlayFabEvent.gd:118:_flush_telemetry_event_batch()
Any idea what I did wrong? Thanks a lot.
Thanks for your swift answer. Got the invaders game too. :-)
I tried with an Xbox One controller, and several different 8bitdo controllers, to no avail.
First I thought I might have connected the controller after loading up the game, so exited, connected, reloaded the game but can only use the keyboard. It's perfectly playable that way, but perhaps not as comfortable as with the controller.
- Adjust the values of sliders with the keyboard
I also keep clicking on the numeric amount on the slider, hoping to numerically input a value. The sliders a great for quick prototyping and experimenting, but keyboard value input would be valuable.
- Control the frame rate
Great if this comes back soon. I manually delete 9/10 frames later on (in Photoshop) before cropping & resizing and manually creating the final tileset (also in Photoshop), which brings me to the next point.
- Tile size & tilemap size and layout feature request
Besides FPS, my most important feature request for me is still the possibility define tile size and tilemap size (and number of rows vs. columns).
When saving and reloading, it is important that the following settings are remembered (which is not the case in the latest version):
- emitter position (otherwise it is not possible to re-render at the same position, so it won't fit in the game anymore)
- the last used palette and dithering settings
- excluded colours
Actually found a provisional workaround for this. Export to GIF instead of PNG tilemap. Then crop the GIF in the tool of your choice, to fox ex. 16 x 16, then manually copy each GIF frame to a new PNG tilemap (for ex. 64 x 64). Of course, depending on the animation length this can be nuts, but for small bursts and short animations it is laborious but it works fine.
How do I have some control over the tile size of the exported tilesheet (like 16x16, 32 x 32 etc) ?
Playing around with the scale option changes the exported size, but I still cannot find the info for the exported tile size.
I need to know the tilesize before exporting for it to fit with my other animations (for ex. 4 rows X 4 columns with tilesizes of 32 x 32 = tilemap of 128 x 128).