Comments

Log in with itch.io to leave a comment.

(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) (+1)

Just beat the May 2019 update demo - the music is awesome and I had a lot of fun with it!

I think that firing the charged secondary (special?) shot should cost a little bit of your ammo (or have some penalty of some sort), because I felt overpowered by spamming the charged sword shot. 

The dash-wall-jump feels pretty satisfying too, so great job capturing that from the X series.

Can't wait to see more - and double-tap or (or left trigger?) as a shortcut for dash :)

- Larry

(+2)

_

Thanks for playing!  Just an fyi, there's a newer version of the game than the one you recorded what has dashing, wall climbing, and bug fixes.

(+2)

This is a cool game. Runs well. And I loved that boss at the end.

Game crashes; error window lasts for about 2 frames. Could not capture because print screen runs at a lag.

At what point does it crash?

When I click the .exe

Well, I have a new build up that removes some unnecessary files.  Let me know if it still crashes

It works now. Plays a lot like Megaman 1. Might want new stuff to differentiate it.

Thanks for the update!  Yeah, it's just a prototype/game to learn godot and making platformers.  I'll be making a follow up game that's closer to X in features.  Thanks for the input!