Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Blueeyedrat

14
Posts
2
Topics
34
Followers
4
Following
A member registered Jul 15, 2019 · View creator page →

Creator of

Recent community posts

I've considered it, but I'm not experienced with testing/publishing a mobile version and I haven't had the time to look into it. I'll see what I can do, though.

(2 edits)

I think I finally figured out what happened here. I've been using Godot v3.4, but when I tried the Mac export I downloaded the latest version (v3.5, which was released a couple weeks ago). There was a slight change to how it handles inputs that caused a problem with the UI buttons. One extra line of code, and it's fixed.

As it turns out, v3.5 also fixed the issue that was preventing me from code-signing, so I should be able to push updates and troubleshoot issues for the Mac version  from my own device now.

(2 edits)

Damn. I hoped re-exporting the original that worked and adding the missing _CodeSignature folder from the Mac export would be a workaround, but if it needs a new signature each time then that's not an option. And I don't have access to the borrowed Mac so it could be a while before I can find a proper fix.

Alright, trying one more thing. Let me know if it works now (if so, great, if not, I might need to borrow that Mac again and figure out what went wrong)

I wasn't able to code-sign the app because I wasn't exporting from a Mac. I borrowed one, copied the project over and exported from there and it seems like it signed properly, so hopefully it works now?

It seems that there's an issue with exporting a MacOS app from a non-MacOS platform. I don't have access to a Mac right now, so I'll need to find a workaround for it.

(1 edit)

I do actually have files for Mac and Linux builds somewhere, but I never tested them to see if they worked so I never got around to releasing them. If there's interest in it, I'll see what I can do.

(1 edit)

https://blueeyedrat.itch.io/pixel-assets-playing-cards 
https://blueeyedrat.itch.io/pixel-assets-mahjong-tiles


When I started to work on a custom pixel art deck for my own game(s?), I wanted to also make some free assets for other folks to use.

  • Playing Cards
    • 52 cards + 2 jokers + blank card + card back
    • 10 different color palettes (including light and dark alts, 1-color, 2-color, and 4-color sets)
    • alternate card backs
  • Mahjong Tiles
    • 45 tiles (including Hong Kong and Japanese variants) + joker + blank tile + tile back
    • dark / textless variants
    • alternate tiles + tile backs

I hope you like them! If there are other card/board game assets you'd like to see in this style, I'm always open to suggestions.

Hopefully, yes. I had multiple users report a particular issue that might've caused it, and I was able to track down the error and fix it.

That could be an issue. I'll look into it.

(1 edit)

Good catch. I'll fix it in the next update. Should be fixed as of v1.1.

https://blueeyedrat.itch.io/temple-solitaire

This is a little solitaire game I've been working on for the past few weeks, with a unique ruleset and a custom 40-card deck (with the "classic" deck available as an alternate setting).

I'm planning to implement some alternate game modes soon, and I may create some additional game modes and custom decks down the line. I'm also planning to release the classic 52-card deck (with some extras) as a standalone asset for other folks to use. I hope you enjoy!

Looks good on my end. Thank you for the quick response!

Seconding this. The racial justice bundle last year didn't automatically add everything to my library, so I assumed it'd work the same this time around, and it... did not. Some help sorting this out would be appreciated.