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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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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!

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!

I still cannot get this to work for some reason. Would you be available for contract work to get this integrated into my game? Basically sending and receiving integer results to/from PlayFab for populating leaderboards.

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.

Our game Sir Lovelot uses Silver for all languages (14 in total), on PC & consoles.

So, after much searching, it turns out the culprit was having Xbox configuration support "on" in Steam settings. If one turns it off, all works fine. :-)

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.

Got this through Steam, and it's great, but how does one get it to work with a controller instead of keyboard? Tried everything...

Another missing one: 츕  
Thanks

These are missing in Simplified Chinese:

钮 摇 萤 务 呕 妈 馋 觉 傻 肠 积 攒

And this one I'm not sure about:

耶