MONSTRUMO !

http://hvor.madpage.com/mon2_small.jpg

After weeks of polishing textures, models and game logic and…, I decided to put my new project in public. Open for suggestions and criticism.
http://hvor.madpage.com/monstrumo.htm
Soon I will upload the game at JGF so webstart will be supported. Unfortunatelly, for now you can just see screenshots, without sounds or music which gives a lot for right gaming impression. :-[

I can see that loads of work has gone into those screenshots. I’m looking forward to trying it.

Zombies & Pirates!. Two essential elements :slight_smile:

Alan

P.S. The arm-sholder attachment looks a touch odd on the first screenshot.

I agree. Majority of time was invested in level editing (in the last phase, of course) so bugs like this still wait to be solved…

Finally I did webstart support. Enjoy ( I hope :))
PLAY MONSTRUMO!

blam !

no lwjgl in java.library.path

on Mac os X.3

Well I got it to work on my other computer, and it looked really good, environment was creepy, nice effects and everything. Only problem was… it looked really good, and my other computer isn’t really fast (I would have posted this earlier, but the Java forums suddenly went down).

Anyway, now I’m trying to load it on my better computer, and I’m getting this:

An error occurred while launching/running the application.

Title: MONSTRUMO!
Vendor: -o- hvor games -o-
Category: Launch File Error

The following required field is missing from the launch file:

Dunno why it’s happening. And I just checked it again on my slower computer, it loads there… gonna try deleting some files.

Edit: Ahh can’t figure it out. It just sits there “Checking for updates…” then throws me a “Unable to launch MONSTRUMO!” error. O_o

Screenshots looks promising!

I did however get:

[quote]An error occurred while launching/running the application.

Title: MONSTRUMO!
Vendor: -o- hvor games -o-
Category: Download Error

Found unsigned entry in resource: http://hvor.madpage.com/webstart/MON_images.jar
[/quote]
jws should really have some offline verification tool so that developers would get this warning right away. Guess most ppl got this error at one point or another :stuck_out_tongue: You need to sign all jar-files if you want permissions.

bah, no linux natives :’( :’( :’(

So it’s just a permissions thing? Bah, I never really understood signing.

But why does it work on my stupid Windows 98 computer and not the much-faster XP Professional one? Does the OS actually do something? (I tried different browsers, no luck)

Hi all, Im back.
And I’m sorry to read all that problems you guys had. Permission issue was probably in early phase when I was testing my webstart support ( I remember that one version was unsigned… :slight_smile: Maybe javaws is reading an old cashed jars (which were unsigned at first) instead of fresh jars which are OK ?
Can I suggest then to run javaws.exe, and remuve monstrumo from cache. Then, during next click-to-run webstart will download fresh SIGNED jars…
Webstarting is new ground for me, too.
And I have one question: I could provide native jars for non-windows platforms, but as I understand (right?) lwjgl_devil.jar module is only for Windows. And since I am using it, there isn’t chance to get it work on, for example, linux?

EDIT: I added native libs for Mac OS and Linux. Hope it will work on those platforms… Can anyone please try it? I added Monstrumo to JGF, too. PLAY MONSTRUMO!

wow, sweet. Loved it, though mouse moved opposite of what I though it would do. any, great job!

Tnx. You know, there is an options menu at the beggining (first screen). There you can choose between inverted (default) or non-inverted mouse.

It’s quite slow, isn’t it? Albeit there is no fps counter (at least i couldn’t find any) to tell exactly how fast it runs, it just feels slow. Too slow for a 3.2Ghz machine with a X800XT-PE graphics card IMHO. The collision detection can be annoying at times. It makes no sense to me to get stuck in dead enemies. How does it work? By shooting rays into the scene (it feels that way somehow…)? Also, it would be better to slide along the trees (or any other obstacle) instead of just getting stuck.

How slow? I could update version with FPS counter on screen. Meanwhile you can download FRAPS and check it out… I agree that optimisation is still an issue, especially with 3d tree models, when I render 30 of them each frame. For the future… (I am getting 30-40 FPS on Radeon9800Pro)

I agree about dead enemies. It’s a bug. Suggestion for sliding along trees is accepted, it’s really more natural way to handle movement.

just played the game on linux runs pretty good however i did run into a few small issues

firstly the console gives this error

javax.sound.midi.MidiUnavailableException: Audio Device Unavailable
	at com.sun.media.sound.MixerSynth.implOpen(MixerSynth.java:154)
	at com.sun.media.sound.AbstractMidiDevice.doOpen(AbstractMidiDevice.java:144)
	at com.sun.media.sound.AbstractMidiDevice.openInternal(AbstractMidiDevice.java:134)
	at com.sun.media.sound.AbstractMidiDevice.getReceiverReferenceCounting(AbstractMidiDevice.java:339)
	at javax.sound.midi.MidiSystem.getReceiver(MidiSystem.java:243)
	at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:442)
	at javax.sound.midi.MidiSystem.getSequencer(MidiSystem.java:348)
	at mwproject.mwoods.core.SoundEngine.playMidiFrom(SoundEngine.java:436)
	at mwproject.mwoods.MWoods.loadSounds(MWoods.java:668)
	at mwproject.mwoods.MWoods.initObjects(MWoods.java:615)
	at mwproject.mwoods.MWoods.startGame(MWoods.java:119)
	at mwproject.mwoods.MWoods.main(MWoods.java:106)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
	at java.lang.reflect.Method.invoke(Method.java:585)
	at com.sun.javaws.Launcher.executeApplication(Launcher.java:1098)
	at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1045)
	at com.sun.javaws.Launcher.continueLaunch(Launcher.java:896)
	at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:468)
	at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:218)
	at com.sun.javaws.Launcher.run(Launcher.java:165)
	at java.lang.Thread.run(Thread.java:595)

secondly the window was a borderless window donno if this is intentional but usually a window is either just full screen or a window with a border.

i did have sound of like wind, birds and the axe

good work looks to be coming along nicely (love the lightning effects and enviroment sounds)

Slow is: 10-11fps (measured using fraps). That’s on a P4HT 3.2Ghz, ATI X800XT-PE using the latest drivers under Java1.5/Windows XP. Vsync is disabled, so is AA. Anisotropic is set to 4x in the drivers. The game runs with normal view distance @ 1024*768.

You had two full-stops in that URL. URL should be:

a href=“http://javagamesfactory.org/jnlp/Monstrumo/alpha.jnlp”>PLAY MONSTRUMO!

Tried to run it on a P4 2.4Ghz with i846G-whatever- integrated graphics. This graphics solution isn’t exactly a power horse, but it can run Paradroidz at 40fps for example. Monstrumo runs at around 10 SECONDS per FRAME. Something seems to be wrong with your rendering code IMHO.

tnx for feedback. Window is borderless intentionally. It felt better to me that way. Soon I will add fullscreen option in options menu, so there will be windowed and fullscreen mode.
As for exception. Hmmm. Seems that on linux there are problems with MIDI Audio Device. Currently I have no idea what’s going on, but I will check it out

Yes, I repaired that link. tnx.

Well, that’s weird. I confess that there is much to do in order to raise performance (LOD for trees,grass, VBO for models, now everything is more or less rendered with display lists…) But THAT slow framerate is just weird. I have an laptop here at my job with 2.0 GHz processor and old, old Radeon 8500. And I am getting 15 FPS in average. More than yours P4HT 3.2Ghz, ATI X800XT-PE? Weird… ???

On my second machine (XP3200+, GF6800GT), it runs better at 25-30fps, albeit this machine is definitely slower (even if not much) than the P4 is… Can try it at the weekend on another machine with an X800Pro if that helps.