Robombs - multiplayer bombing fun

Hi all!

It’s about time to release a beta of my new game:

LWJGL 2.0rc2 based version:
http://jpct.de/robombs/robombs.jnlp

LWJGL 1.1.4 based version:
http://jpct.de/robombs114/robombs114.jnlp

It’s a bomberman inspired multiplayer game. A website, some docs, more/refined levels and additional downloads will follow. It has been written with LAN play in mind…i’ve never tested it over the internet and it may not work very well that way, but that wasn’t the main focus anyway. For those who have no friends ready to play a round, it offers a single player mode with bots, whose AI needs to be improved.

I’m not going to talk much about the game play here…it’s basically bomberman with some twists like a water pistol to defuse bombs.
The levels are all based on other games, you’ll find a Pac Man like labyrinth, an Arkanoid like one, a reminiscence of a Call Of Duty 4 level (if you look close…).

In short: Let me know what you think of it.

Here’s a screen shot:

Awesome! The soccer ability is a little crazily powerful, and the watergun is a little too picky (looks like I should hit a bomb with it but I don’t). Also, why not do 3D explosions?

What’s the keyboard controll?

I can’t place my bomb xD!

Very nice interface man!

AI is funny. 1 bomberman commited suicide near me lol.

Ok…the controls:

CRSR/WASD - Movement
Mouse - Turning
left mouse button - use water pistol
right mouse button - place bomb
mouse wheel - zoom in/out

That’s all there is.

The range of the pistol increases the longer you are shooting (until it’s empty…) but it doesn’t reach very far even on maximum range. Depending on the viewing angle, it may look like if you should have hit something but don’t.
The explosions are the way they are because it was the best i could come up with given a lack of talent and time. I think they work well enough plus they don’t stress the hardware as much as real 3d ones would do on lower end hardware. After all, they actually are 3d in a certain way…just rendered using billboarded quads.

Hmm, well then I would suggest making the explosions like * instead of like +. With just + it’s a little lame when you’re in those big rooms.

I see. That’s because it wouldn’t be bomberman like if you change this. I thought about it, but it just won’t work for this kind of game.

I get this at the beginning:
java.io.FileNotFoundException: /home/jgouesse/robombs.cfg (No such file or directory)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.(FileInputStream.java:106)
at robombs.game.startup.ResolutionPanel.load(ResolutionPanel.java:518)
at robombs.game.startup.ResolutionPanel.(ResolutionPanel.java:466)
at robombs.game.startup.ResolutionFrame.(ResolutionFrame.java:18)
at robombs.game.startup.StartUp.main(StartUp.java:11)
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:597)
at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
at com.sun.javaws.Launcher.run(Launcher.java:105)
at java.lang.Thread.run(Thread.java:619)

Even when I deactivate the shadow and lower everything, I get this:
Java version is: 1.6.0_04
-> support for BufferedImage
Version helper for 1.2+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Software renderer disposed
Current mode:640 x 480 x 24 @73Hz
[ Mon Sep 22 13:43:00 CEST 2008 ] - WARNING: ZBuffer depth of 24 not supported - trying something else now…!
[ Mon Sep 22 13:43:02 CEST 2008 ] - WARNING: Does this machine actually support OpenGL? Trying everything at lowest settings now!
[ Mon Sep 22 13:43:03 CEST 2008 ] - ERROR: Unable to set any valid videomode on this machine!
[ Mon Sep 22 13:43:03 CEST 2008 ] - ERROR: Can’t set videomode - try different settings!
[ Mon Sep 22 13:43:03 CEST 2008 ] - ERROR: java.lang.RuntimeException: [ Mon Sep 22 13:43:03 CEST 2008 ] - ERROR: Can’t set videomode - try different settings!
java.lang.RuntimeException: [ Mon Sep 22 13:43:03 CEST 2008 ] - ERROR: java.lang.RuntimeException: [ Mon Sep 22 13:43:03 CEST 2008 ] - ERROR: Can’t set videomode - try different settings!
at com.threed.jpct.Logger.log(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at robombs.game.BlueThunderClient.initBuffer(BlueThunderClient.java:863)
at robombs.game.BlueThunderClient.run(BlueThunderClient.java:473)
at robombs.game.BlueThunderClient.selected(BlueThunderClient.java:138)
at robombs.game.startup.ResolutionFrame$1$1.run(ResolutionFrame.java:25)

I’m at work under Debian Etch, ATI XPress 200, I’m going to test at home, I assume it should work better. I selected 60Hz and it is written 73hz, why???

The first exception is fine, there is no cfg-file when you run it first. The second exception isn’t ok. Which videomode did you choose in the setup-dialog? Fullscreen or windowed? In theory, it should lower the requirements until it finds some mode that fits. If you’ve choosen a 32/24bit mode and are running a 16bit desktop (or vice versa), try to choose a video mode that equals the depth of your desktop.
I’ve tested it on a linux machine with an intel crapset in 16bit mode and it worked fine.

Maybe you’ve selected a windowed mode. The refresh rate is only valid for fullscreen modes.

I tried both fullscreen mode and windowed mode, 64048024, 60, shadow mapping off. I’ve just tested it again with the same resolution than my current resolution in windowed mode and I get the same exceptions. I get this at the beginning:

Loading Texture…from Image
Loading Texture…from Image
Mesa project: www.mesa3d.org-Mesa GLX Indirect/true/true/false/true
[]
Loading configuration…
Saving configuration…

So it detects the mesa driver as your graphics card…i don’t know enough about Linux to tell if this is a good idea or not. Anyway, after failing to set the mode to 640480/24(bpp)/24(zbuffer), it will try 640480/24/32, 640480/24/16 and finally 640480/16/16. It’s strange that none of this modes actually works and i’m not sure how to solve this.

Same error at home under Mandriva Linux 2007 with an ATI Radeon 9250 Pro:
Loading Texture…from Image
Loading Texture…from Image
Tungsten Graphics, Inc.-Mesa DRI R200 20060602 AGP 1x x86/MMX+/3DNow!+/SSE TCL/false/true/true/false
[200]
Loading configuration…
Saving configuration…

Starting up SoundSystem…
Initializing OpenAL
(The lwjgl binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.

Java version is: 1.6.0_07
-> support for BufferedImage
Version helper for 1.2+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Software renderer disposed
Current mode:640 x 480 x 24 @60Hz
[ Mon Sep 22 18:46:04 CEST 2008 ] - WARNING: ZBuffer depth of 24 not supported - trying something else now…!
[ Mon Sep 22 18:46:05 CEST 2008 ] - WARNING: Does this machine actually support OpenGL? Trying everything at lowest settings now!
[ Mon Sep 22 18:46:05 CEST 2008 ] - ERROR: Unable to set any valid videomode on this machine!
[ Mon Sep 22 18:46:05 CEST 2008 ] - ERROR: Can’t set videomode - try different settings!
[ Mon Sep 22 18:46:05 CEST 2008 ] - ERROR: java.lang.RuntimeException: [ Mon Sep 22 18:46:05 CEST 2008 ] - ERROR: Can’t set videomode - try different settings!
java.lang.RuntimeException: [ Mon Sep 22 18:46:05 CEST 2008 ] - ERROR: java.lang.RuntimeException: [ Mon Sep 22 18:46:05 CEST 2008 ] - ERROR: Can’t set videomode - try different settings!
at com.threed.jpct.Logger.log(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at robombs.game.BlueThunderClient.initBuffer(BlueThunderClient.java:863)
at robombs.game.BlueThunderClient.run(BlueThunderClient.java:473)
at robombs.game.BlueThunderClient.selected(BlueThunderClient.java:138)
at robombs.game.startup.ResolutionFrame$1$1.run(ResolutionFrame.java:25)

I don’t understand why it doesn’t work. The demos of JPCT work on my computer, almost all games using LWJGL, GL4J and JOGL work here, I’m really surprised.

no, i don’t want to play on both monitors :wink:
see screenshot
btw it is the only screen resolution available to choose.

Great graphics and fun game!! Wasn’t this game more fun in 2D/ top down view though? Then you can also play several players on the same comp which is typically easier than setting up a networked game.

@gouessej & Bienator: I’m using LWJGL 2.0RC1 for this one (RC2 had introduced two new bugs which i couldn’t stand…RC1 worked fine on all my test machines). Maybe that wasn’t such a smart decision afterall…i’ll wire up a 1.1.4 based version later today and see if that helps with the display mode problems.

When I press “single player” it hangs, displaying state “Looking for Servers”. I’m not sure if this might help: I’m behind pretty restrictive firewall that blocks everything. If you detect system proxy under the hood and use it later - this might be a reason.

PS: waiting for sources to come :wink:

Me too, if possible.

Please tell me when you plan to use another version of LWJGL to allow me to test it again.

The single player mode spawns a server and a bot client just like any other network session would do. Maybe your firewall blocks this or the port is already in use or something. A stacktrace from the webstart console would be helpful.

Edit: Sources will come once the thing is stable enough (if it runs, it is…we’ve played it yesterday in a 3.5 hour session on 5 machines without a hick up)

It runs well on my comptuer(great framerates). The shadow mapping and Antialiasing look really decent. However I found a bug, when the you cast shadow on the parts of the walls which are really dark, it brightn the surface instead of making it darker.