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Monty On The Run Remake Finally Available

Started by endangermice, 11:29, 17 February 18

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endangermice

Morning all,


Just though I'd let you know that I've finally released the Monty On The Run remake that I finished nearly a year ago. It's written in Monogame and is currently available for Windows systems (7 upwards).


In theory I should be able to build a Linux version but as I very little about Linux, I'd need someone with some proper knowledge to see if they can get it up and running. If you think you might be the person for the job, please give me a shout.


In the meantime, Windows user, if you fancy having a gander, check it out here: http://www.endangermice.co.uk/motr-remake/index.html


Many thanks to Ervin for play-testing and providing some valuable feedback!


Enjoy,


Damien
For all the latest Starquake remake news check out my website - www.endangermice.co.uk

DanyPPC

CPC 464 with USB Floppy Emulator / CPC 464+ with USB Floppy Emulator / CPC 6128+ with C4CPC and Gotek HxC USB Drive Emulator

ervin

Fantastic!
Congratulations!

I've been looking forward to this for a long time.
;D

I'll download it and have a play as soon as I can - hopefully tomorrow.

Gryzor

Lovely :) I think it's more difficult than what I remembered it, or I've grown really crap at it...


Thanks for sharing!!

ervin

#4
Hey I just noticed that I've been thanked on the game's website!
That's so cool of you @endangermice !

[EDIT] Just had a play of the game... it's absolutely lovely.
Anyone that enjoyed the original is advised to check this out.
Really really great job.

The implementation of the freedom kit is really clever, by the way.
:)

mr_lou

Looks awesome.

Unfortunately I'm a Linux user, and can't get it running with Wine.


fixme:d3d11:D3D11CreateDevice stub: adapter (nil), driver_type D3D_DRIVER_TYPE_HARDWARE, swrast (nil), flags 0, feature_levels 0, levels 0, sdk_version 7, device 0x33f8ec, feature_level 0x33f960, context 0x33f8e8
fixme:d3d11:D3D11CreateDevice stub: adapter (nil), driver_type D3D_DRIVER_TYPE_HARDWARE, swrast (nil), flags 0, feature_levels 0, levels 0, sdk_version 7, device 0x33f85c, feature_level 0x33f8d0, context 0x33f858
fixme:d3d11:D3D11CreateDevice stub: adapter (nil), driver_type D3D_DRIVER_TYPE_HARDWARE, swrast (nil), flags 0, feature_levels 0, levels 0, sdk_version 7, device 0x33f80c, feature_level 0x33f880, context 0x33f808
fixme:d3d11:D3D11CreateDevice stub: adapter (nil), driver_type D3D_DRIVER_TYPE_HARDWARE, swrast (nil), flags 0x20, feature_levels 0, levels 0, sdk_version 7, device 0x33f7cc, feature_level 0x33f838, context 0x33f7c8

Unhandled Exception:
SharpDX.SharpDXException: HRESULT: [0x8007000E], Module: [General], ApiCode: [E_OUTOFMEMORY/Out of memory], Message: Unknown
  at SharpDX.Result.CheckError () [0x00000] in <filename unknown>:0
  at SharpDX.Direct3D11.Device.CreateDevice (SharpDX.DXGI.Adapter adapter, DriverType driverType, DeviceCreationFlags flags, SharpDX.Direct3D.FeatureLevel[] featureLevels) [0x00000] in <filename unknown>:0
  at SharpDX.Direct3D11.Device..ctor (DriverType driverType, DeviceCreationFlags flags, SharpDX.Direct3D.FeatureLevel[] featureLevels) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice.CreateDeviceResources () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice.PlatformInitialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Initialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor (Microsoft.Xna.Framework.Graphics.GraphicsAdapter adapter, GraphicsProfile graphicsProfile, Microsoft.Xna.Framework.Graphics.PresentationParameters presentationParameters) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.GraphicsDeviceManager.Initialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.GamePlatform.BeforeInitialize () [0x00000] in <filename unknown>:0
  at MonoGame.Framework.WinFormsGamePlatform.BeforeInitialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.DoInitialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run (GameRunBehavior runBehavior) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
  at MOTR.Program.Main () [0x00000] in <filename unknown>:0
err:ole:CoGetClassObject class {5a508685-a254-4fba-9b82-9a24b00306af} not registered
err:ole:CoGetClassObject no class object {5a508685-a254-4fba-9b82-9a24b00306af} could be created for context 0x1
[ERROR] FATAL UNHANDLED EXCEPTION: SharpDX.SharpDXException: HRESULT: [0x8007000E], Module: [General], ApiCode: [E_OUTOFMEMORY/Out of memory], Message: Unknown
  at SharpDX.Result.CheckError () [0x00000] in <filename unknown>:0
  at SharpDX.Direct3D11.Device.CreateDevice (SharpDX.DXGI.Adapter adapter, DriverType driverType, DeviceCreationFlags flags, SharpDX.Direct3D.FeatureLevel[] featureLevels) [0x00000] in <filename unknown>:0
  at SharpDX.Direct3D11.Device..ctor (DriverType driverType, DeviceCreationFlags flags, SharpDX.Direct3D.FeatureLevel[] featureLevels) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice.CreateDeviceResources () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice.PlatformInitialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Initialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Graphics.GraphicsDevice..ctor (Microsoft.Xna.Framework.Graphics.GraphicsAdapter adapter, GraphicsProfile graphicsProfile, Microsoft.Xna.Framework.Graphics.PresentationParameters presentationParameters) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.GraphicsDeviceManager.Initialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.GraphicsDeviceManager.CreateDevice () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.GamePlatform.BeforeInitialize () [0x00000] in <filename unknown>:0
  at MonoGame.Framework.WinFormsGamePlatform.BeforeInitialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.DoInitialize () [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run (GameRunBehavior runBehavior) [0x00000] in <filename unknown>:0
  at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
  at MOTR.Program.Main () [0x00000] in <filename unknown>:0


Anyway, unrelated, I gotta ask this:

If x86 stuff runs fine on 64 bit CPU's (and afaik it does?), then why does devs often create both an x86 and x64 version?

remax

Quote from: mr_lou on 12:24, 19 February 18
If x86 stuff runs fine on 64 bit CPU's (and afaik it does?), then why does devs often create both an x86 and x64 version?


Two reasons at least :
* On window, a problem in the OS conception give a good speed difference (if i remember well around 20%) between 32bits and 64bits apps.
* Longevity : 32bits apps won't be supported for ever
Brain Radioactivity

Shining

As long as 8 bit apps'll be supported forever, I don't care  ;) .
TGS is back

Download my productions at:
cpc.scifinet.org

endangermice

Thanks for the kind words guys, it's really appreciated.


Ervin, of course you get a credit on the website your feedback was really useful and really shaped the end result - it wouldn't be the same without your input :)


Mr Lou, the x64 version is mainly there because I could ;) but also it annoys me a bit to see 32bit software running on an x64 system I'm just a bit of a pedant! It looks like your system is complaining about the lack of DirectX 11. Is this emulated in Wine?


I can in theory build a Linux version, I've actually created the project but currently having a few cross protect linking issues - I'm sure I can sort them out and when I do I'd really appreciate it if you could do a test for me?


Grayzor, yeah it is s challenging game but I don't think it's any harder than the original. I can complete it only losing one life but that is after a lot of practise and so far I've only managed it once!

For all the latest Starquake remake news check out my website - www.endangermice.co.uk

mr_lou

Quote from: endangermice on 21:51, 20 February 18Mr Lou, the x64 version is mainly there because I could ;) but also it annoys me a bit to see 32bit software running on an x64 system I'm just a bit of a pedant!?

I have the opposite preference.  :)
I prefer finding the lowest denominator; i.e. whatever runs on most devices, and then use that, in order to only have one single download. Easier for my users.
That's partly why I like Java. One JAR runs everywhere - unless of course the developer begins using all sort of native API's, in which case I fail to see the reason for using Java.
Anyway, that's a bit sidetracked...

Quote from: endangermice on 21:51, 20 February 18It looks like your system is complaining about the lack of DirectX 11. Is this emulated in Wine?

I would think Wine should be able to emulate DirectX, but I can't seem to install it from the web installer for some reason.

Quote from: endangermice on 21:51, 20 February 18I can in theory build a Linux version, I've actually created the project but currently having a few cross protect linking issues - I'm sure I can sort them out and when I do I'd really appreciate it if you could do a test for me?

Sure. Send me a PM when you've reached that milestone.  :)

endangermice

#10
QuoteI prefer finding the lowest denominator; i.e. whatever runs on most devices, and then use that, in order to only have one single download. Easier for my users.


That's a fair point and a good approach. Part of my reasoning behind building it in X64 is selfish. The product we develop is about to officially go X64 (we need the larger process memory space for 4k video encoding and beyond) so I'm using this as practise. It's been "fun" wrangling with the Visual Studio remote debugger which doesn't always startup or indeed shut down properly.


I'll give you a shout when I get the Linux version building. I had it working at one point, but alas, the linking seems to have gone a little awry, probably one of the many new VS 2017 bugs! It uses OpenGL so DirectX will no longer be an issue. I just need to ensure the OpenGL path is working properly, though the Linux version should run natively on Windows as apart from using OpenGL, little is different, but in the interests of thoroughness, I'd like to know that it works for someone actually running Linux.
For all the latest Starquake remake news check out my website - www.endangermice.co.uk

endangermice

#11
To anyone who's interested in testing this on the Mac and Linux, I now have a Desktop GL version available which you can get from here:


http://www.endangermice.co.uk/motr-remake/downloads/MOTR_X86_Linux_Mac_Experimental.zip

It's experimental which basically means there may be a few bugs / issues with this version as I had to make a few threading changes so it would work with OpenGL. If you find anything is broken please let me know! The game requires Mono to be installed. For the Mac you can get it from here:


http://www.mono-project.com/docs/getting-started/install/mac/


For Linux you'll need to know the base system e.g. Ubunto, Debian etc. and then you can follow the instructions here:


http://www.mono-project.com/download/stable/#download-lin


I managed to get it up and running on Zorin using on a VM so hopefully you'll have similar luck.


Any problems PM me or reply on this thread


Have fun (hopefully),

Damien



For all the latest Starquake remake news check out my website - www.endangermice.co.uk

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