WIP: Monkey Mania

Hi guys,

Thanks for all the positive feed back.

I can not wait to give you all a playable version.

Then the real comments will flow in.

Maybe very soon.

Cheers

Looks nice. Any plans for a early demo?

Awesome. I am jealous of your HUD skills. Did you use nifty?



Please describe what you did it looks great.

@gbluntzer said:
Did you use nifty?


http://hub.jmonkeyengine.org/groups/beta-1-game-contest/forum/topic/wip-monkey-mania/?topic_page=1&num=15#post-155668.

@glaucomardano oh I see it says he did the menu with nifty thanks.

Was also wondering if the HUD was nifty as well and how he did both.

Probably he used nifty for the HUD too, because he sayd:



So far I have a nice menu system in place using nifty gui.
I also have the loading screen and HUD in place.


Btw that is so easy to do, I did the HUD for my game too. We are here if you need helps about nifty ;).

Hi gbluntzer,



As you can see I did say I used nifty.



It is very easy. I have one nifty xml file and then all the screens I have defined in that xml file.



Then for my HUD I have made use of multiple layers and then activate the layers from my java code as I need them.



For example, when I want to show the ā€œAre you sure you want to quit screen?ā€ I get the screen and element from the java controller and then set it to visible.



Anyways, I am now on holiday and donā€™t have much time, therefore I hope to get a demo in before the end of the weekend. Maybe an early Christmas present for you guys.



Thanks

1 Like

Okay,

After a week of hard-ache and sleepless nights I finally have a playable version of MonkeyMania for you guys to test.

Please download and test the game for me.

Here is the link: MonkeyMania-Windows.zip

Thanks

1 Like

O yes, and here are some screen shots of the game.

http://dc366.4shared.com/img/4cWW2VdU/s7/0.5115345786335431/shot9.jpg

http://dc366.4shared.com/img/evKF7yF_/s7/0.42651441529968004/shot10.jpg

http://dc366.4shared.com/img/ZBuw8eT_/s7/0.82865764676119/shot11.jpg



Enjoy!

OMG flying turtles!!!

1 Like

very nice :D, good job

Itā€™s very nice. However, after some time playing it (about three minutes), it slowed down considerably. Anyone experiencing this? It usually happens upon crossing the first bridge onto the second island. Are bullets which do not hit anything being deleted?

yh i got this as well, think it happened after i died, maybe some code isnā€™t being cleaned up properly

No, it happens every time for me. Oh, and playing time does not effect it.



@ndebruyn any chance you can upload a version with stats enabled?

Hi guys.

Will have a look what is going on.

I am cleaning up the bullets.

It might be a for loop bring executed on every update loop.

Let me check it out.

O yes, press F5 to see the stats.

Thanks.

I looked into my code and so far I cannot see anything wrong with my code.

I did see in the logs that nifty is continuously detaching and attaching children to a node while the game is running.

I think this is caused by my timer when I setText() on the timer GUI.

Here are the logs:

[java]

INFO: [0002] Screen.startScreen(1)

30 Dec 2011 8:00:43 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:43 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:43 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:43 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:44 AM de.lessvoid.nifty.Nifty$NiftyInputConsumerImpl processKeyboardEvent

INFO: [processKeyboardEvent] de.lessvoid.nifty.input.keyboard.KeyboardInputEvent@121c7d6 processed [false]

30 Dec 2011 8:00:49 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:49 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:50 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:51 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:52 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:53 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:54 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:55 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:56 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:57 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:58 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:00:59 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:01:00 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:01:01 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

30 Dec 2011 8:01:02 AM com.jme3.scene.Node attachChild

INFO: Child (BitmapFont) attached to this node (null)

[/java]



I have created a new level with almost nothing on it, and then the frame rate jumps from 60fps to 29fps for no reason every now and then.

Does anyone know what this could be?

It depends of how your timer does that, and whatā€™s your timer is? Is it a thread?

It is not a specific time, it is only a count down int value that get changed by the timer of jME.

And then on each update I change a Text nifty gui text value, if this makes senseā€¦

I went all the way up to the boss and everything was fine to me (except the boss is freaking deadly!!! :p)

But the fps are indeed looks strange, what version of JME do you use. is it just beta or did you use some nightly?

Values are always the same 999, 499, 333, reminds me a lot of the timer disorder we had with beta.



It never gets under 100 fps for me so no slowdown can be seen unless you display the stats.



Maybe try to batch things, there are a hundred objects sometimes, maybe the bridgeā€™s planks are separated objects?



Anyway great work, itā€™s fun and and looks nice. (could we have a shadow option? :smiley: )

Thanks for the reply.

I am going to upload a shadow version in a few minutes.

Also will have 2 new levels.

I did use only the beta version of jme out of the box and now I updated to the nightly.

Looks better to me.

Lets see.