my computer can't run .rar games, can you please make a .zip version?
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Have you tried extracting it with Winrar?
You can't run .rar files without extracting them first.
y'all niggas don't even know the name of my band
PLZ HELP !!!!!!!!!!!!!!!!!!!!!!!!!
its just a black screen for me. WHY
Wow, this game is incredibly polished. Congratulations!
Mac demo? (looks cool!)
Ok, for those who are not familiar if they will like this game, let us do this little quiz. Do you like Metroid? Then download the demo. Do you like spaceships? Download the demo. Do you have some money and are sick of games rehashing everything? Download the demo and give them money yesterday. Glad we had this test, now that I think you got some business to attend to.
This is lovely! I'm playing with a gamepad and I'm really confused, why have you locked movement to 8 directions? Only getting half the benefits of a gamepad :[
Movement is full 360° tho.
Tried the latest version (demo, linux), no, I can still only go in 8 directions. I should add that I didn't notice this was going on for a while when I started playing, it still has variable speed, I think, so it feels more fluid than it possibly is.
Another issue, file-roller (which is standard) has trouble unpacking the .gz. It would show a tar file inside, named the same as whatever the .gz was called, and it wouldn't be able to open that tar. Changing the extension to .tar.gz fixes the problem.
Great game, but I need some help running it in Ubuntu as I use it as my main OS.
for some reason after I download the .gz pack and extract the file, I can't run it as software. It shows the archive manager as default program, and after I tried to run it thought the terminal i got an error.
Am I doing anything wrong? I'd appreciate some help
Hello! I'd probably suggest taking the file you unpacked and rename it to add the .tar.gz extension in the end. It should be able to open then.
The good news is that worked! Thanks for the suggestion.
The bad news is I still can't run the game. I found out what happens is a segmentation fault when I run the executable it with the terminal.
This is the output I got with gdb:
Starting program: /home/guilherme/jogos/Monolith-demo5-linux/runner
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
* YoYo Games Linux Runner V1.3 *
CommandLine: -game game.unx
MemoryManager allocated: 1723148
GAMEPAD: Initialising Ubuntu support
Attempting to set gamepadcount to 4
GAMEPAD: Enumerating 3
GAMEPAD: device name Microntek USB Joystick
GAMEPAD: buttons - 12, axes - 6
Display Size(Pixels): 1920,1080
[New Thread 0xf2e85b40 (LWP 4199)]
[New Thread 0xf264bb40 (LWP 4200)]
[New Thread 0xf1e4ab40 (LWP 4201)]
Got Doublebuffered Visual!
Icon: w=64 h=64
Congrats, you have Direct Rendering!
sync = 0
**** GLX Extensions ***
GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_fbconfig_packed_float GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_EXT_create_context_es_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event GLX_EXT_buffer_age
Checking for GLX_EXT_swap_control
Checking for GLX_SGI_swap_control
OpenGL: version string 3.0 Mesa 17.0.3
OpenGL: vendor string X.Org
OpenGL GLSL: version string 1.30
Thread 4 "si_shader:1" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xf1e4ab40 (LWP 4201)]
0x08320f6f in ?? ()
#0 0x08320f6f in ?? ()
#1 0x08321c34 in operator new(unsigned int) ()
#2 0xf34824d5 in llvm::Function::BuildLazyArguments() const () from /usr/lib/i386-linux-gnu/libLLVM-4.0.so.1
#3 0xf343d999 in LLVMGetParam () from /usr/lib/i386-linux-gnu/libLLVM-4.0.so.1
#4 0xf688cf93 in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#5 0xf688d3a7 in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#6 0xf689c10b in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#7 0xf68af8ec in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#8 0xf661001b in ?? () from /usr/lib/i386-linux-gnu/dri/radeonsi_dri.so
#9 0xf7c7a2f5 in start_thread () from /lib/i386-linux-gnu/libpthread.so.0
#10 0xf773f6de in clone () from /lib/i386-linux-gnu/libc.so.6
I don't know if that's a problem with GameMaker executables in general, but I managed to run other GameMaker projects on Ubuntu in the past, so that's pretty strange.
Can confirm this issue, segfault on startup with very similar output. Happened also with Demo 4, older demos of Monolith and other GameMaker titles work fine.
I did some testing and it seems to only affect certain AMD cards (namely those using RadeonSI, so HD7000 series and newer). Trying with RX480, HD6450, Nvidia GT710 and software rendering all on the same system, the game only fails to start with RX480.
With some trial and error I've found a workaround, starting the game with the environment variable R600_DEBUG=mono seems to work for me. Alternatively you could try official drivers from AMD if your card is still supported. If all else fails you can try to force software rendering with LIBGL_ALWAYS_SOFTWARE=1, although it'll probably be too slow to play.
W-whoa. Nice work there man.
I actually did some more testing and got some rather nonsensical results. Just setting R600_DEBUG=vs,ps makes the game run, even though all that should do is make the driver print debug info on the vertex and pixel shaders. Another similar option that works is R600_DEBUG=check_vm. Yet enabling some other options at the same time breaks it again.
I honestly have no idea what's causing this, or why the different debug options work. If you guys can test the issue with the relevant hardware and see if it can be worked around, that would be great. Older demos used to work without a hitch.
As a side note, I meant to report this back during DD13 already but forgot amidst all the other demos, sorry about that.
/\ THIS GUY DESERVES AN AWARD
A very polished game with elements of Touhou and Binding of Isaac wrapped up in one nice punishing game. You would be lucky if you made it to the third or even second level as the enemies challenge your way down the labrynth of the monolith. Prepare to die. Prepare to get back up again.
How do i switch weapons?
You don't. You pick one up from the forge(and other places) and in order to change from it you have to find another weapon pickup or expend the current's ammo.
This... This game is pretty sweet! Love myself a dual stick shooter, doing one myself :P Great work!
This game is, by far, one of my contenders for indie game of the year 2017.
I simply love this game and will love to get teh final product when it's released.
I hope you don't mind my placing a video with this comment.
I absolutely LOVE this game! The art direction is wonderful, it feels great to play, and the music is great.
One problem I've run into is that I can rebind keys for the keyboard, but not the controller. It is not giving me an option to bind a new key to the controller no matter what I do. Running on windows 10 64 bit
FATAL ERROR in Vertex Shader compilation
D3DXCompile failed - result
Hey! I played this game and loved the little tid bit that I played. Definitely worth the download and all!!
Awesome game! Definitely keeping an eye out on steam.
Also, way better to play with gamepad than keyboard/mouse in my opinion.
Thank you very much for supporting Linux!
Here is my feedback from the demo so far:
- The perfectly responsive controls, learnable enemy patterns, and random level generation made this a pleasure to play.
- Are there any plans for persistent progression (permanent unlockables) for added replayability?
- Maybe I'm just bad at this genre, but after a few dozen tries I'm not close to beating level 3, and especially considering that this is a demo, I assume that there are / will be many more levels after that. Not a complaint by itself, however my observation is that it's becoming a bit repetitive, and might get tedious before I can get over the necessary skill threshold to progress. Perhaps this is something that would be simply fixed with more content, or persistent progression to allow grinding up an advantage.
- The Daemon boss seems to be considerably more difficult than other bosses.
- Not sure if this is intended, but some weapons or weapon configurations seem to be significantly better / worse than others. For example, generally lasers seem to be much better than razors or Vulcan cannons. Ammo for some weapons seems to also last much longer than for others.
- Razors and the arcing weapon modifier seem to drain ammo at a disproportionately rapid pace on contact (or arc).
- It's a bummer that pickups and power-ups disappear when exiting the room, for example when entering a vault and finding pickups which would be much more useful after a boss fight. Is this an intentional design choice?
- I've encountered identical, nearly-adjacent rooms on the same floor.
- I wish it was possible to turn off the shaking HUD effect on low HP. I don't know what the "UI flicker" option in settings does, but it's not this...
- Found a typo ("BULLETS" is repeated twice).
- Another typo ("INVULNERBALE").
Looking forward to seeing the full version!
This comment has almost all the feedback I had in mind. The only thing I would add is that I wish there was some non-random set of choices within each run, like how in Dungeons Of Dredmor, you can build your character based on a set of skill trees, and consistently make the kind of character you like to play. Even though it doesn't have persistent progression, it is endlessly replayable because of the custom builds.
Persistent progression would widen the audience, as well. Currently, the audience for this game is mostly limited to hardcore players, as it is very tough to get reasonably far.
Do you guys have anyplace where I can find the names for all the enemies? If not could you possibly post a list (possibly with sprite pics) here? I like how all the enemies have specific names though I still don't know what some of them are. Over all I love the game so far and you are doing a very good job.
We'll add a beastiary at some point, tho they'll also appear in the ending credits. In a way.
Hey I just wanted to say that I love the idea and the art is amazing. One little critique of the controls though, the keyboard and mouse control scheme is a lot stronger than the controller, specifically because you can aim and shoot independently.
It would be great if you could aim and shoot independently with the controller too so that you can aim your blades/sword etc without firing a shot away.It feels like you have a lot less fine tuned control with the current setup.
You can actually aim without shooting if you only push the right analogue stick slightly instead of all the way.
This crashes when I open; the crash window says it's a shader error.
This is great, im loving it!
I think that i got lost at some point, but despite that i had a blast playing this, feel very polished and finished.
no mac love?
I'm having some difficulty tracking what's going on at larger resolutions. And lower resolutions are only possible in window mode which allows you to accidentally click off screen and bring the game out of focus, a major interruption gameplay.
The ability to scale the game view within the window itself would be an excellent feature to have. Something as simple as a limited range of internal resolution multipliers (x1,x2,x3,x4 scale) as opposed to always auto scaling would do nicely. Then you could go fullscreen or stretch the window for the desired amount of padding. It would solve a great deal of frustration related to visibility. Please contact me if you have any questions about this.
I may write an actual review in the future as I am personally highly anticipating this game's release. Thank you for reading.
wow! I really enjoyed the demo and can't wait for the full version! the sprites are really nice (well done Alex).
It's like one of the Shmups from the good'ol times!
The only thing I would change is the music because I think the songs are filled with to much happiness. maybe some cyberpunk songs?
Very enjoyable, feels polished. I wish there would be more boss fights and less other stuff. If I had one criticism it would be that the game is pretty hard to read.
This was a really good demo, love to play the rest soon!
This game is fantastic!
As pretty much the entire experience was positive, I'll only leave the criticisms here otherwise I'd just explain why I loved every single thing and that would be pretty much pointless as I would describe the whole game.
- The volume keys on my keyboard skipped the intro. I assume you have it so any key skips it, but maybe just leave it to enter or space or something?
- First trip to the shop and I wasn't sure where the money indicator was. You might want to add "G" or something next to it on the top of the screen so it's consistent with the shop. Needless to say I figured it out pretty quick but still a little nitpick.
- In the shop W looks like an H. Super tiny nitpick but worth mentioning.
- The scanlines don't effect the cursor. Maybe this is to easily distinguish it? Still seemed kind of odd aesthetically, however.
- The bosses seemed challenging, fun, and fair except for Behemoth (out of the ones I played). He seemed a bit too unpredictable and hard to follow what's going on, especially when he starts to litter the entire screen with bullets.
- Waterfalls don't slow music like the water areas do.
- Some enemies (like the small brown guys) are hard to follow because they look similar to the bullets.
- Can sometimes be hard to find the player amidst all the chaos but I understand this is typical for bullet hells and difficult to have a solution for so I don't fault you for that.