Mokomaze *may* be included in SHR Full Image if community decides so.
If you use SHR and played Mokomaze please leave your comment _on_SHR_blog_
[1].
[1] http://blog.shr-project.org/2009/05/mokomaze.html
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2009/5/9 ANT ant0...@gmail.com:
Mokomaze *may* be included in SHR Full Image if community decides so.
If you use SHR and played Mokomaze please leave your comment _on_SHR_blog_
hmm. i talked to multiple people on the shr project last week, about
fixing certain broken things (see multiple
Hi,
Nice Job. Slick graphics and performance. If only the screen stopped
blanking ... ;-)
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Denis Johnson
is it possible to expose some of the physics settings to the user ?
Yes, but it is not planned yet.
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could just do everything in ints, that would be best. Is there any
way to pull that off?
There is no integer-only version of ODE.
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ant0...@gmail.com wrote:
Denis Johnson
is it possible to expose some of the physics settings to the user ?
Yes, but it is not planned yet.
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On Tue, May 5, 2009 at 19:16, jeremy jozwik jerjoz.for...@gmail.com wrote:
i was playing the game at work and a co-worker wanted to play. he was
much more... active at playing then me and managed to get the ball
stuck in the top edge of sceen on level 1 and 4. and it does not like
to pop back
Am Dienstag, 5. Mai 2009 19:03:26 schrieb ANT:
build our own ODE 0.11 with single precision...
I've already packed it. But it would be great to have properly-packed
version in pkg-fso repository.
I'd love to do that, but it will take some time since I'm just beginning
with packaging and
) with screen to me.
I've just fixed (I hope) this problem and updated the source tarball and
installation packages.
If you already got 0.5.1 without this fix, please download/install it again!
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On Tue, May 5, 2009 at 20:10, ANT ant0...@gmail.com wrote:
I've just fixed (I hope) this problem and updated the source tarball and
installation packages.
If you already got 0.5.1 without this fix, please download/install it again!
It works, thanks :) But there is also another bug: when i'm
again.
Ok, I've just renewed the packages again. Please reinstall it.
Now the ball doesn't stops but slows down. There is no better solution yet.
P.S. I hope this fixes will not break something else :P
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ANT ant0...@gmail.com writes:
The debian package is untested, so let me know if it works or not.
http://projects.openmoko.org/frs/download.php/815/mokomaze_0.5.1-1_armel.deb
seems to depend on libode but there is no such package in
debian. Perhaps it means libode1? I built my own debian package
in debian.
Solutions:
* recompile Mokomaze to use libode0.9 from lenny (tested OK on desktop)
* place a single-precision libode0.11 in pkg-fso repository
P.S. Mokomaze-for-double-precision is untested.
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Moin.
Am Montag, 4. Mai 2009 07:05:56 schrieb ANT:
neovento wrote:
Can you fix this soon? That would be really great. :)
I am trying to prevent ode's (debian sid) asserts, but no luck. Code of
the game is correct. I've surfed the web and all recommends to
recompile ode with --enable-release
I was under the impression that the FR has no FPU at all, so single
precision may be better than double, but if you could just do everything in
ints, that would be best. Is there any way to pull that off?
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Am Montag, 4. Mai 2009 17:36:01 schrieb The Digital Pioneer:
I was under the impression that the FR has no FPU at all, so single
precision may be better than double, but if you could just do
everything in ints, that would be best. Is there any way to pull that
off?
Aren't integers single
continuously
On Mon, May 4, 2009 at 5:42 PM, Marcel tan...@googlemail.com wrote:
Am Montag, 4. Mai 2009 17:36:01 schrieb The Digital Pioneer:
I was under the impression that the FR has no FPU at all, so single
precision may be better than double, but if you could just do
everything in ints,
I believe both are words.
It is my understanding that you can have single precision floating point
numbers (float) or double precision (double), and integer values are simply
ints. I could be wrong though. It did happen once before. ;)
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On Mon, May 4, 2009 at 3:30 AM, ANT ant0...@gmail.com wrote:
Actually, I am following this way. I am sure that the game itself is more
important than a tons of statistic and sub-menus: just launch the game and
start playing. So, if the feature of showing information about level time
and
the problem.
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Johny Tenfinger
Much better to prevent screen dimming that mdbus is dbus-send:
Thanks! I'll renew the instructions.
P.S. I think 'CPU' must be requested too.
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support
to the game with possibility to install new levelpacks by opkg.
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Thank you for this. Mokomaze looks and feels extremely polished.
I have one recommendation to you. When you keep improving the game, do
not change the basic gameplay. Do not add timed completions or scores
or anything the like. One reason why it feels so nice right now is it's
simplicity. Just
Am Sonntag, 3. Mai 2009 09:21:42 schrieb ANT:
I'll investigate.
Another thing about the debian package:
Could you release your package source (dsc-file), too? I've just got my
qemubuilder environment set up successfully and would like to fiddle with
mokomaze around a bit... (and could build a
a tons of statistic and sub-menus: just launch the game and
start playing. So, if the feature of showing information about level time
and retries count will be added, it will be optional.
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On Sun, May 3, 2009 at 09:24, ANT ant0...@gmail.com wrote:
P.S. I think 'CPU' must be requested too.
No, when you requests Display, device doesn't suspend too.
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Marcel-2 wrote:
Could you release your package source (dsc-file), too?
I've created .deb package with checkinstall, not with
dh_make/dpkg-buildpackage so I have not .dsc file.
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On Sun, 3 May 2009 00:24:40 -0700 (PDT)
ANT ant0...@gmail.com (A) wrote:
Johny Tenfinger
Much better to prevent screen dimming that mdbus is dbus-send:
Thanks! I'll renew the instructions.
P.S. I think 'CPU' must be requested too.
it would make a lot of sense to prevent dimming only if the
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Introducing an idle mode just for that seems like too much work. It
would seem more reasonable to unregister from the Display resource when
the game is paused (click on screen as it is now) and reregistered when
resumed.
I would also suggest an auto-pause when incoming call is detected.
Yogiz
On Sat, May 02, 2009 at 01:45:48AM +0200, Sebastian Hammerl wrote:
Damn, seems fun and would love to but breaks out on Om2008.12 (and I have
libmokoui and libode)
r...@om-gta02:~# mokomaze
File_loader: savegame file not found
File_loader: 14 game levels parsed
Segmentation fault
On Fri, May 01, 2009 at 02:42:27PM -0700, ANT wrote:
r...@om-gta02:~# mokomaze
File_loader: savegame file not found
File_loader: 14 game levels parsed
Segmentation fault
I've found out the problem.
Install libpng3:
$ opkg install libpng3
Now the game must runs normally.
I've
in
it.
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On Sat, May 02, 2009 at 02:46:34AM -0700, ANT wrote:
Rui Miguel Silva Seabra wrote:
You need to change the desktop file to do mokomaze -i freerunner
instead of just mokomaze :)
Does it means that you have problems with starting the game by just
'mokomaze' command? Could you provide
left (right) slowly.
So, it affects all applications that uses accelerometers. The solution is
to restart the game or to suspend/wakeup device or to reboot.
I never saw this problem on SHR, FSO and Debian since february.
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On Sat, May 02, 2009 at 04:28:14AM -0700, ANT wrote:
Yeah, I've found that even with -i it frequently just falls to the right
and
seems insensible to the accelerometers :(
It is a problem of old kernels. Sometimes accelerometers can't wake up
(they are sleeping by default) so wrong data
On Saturday 02 May 2009 07:20:28 ANT wrote:
Nicola Mfb
on shr-unstable mokomaze E displays two icons, I
had to remove extra categories in the .desktop file.
Thanks for report.
The Digital Pioneer
To fix the icon, just edit the .desktop file and
change the Icon=mokomaze to
Hi, I implemented some multiplayer code (proof-of-concept).
Two players supported, it draws another players ball in your screen.
There are no moko-binaries yet, because I didn't know where to get
libode-dev to crosscompiling toolchain.
It is just Unix-sockets using UDP. Game is acting UDP-server
ANT,
is there anyway to create your own levels? ive ploughed through all 14
last night!
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Jeremy, levels are stored in: $prefixshare/mokomaze/main.levelpack.json
It is human readable textfile. Maybe some day we have level editor?
-Aapo Rantalainen
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Hey Ant!
Nice to hear you made debian packages!
Could you consider building against libode1 (ODE 0.11, debian sid) instead of
libode0debian1 (ODE 0.9, debian lenny/squeeze)? Freerunner-Debian is a Debian
sid/experimental so it would be nice not having to pull libode0debian1 from
squeeze...
Much better to prevent screen dimming that mdbus is dbus-send:
exec: {
init: dbus-send --type=method_call --system
--dest=org.shr.ophonekitd.Usage /org/shr/ophonekitd/Usage
org.shr.ophonekitd.Usage.RequestResource string:Display,
final: dbus-send --type=method_call --system
Hey ANT!
Thank you for this great app, it's really nice and cool and fun and
addictive.
Marcel tan...@googlemail.com writes:
Could you consider building against libode1 (ODE 0.11, debian sid) instead of
libode0debian1 (ODE 0.9, debian lenny/squeeze)? Freerunner-Debian is a Debian
Am Samstag, 2. Mai 2009 20:50:58 schrieben Sie:
Ok, and one little feature-request:
I guess we all would like to have a special cheat: if you hold FR
upside down, the ball shouldn't fall into a hole :)
LOL.
So the game mustn't end when the ball drops so that we can recover it... Maybe
even by
On Sat, May 2, 2009 at 1:41 PM, Johny Tenfinger seba.d...@gmail.com wrote:
Much better to prevent screen dimming that mdbus is dbus-send:
exec: {
init: dbus-send --type=method_call --system
--dest=org.shr.ophonekitd.Usage /org/shr/ophonekitd/Usage
let me know if it works or not.
[1] http://mokomaze.projects.openmoko.org/
[2] http://www.opkg.org/package_121.html
[3] http://www.youtube.com/watch?v=VVRRXx2kEu8
Have a fun!
Anton
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On Fri, May 01, 2009 at 11:21:42AM -0700, ANT wrote:
Hi all!
Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and
graphics engines is released! As I said before, there are a lot of changes
since previous version:
* a good-looking skin
* use ODE (Open Dynamics
I just read the instructions on recalibrating gravity (thanks, I needed that
feature!!) and it seems to be saying you can run it without any gravity
calibration... How does that work? Does it recalibrate every time the game
starts, only for that session of the game?
).
Rui Miguel Silva Seabra wrote:
Damn, seems fun and would love to but breaks out on Om2008.12 (and I have
libmokoui and libode)
I'll investigate...
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...And as to non-blanking, SHR-unstable is an FSO distro, is it not? But
your fsoraw program doesn't work. Do I *have* to take the slow startup
approach? :(
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happens after executing of
$ fsoraw -r CPU,Display mokomaze
?
Hey, is the *game* works?
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Il giorno ven, 01/05/2009 alle 11.21 -0700, ANT ha scritto:
Hi all!
Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and
[snip]
Have a fun!
Anton
It simply works great and it's lovely!!
Good job guys!!
Pietro (shr-unstable updated yesterday)
Works great on 2008.12 + Kustomizer 0.41 but there's no icon atm.
The new physics stuff is GREAT, it just looks good. Could you still
try to make the balls fall further when hitting the hole.Now it looks
like a can where the ball goes, not a infinitely deep hole. But I
really like the new
SHR-Unstable - just updated:
File_loader: savegame file not found
File_loader: 14 game levels parsed
Segmentation fault
I'd love to play this game :(
Leonti
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Anyway, what happens after executing of
$ fsoraw -r CPU,Display mokomaze
?
It runs the game, but the screen still blanks.
Hey, is the *game* works?
Oh, yeah, the game is awesome. Looks better, plays better. The new physics
engine is great, it's much more realistic. Makes the game much
.
P.S. I was sure that libsdl-image depends from libpng...
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on opkg.org and homepage.
P.S. I was sure that libsdl-image depends from libpng...
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ANT wrote:
Hi all!
Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and
graphics engines is released! As I said before, there are a lot of changes
since previous version:
Incredible! It's beautiful, challenging and somewhat addictive - this is
definitely a killer app
Hi,
Rui Miguel Silva Seabra schrieb:
On Fri, May 01, 2009 at 11:21:42AM -0700, ANT wrote:
Hi all!
Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and
graphics engines is released! As I said before, there are a lot of changes
since previous version:
* a
2009/5/1 ANT ant0...@gmail.com:
...And as to non-blanking, SHR-unstable is an FSO distro, is it not?
SHR is based on FSO
But your fsoraw program doesn't work.
It is not mine. The author is Nicola Mfb.
As for me, I am using this very usefull tool and I've considered it is
necessary to
2009/5/1 The Digital Pioneer digitalpion...@gmail.com:
Anyway, what happens after executing of
$ fsoraw -r CPU,Display mokomaze
?
It runs the game, but the screen still blanks.
[...]
It's strange, I just reflashed shr-testing (22 apr) and shr-unstable
(28 apr) and it worked, you may check
shr-testing 20090422 working great! no icon, but massively addictive
so i dont mind
On Fri, May 1, 2009 at 7:11 PM, Nicola Mfb nicola@gmail.com wrote:
2009/5/2 Nicola Mfb nicola@gmail.com:
2009/5/1 The Digital Pioneer digitalpion...@gmail.com:
Anyway, what happens after executing of
To fix the icon, just edit the .desktop file and change the Icon=mokomaze to
Icon=mokomaze.png
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) are new or previous version of
the game (0.2.3) has them too?
I'll see FreeDesktop Menu Specification and repack .ipk and .deb.
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