Re: [New Mokomaze] Coming soon
On Friday 08 May 2009 02:32:40 Denis Johnson wrote: Could you or someone please describe where and how to install fsoraw on shr-testing (23 Apr or so) ? There is a howto on the mokomaze project webpage. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
On Thu, May 7, 2009 at 11:23 AM, Joerg Reisenweber jo...@openmoko.org wrote: Using gmeter for resetting suspend-timer is useless here as I may hold the game steady and still don't want the screen to blank. The only correct way to handle this is to stop screenblanking as long as mokomaze is running. I suggest using fsoraw for this purpose (it's been intended to handle exactly these issues), or patch mokomaze to allocate the correct resource by itself, though that would somewhat restrict portability of the app to non-fso based systems. Could you or someone please describe where and how to install fsoraw on shr-testing (23 Apr or so) ? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Am Mi 29. April 2009 schrieb arne anka: I don't think it's wise to use the accelerometers as a way to tell whether the phone is used or not. to repeat it again: we are talking about people playing a game or whatever with the only activity being moving the device -- _NO_TOUCH_OR_BUTTON_OR_WHATEVER_. now, how is the frameworkd (or what might be used instead) supposed to know, that the device should _NOT_ blank nor suspend? Using gmeter for resetting suspend-timer is useless here as I may hold the game steady and still don't want the screen to blank. The only correct way to handle this is to stop screenblanking as long as mokomaze is running. I suggest using fsoraw for this purpose (it's been intended to handle exactly these issues), or patch mokomaze to allocate the correct resource by itself, though that would somewhat restrict portability of the app to non-fso based systems. cheers jOERG signature.asc Description: This is a digitally signed message part. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
mdbus -s org.freesmartphone.odeviced /org/freesmartphone/Device/IdleNotifier/0 org.freesmartphone.Device.IdleNotifier.SetTimeout suspend 0 #or -1? ... would be nice, if for a case like that the motion sensors could be used -- is there any way to enable/disable them for frameworkd dynamically (disabled by default per config file)? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I think that motion gestures is not really usable to control auto-suspend or other inputs, namely the touchscreen, prevent from suspending/blanking -- why shouldn't for the duration of a game the motion sensors server the same purpose? it's not like they shall rule the world -- only signalling there's something going on!, just like the touchscreen does when you are tapping or writing. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I think that motion gestures is not really usable to control auto-suspend or other phone settings (AUX button is more suitable for this purpose), but may be useful e.g. for navigating in browser or media player. arne anka wrote: would be nice, if for a case like that the motion sensors could be used -- is there any way to enable/disable them for frameworkd dynamically (disabled by default per config file)? -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2739547.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
arne anka wrote: other inputs, namely the touchscreen, prevent from suspending/blanking -- why shouldn't for the duration of a game the motion sensors server the same purpose? Good idea. Really, it seems that frameworkd ignores accelerometers messages because of rules file. I dont know if it is possible to edit rules at run-time via dbus. It will be interesting to know the opinion of competent people. -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2739676.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
On Wednesday 29 April 2009, ANT wrote: arne anka wrote: other inputs, namely the touchscreen, prevent from suspending/blanking -- why shouldn't for the duration of a game the motion sensors server the same purpose? Good idea. Really, it seems that frameworkd ignores accelerometers messages because of rules file. I dont know if it is possible to edit rules at run-time via dbus. It will be interesting to know the opinion of competent people. There's an FSO interface for adding and deleting named rules, but none for listing the available rules. I've not tried it so I don't know whether it works. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I don't think it's wise to use the accelerometers as a way to tell whether the phone is used or not. Other things, such as the GSM chip or touchscreen, only signal activity when there actually is activity; the accelerometers are always sending data and that would have to be processed constantly to see if the phone is moving, or if it's just gravity. Not to mention, it would have to be turned on and off automatically by programs, since if I drop the phone in my pocket and walk away, I want it to suspend or at the very least blank the screen. If programs are turning that on/off when they start/stop, why not just have them disable blanking while they're running? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I don't think it's wise to use the accelerometers as a way to tell whether the phone is used or not. to repeat it again: we are talking about people playing a game or whatever with the only activity being moving the device -- _NO_TOUCH_OR_BUTTON_OR_WHATEVER_. now, how is the frameworkd (or what might be used instead) supposed to know, that the device should _NOT_ blank nor suspend? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I think a program like mokomaze should tell it. Why have two apps processing accelerometer input when only one needs to be? I would think you could assume that while I'm playing mokomaze, I don't want the screen to blank. I just don't see it as useful to make frameworkd poll the accelerometers and have to process that data (wasting precious CPU cycles) when it's impossible to tell if the phone's motion is meaningful or not, other than seeing what apps are running. But I've been wrong before. :P ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I think a program like mokomaze should tell it. to whom? to framewokd? that's what i suggested in the first place. have to process that data (wasting precious CPU cycles) when it's impossible to tell if the phone's motion is meaningful or not, other than seeing what apps are running. if it's meaningfull or not is exactly, what any app in question should tell to whoever manages the reading of inputs and blanking/suspending. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
One solution would be to make the accelerometers a FSO Resource, so that application reference counting works. One of the things I want to implement for FSO milestone6 is auto-suspend when the phone is lying up-side-down on a table with auto-wakeup when you give it a whack. :M: ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I thought it was impossible to wake from suspend based on accel. input... Was I mistaken? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
On Wednesday 29 April 2009 17:23:57 The Digital Pioneer wrote: I thought it was impossible to wake from suspend based on accel. input... Was I mistaken? Yes, it works fine. Apparantly the kernel devs had a hard time getting it going, but hardware-wise we made sure that the accelerometers are a possible wake-up source, since the scenario i had in mind was there from the beginning, where we sketched possible use-cases based on the accelerometers. :M: ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Ahh, cool. So 'shake to wake' is feasible? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Michael 'Mickey' Lauer wrote: One solution would be to make the accelerometers a FSO Resource Oh yes! This is a thing I was waiting for so long. One of the things I want to implement for FSO milestone6 is auto-suspend when the phone is lying up-side-down on a table with auto-wakeup when you give it a whack. Another gesture to be used could be to turn off the screen while there's a phone call active and the phone is in a call position (so we don't need a proximity sensor, but it only feels if the actual position is possible for a phone near to a left/right ear) :P -- Treviño's World - Life and Linux http://www.3v1n0.net/ ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[New Mokomaze] Coming soon
Hello list! I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Currently I am preparing release of a new version (with completely new physics and graphics engines) which will satisfy (almost) all your improvement requests. The upcoming version (0.5.0) will include many changes compared with previous one: * a good-looking skin ( yeah, programmer's art :) ) * use ODE (Open Dynamics Engine) instead of my own physics engine * rolling ball animation * falling ball animation * gravity calibration feature * GUI improvements * added exit button ( hello, Fyp/Neovento users :) ) I am planning to public the release within a week. Until than, you can see a screenshots on the project's homepage [1] and watch the demonstration video on youtube [2]. [1] http://mokomaze.projects.openmoko.org/ [2] http://www.youtube.com/watch?v=VVRRXx2kEu8 Regards, ANT -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2722681.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Wow, it looks awesome! r On Mon, Apr 27, 2009 at 10:37 AM, ANT ant0...@gmail.com wrote: Hello list! I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Currently I am preparing release of a new version (with completely new physics and graphics engines) which will satisfy (almost) all your improvement requests. The upcoming version (0.5.0) will include many changes compared with previous one: * a good-looking skin ( yeah, programmer's art :) ) * use ODE (Open Dynamics Engine) instead of my own physics engine * rolling ball animation * falling ball animation * gravity calibration feature * GUI improvements * added exit button ( hello, Fyp/Neovento users :) ) I am planning to public the release within a week. Until than, you can see a screenshots on the project's homepage [1] and watch the demonstration video on youtube [2]. [1] http://mokomaze.projects.openmoko.org/ [2] http://www.youtube.com/watch?v=VVRRXx2kEu8 Regards, ANT -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2722681.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community -- | risto h. kurppa | risto at kurppa dot fi | http://risto.kurppa.fi ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Wow i have seen the new mokomaze's video very Cool!!! Il giorno lun, 27/04/2009 alle 00.37 -0700, ANT ha scritto: Hello list! I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Currently I am preparing release of a new version (with completely new physics and graphics engines) which will satisfy (almost) all your improvement requests. The upcoming version (0.5.0) will include many changes compared with previous one: * a good-looking skin ( yeah, programmer's art :) ) * use ODE (Open Dynamics Engine) instead of my own physics engine * rolling ball animation * falling ball animation * gravity calibration feature * GUI improvements * added exit button ( hello, Fyp/Neovento users :) ) I am planning to public the release within a week. Until than, you can see a screenshots on the project's homepage [1] and watch the demonstration video on youtube [2]. [1] http://mokomaze.projects.openmoko.org/ [2] http://www.youtube.com/watch?v=VVRRXx2kEu8 Regards, ANT signature.asc Description: Questa è una parte del messaggio firmata digitalmente ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
On Mon, Apr 27, 2009 at 09:37, ANT ant0...@gmail.com wrote: I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Does that mean that Mokomaze will be compatible with recent kernels? Now it doesn't work on andy-tracking (changed working style of accelerometers). ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
On Monday 27 April 2009 12:51:49 Johny Tenfinger wrote: On Mon, Apr 27, 2009 at 09:37, ANT ant0...@gmail.com wrote: I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Does that mean that Mokomaze will be compatible with recent kernels? Now it doesn't work on andy-tracking (changed working style of accelerometers). Tis version works with new kernels: http://projects.openmoko.org/frs/download.php/765/mokomaze_0.2.3-1_armv4t.ipk ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I suppose that there are no changes in accelerometer's sysfs paths or device events in new kernels since Mokomaze 0.2.3-1 released (15 april). Please try that (latest) version of the game and let me know if it works or not. Johny Tenfinger wrote: Does that mean that Mokomaze will be compatible with recent kernels? Now it doesn't work on andy-tracking (changed working style of accelerometers). -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2725443.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Looks awesome! The ball rolling seems much more accurate than mine is, I assume this is due to the new physics engine. I can't wait for the release. :D ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
On Mon, Apr 27, 2009 at 10:37 AM, ANT ant0...@gmail.com wrote: Hello list! I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Currently I am preparing release of a new version (with completely new physics and graphics engines) which will satisfy (almost) all your improvement requests. The upcoming version (0.5.0) will include many changes compared with previous one Cool! By the way, using the vista logo was a cool idea, what about re-adding it? :P -- Treviño's World - Life and Linux http://www.3v1n0.net/ ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Usage of vista logo adds some humour to the idea of the game, but in practice many identical logos on the screen breaks the solid design of a new game skin. Maybe I'll add an undocumented feature of showing logos on the holes :) . Marco Trevisan wrote: Cool! By the way, using the vista logo was a cool idea, what about re-adding it? :P -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2727862.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Great game I just have one question, I know its not really related to the game, but how can I keep my screen from blanking when it is running? It does this on a lot of applications where it seems logical where the screen should not blank out. Sorry to run this a bit off topic I just didn't like dying because I had to move my hand to tap the screen. On Mon, Apr 27, 2009 at 2:48 PM, ANT ant0...@gmail.com wrote: Usage of vista logo adds some humour to the idea of the game, but in practice many identical logos on the screen breaks the solid design of a new game skin. Maybe I'll add an undocumented feature of showing logos on the holes :) . Marco Trevisan wrote: Cool! By the way, using the vista logo was a cool idea, what about re-adding it? :P -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2727862.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Looks nice. I think hate is no cool. Hole is better than Vista. (actually in every context hole is better than Vista =). Do it has vibration? Are you planned timecounter? I liked play without time, but maybe I will want challenge somebody, so how we know who is better? Maybe player profile and each unplayed level is 5minutes, and who has lowest total time. How about multiplaying with two (or more) devices? Maybe just info of another players ball, when playing same level. (Or can balls collide with anothers? Both balls has own inclination of floor =) -Aapo Rantalainen ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I mean do that new version has vibration too, it is nice effect. I looked old sources and planned how to implement idea of multiplaying (another players ball visible in 'ghost'). Maybe simple udp-packets containing x and y. (can we suppose they are in same wlan?) Have you planned use svn? -Aapo Rantalainen ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community