Re: [New Mokomaze] Coming soon

2009-05-08 Thread Michael Zanetti
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.

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Re: [New Mokomaze] Coming soon

2009-05-07 Thread Denis Johnson
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) ?

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Re: [New Mokomaze] Coming soon

2009-05-06 Thread Joerg Reisenweber
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


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Re: [New Mokomaze] Coming soon

2009-04-29 Thread arne anka
 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)?

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread arne anka
 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.

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread ANT

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)?

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread ANT

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.

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread Al Johnson
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.


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Re: [New Mokomaze] Coming soon

2009-04-29 Thread The Digital Pioneer
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?
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Re: [New Mokomaze] Coming soon

2009-04-29 Thread 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?



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Re: [New Mokomaze] Coming soon

2009-04-29 Thread The Digital Pioneer
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
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Re: [New Mokomaze] Coming soon

2009-04-29 Thread arne anka
 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.

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Re: [New Mokomaze] Coming soon

2009-04-29 Thread Michael 'Mickey' Lauer
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:


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Re: [New Mokomaze] Coming soon

2009-04-29 Thread The Digital Pioneer
I thought it was impossible to wake from suspend based on accel. input...
Was I mistaken?
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Re: [New Mokomaze] Coming soon

2009-04-29 Thread Michael 'Mickey' Lauer
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:


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Re: [New Mokomaze] Coming soon

2009-04-29 Thread The Digital Pioneer
Ahh, cool. So 'shake to wake' is feasible?
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Re: [New Mokomaze] Coming soon

2009-04-29 Thread Marco Trevisan (Treviño)
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

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[New Mokomaze] Coming soon

2009-04-27 Thread ANT

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
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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Risto H. Kurppa
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
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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Biagio Marino
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


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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Johny Tenfinger
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).
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Re: [New Mokomaze] Coming soon

2009-04-27 Thread David Garabana Barro
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

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread ANT

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).

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread The Digital Pioneer
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
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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Marco Trevisan (Treviño)
 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

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread ANT

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

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Adam Jimerson
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

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Aapo Rantalainen
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

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Re: [New Mokomaze] Coming soon

2009-04-27 Thread Aapo Rantalainen
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

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