Re: [Mokomaze 0.5.0] is released

2009-05-09 Thread Robin Paulson
2009/5/9 ANT :
> 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 discussions here and on
shr-user list about broken e dependencies). the response i got was
along the lines of 'it was a good decision to release it in a broken
state, we're not fixing it'.

i realise you're under no compulsion to do what anyone asks, despite
asking for opinions above, but i would suggest fixing a fairly
critical bug such as that be ahead of getting mokomaze working out of
the box.

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Re: [Mokomaze 0.5.0] is released

2009-05-09 Thread ANT

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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Re: [Mokomaze 0.5.0] is released

2009-05-07 Thread c_c

Hi,
 Nice Job. Slick graphics and performance. If only the screen stopped
blanking ... ;-)
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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

Timo Juhani Lindfors wrote:
>mokomaze_0.5.1-1_armel.deb
>seems to depend on libode but there is no such package in
>debian. Perhaps it means libode1?

No, it means libode compiled by myself. It is available at the download
section of the homepage.
http://projects.openmoko.org/frs/download.php/804/libode_0.11-ant1_armel.deb

Currently, we have the following situation:
it is possible to compile libode with single-precision and double-precision.
Double precision will affect the performance dramatically, so we need libode
compiled with single-precision.
For a long time libode in debian was single-precision too. Now an old
version from lenny (ode0.9) is named libode0 and it is single-precision. But
an actual version from unstable (0.11) is named libode1 and it is
_double-precision_.

Mokomaze is compiled to use libode0.11 with single-precision. So, we have no
suitable version of libode 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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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread Timo Juhani Lindfors
ANT  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 from
0.5.0 sources but it fails to start:

li...@ginger:~$ sudo mokomaze
File_loader: savegame file not found
File_loader: 14 game levels parsed
Accelerometer: starting auto-detection of device type
Accelerometer: Neo Freerunner detected
Accelerometer: current threshold value is 0
Accelerometer: threshold is not required to be changed.
Accelerometer: threshold is not required to be restored.

ODE INTERNAL ERROR 1: assertion "bNormalizationResult" failed in _dNormalize4() 
[../../include/ode/odemath.h]
Aborted


Any idea what should I check?



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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

Johny Tenfinger
>there is also another bug: when i'm holding FR
>exactly in Y axis to earth (my english isn't good enough to explain it
>in better way ;P) with hole up, and screen to you - ball stops. It
>runs again when only i move FR a little. If i'll back to that
>problematic position, it stops 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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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread Johny Tenfinger
On Tue, May 5, 2009 at 20:10, ANT  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 holding FR
exactly in Y axis to earth (my english isn't good enough to explain it
in better way ;P) with hole up, and screen to you - ball stops. It
runs again when only i move FR a little. If i'll back to that
problematic position, it stops again.

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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

jeremy jozwik
>...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 out. no matter how hard you shake it : ) 

Johny Tenfinger
>I can confirm. That bug is sometimes happening. It hapenns sometimes
>when i'm holding phone in Y axis (to earth) 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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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-05 Thread Marcel
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 won't have time to do it before next tuesday.
My plan looks like making a proper, working package for mokomaze before I 
try something more complex to get into the process. (Hadn't intended to 
tell you until I had finished... ;D) I'll see how I get along.

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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread Johny Tenfinger
On Tue, May 5, 2009 at 19:16, jeremy jozwik  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 out. no matter how hard you shake it : )

I can confirm. That bug is sometimes happening. It hapenns sometimes
when i'm holding phone in Y axis (to earth) with screen to me.
Previous version didn't have this bug.

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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread jeremy jozwik
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 out. no matter how hard you shake it : )

On Tue, May 5, 2009 at 10:01 AM, ANT  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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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-05 Thread ANT

neovento
>Could you provide a link to the version that works? I tried the lenny
package, but no success.

Aww. I've finally got my Hackable:1 working and I've tested the .deb
package.
After installing libode0.11 from unstable it asserts (because of double
precision). After installing libode0.9 from stable - the game trying to find
libode0.11 (yes, the executable is compiled for using single-precision
libode >= 0.11).
So, I've packed a .deb of an up-to-date ode0.11 with single precision. Now
it works and the game runs faster than on my SHR testing.

NEW: I've released a new revision of the game - 0.5.1.
Now .deb depends from my libode, not libode0debian1.

One more feature introduced: anti-aliasing [1]
Check the homepage [2].

[1] http://mokomaze.projects.openmoko.org/images/anti-aliasing.png
[2] http://mokomaze.projects.openmoko.org/

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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-05 Thread ANT

Marcel-2
>So sid's ODE package is kinda useless for us because we need single
>precision, correct?

Yes, I think so.

>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.

The Digital Pioneer
>if you 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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Re: [Mokomaze 0.5.0] is released

2009-05-05 Thread ANT

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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Re: [Mokomaze 0.5.0] is released

2009-05-04 Thread Denis Johnson
On Mon, May 4, 2009 at 3:30 AM, ANT  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 retries count will be added, it will be optional.

The nicest and most playable game I have seen on the FR to date. Well
done and thank you for your time.

While we are discussing options, I notice that the feel and response
is a heavier ball then perhaps the visuals suggest. Is it possible to
expose some of the physics settings to the user ? even just via some
properties in a file or start-up switches ?

regards Denis

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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-04 Thread The Digital Pioneer
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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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-04 Thread Yorick Moko
continuously

On Mon, May 4, 2009 at 5:42 PM, Marcel  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, that would be best. Is there any way to pull that
>> off?
>
> Aren't integers "single precision"? If yes, we just have to stick to
> Debian Lenny's ODE package or build our own ODE 0.11 with single
> precision... (Which would imho be the better solution since ODE improves
> continually [does that word exist?])
>
> --
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-04 Thread Marcel
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 precision"? If yes, we just have to stick to 
Debian Lenny's ODE package or build our own ODE 0.11 with single 
precision... (Which would imho be the better solution since ODE improves 
continually [does that word exist?])

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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-04 Thread 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?
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-04 Thread Marcel
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 if that assert appears. I've found
> it was ./configure'd with --enable-double-precision and without
> --disable-debug, so the problem is in one of this flags. Anyway if some
> coding trick will be found to avoid the problem, Double Precision will
> drop the performance. Currently, install libode0debian1 from stable and
> have a fun.

double precision might kill performance on the neo, that's true. But in 
general it would rather cause internal ODE errors - the asserts should 
only be affected by disable-debug.
So sid's ODE package is kinda useless for us because we need single 
precision, correct?

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread Yogiz
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 Sun, 3 May 2009 21:47:03 +0200
Petr Vanek  wrote:

> it would make a lot of sense to prevent dimming only if the game is
> active - ball rolling - as one might just stop playing and keep it run
> (receiving a call and then forgetting) and then accidentally drain
> battery... yes, in a vehicle or in a pocket it would perhaps stay
> triggered... just a suggestion :)

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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-03 Thread 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 if that assert appears. I've found it was
./configure'd with --enable-double-precision and without --disable-debug, so
the problem is in one of this flags. Anyway if some coding trick will be
found to avoid the problem, Double Precision will drop the performance.
Currently, install libode0debian1 from stable and have a fun.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread Petr Vanek
On Sun, 3 May 2009 00:24:40 -0700 (PDT)
ANT  (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 game is
active - ball rolling - as one might just stop playing and keep it run
(receiving a call and then forgetting) and then accidentally drain
battery... yes, in a vehicle or in a pocket it would perhaps stay
triggered... just a suggestion :)


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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread Johny Tenfinger
On Sun, May 3, 2009 at 09:24, ANT  wrote:
> P.S. I think 'CPU' must be requested too.

No, when you requests Display, device doesn't suspend too.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Yogiz wrote:
>Thank you for this. Mokomaze looks and feels extremely polished.

Thanks for a nice words.

>I have one recommendation to you. When you keep improving the game, do
>not change the basic gameplay.

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 retries count will be added, it will be optional.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

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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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread Marcel
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 package against libode1, too, if 
everything works like I expect it to do).

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread Yogiz
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 get to the end, doesn't matter how fast, doesn't
matter with how many tries, no one keeps count.

That doesn't mean you can't make the level mechanics more sophisticated
though. Moving platforms and the like would be quite welcome.

Overall, nice job! This is the most polished game on the freerunner.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

>>is there anyway to create your own levels?

The format of levels is very easy: there are coordinates of walls (boxes),
holes, exit and ball's initialization position. At that time you may design
new level only manually e.g. by drawing it on the paper.

>>Maybe some day we have level editor?

I'd prefer someone to make it :)
By the way, converter from the format of some _existing_ opensource vector
editor is better.

The original levels were converted from .dxf format by my unaccomplished
tool fast-coded on C#.
Maybe if more people will like to make (and contribute) new levels I'll
write a simple online-editor or accomplish the existing converter, adapt it
to Mono platform, and public it.


I would be glad to see some well-tuned contributed levels. They will be
included in extended levelpack and placed at the homepage.
If really _many_ levels are contributed I'll add a multi-levelpack support
to the game with possibility to install new levelpacks by opkg.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

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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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-03 Thread ANT

Paul Fertser
>>Thank you for this great app, it's really nice and cool and fun and
>>addictive. 

It is nice to hear that is works normally on Debian.

>>And unfortunately it'll need some fixing because
>>libode1 from Debian sid asserts with your app.

Thanks for report. I'll investigane with what 'configure' parameters was
compiled libode1 (from sid) and try to prevent asserts.
But first of all I need to reinstall by broken debian.

>>Try to make it resolution-independent. It now segfaults in QVGA mode.

I assume it as a long term plan: there are many physical values and
graphical objects to be scaled down when computing or drawing.

>>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 :) 

1 of 3 people that saw how the ball fell down say that :)
I will think something up.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Marcel-2
>>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... 

I'll investigate.
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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

Aapo Rantalainen
>>Hi, I implemented some multiplayer code (proof-of-concept).

Good start!
Just some coding tips:

>>Every time ball is drawn, its coordinates are sended to
>>opponent.

There would be better to have a timer that sends ball's coordinates with
fixed periodicity (e.g. 60 times a second).

>>opponents player drawings (this is very ugly, but there were no any
>>support for drawing multiballs) 

It is better to draw opponent's ball by a sprite (as in previous versions of
mokomaze) and may be with alpha blending.
Also, you need to remember opponent's previous position to restore the
level's background in that place. Then draw opponent's ball. Then refresh
screen surface at old and new ball's location.

>>level changing  (this might need there must be some true 'protocol'
>>to handle communication) 

This is what to be done first of all.

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Re: [Mokomaze 0.5.0] is released

2009-05-03 Thread ANT

>>on shr-unstable mokomaze E displays two icons, I
>>had to remove extra categories in the .desktop file.

I've read Freedesktop Specification and it says that many categories are OK,
so I considered this field to be 'Application;Game'.


The Digital Pioneer
>>To fix the icon, just edit the .desktop file and
>>change the Icon=mokomaze to Icon=mokomaze.png

Michael Zanetti
>>After I restarted the neo the icon appeard. No
>>change in the .desktop file was needed... 

Again, Freedesktop Specification says file extensions are auto-detected, so
'Icon=' field is OK too, especially when restarting of E solves the problem.

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread The Digital Pioneer
On Sat, May 2, 2009 at 1:41 PM, Johny Tenfinger  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
> org.shr.ophonekitd.Usage.RequestResource string:Display",
>"final": "dbus-send --type=method_call --system
> --dest=org.shr.ophonekitd.Usage /org/shr/ophonekitd/Usage
> org.shr.ophonekitd.Usage.ReleaseResource string:Display"
>}
>
> It works, and works fast :)


Ooh, thanks, that's much faster. :)
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Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-02 Thread Marcel
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 moving the FR up sharply to "throw" the ball a little upward... :D

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[Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)

2009-05-02 Thread Paul Fertser
Hey ANT!

Thank you for this great app, it's really nice and cool and fun and
addictive.

Marcel  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 
> sid/experimental so it would be nice not having to pull libode0debian1 from 
> squeeze...

Yeah, i second this. And unfortunately it'll need some fixing because
libode1 from Debian sid asserts with your app. That's the first
bugreport.

# mokomaze 
File_loader: savegame file not found
File_loader: 14 game levels parsed
Accelerometer: starting auto-detection of device type
Accelerometer: Neo Freerunner detected
Accelerometer: current threshold value is 0
Accelerometer: threshold is not required to be changed.

ODE Message 2: mass must be > 0 in dMassCheck() File mass.cpp Line 49

ODE Message 2: mass must be > 0 in dMassCheck() File mass.cpp Line 49

ODE INTERNAL ERROR 1: assertion "dMassCheck(mass)" failed in
dBodySetMass() [ode.cpp]
Aborted

The second:
Try to make it resolution-independent. It now segfaults in QVGA mode.

How to reproduce:
xrandr -s 240x320
(for X.org it's enough, for broken Xglamo you'll need the second
command:
echo qvga-normal > /sys/bus/spi/devices/spi2.0/state
Now you'll see a QVGA screen (but with xglamo default configuration the TS 
still reports
640x480 coordinates, therefore TS is unusable; xorg doesn't have that
problem),
try to start mokomaze via ssh, it segfaults:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x40022230 (LWP 8828)]
0xaf48 in CreateSurface ()
Current language:  auto; currently asm
(gdb) bt full
#0  0xaf48 in CreateSurface ()
No locals.
#1  0xc89c in render_window ()
No locals.
#2  0xa144 in main ()
No locals.
(gdb)

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 :)

Great thanks and Happy hacking!
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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Johny Tenfinger
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
--dest=org.shr.ophonekitd.Usage /org/shr/ophonekitd/Usage
org.shr.ophonekitd.Usage.ReleaseResource string:Display"
}

It works, and works fast :)

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Marcel
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...
Anyway the screenshots look very promising! :)

--
Marcel

Am Freitag, 1. Mai 2009 20:21:42 schrieb ANT:
> 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 Engine) instead of my own physics engine
>  * rolling ball animation
>  * falling ball animation
>  * gravity calibration feature
>  * GUI improvements
>  * added exit button
> I've also added _2_new_levels_.
>
> The ball became 3D and physics now calculates angular velocities, so the
> game consumes more CPU time than before, but framerate stays more than
> decent, so no lagging.
>
> Please take into account that one more dependency was added. Now the game
> requires libode, which is already in Debian, but not in Openmoko
> repositories. So, I've provided an .ipk compiled by myself.
> Other than that, the structure of source code and building system is
> unchanged.
>
> Complete instructions for
>  * installation
>  * avoiding auto-suspend and display dimming
>  * accelerometer calibration
> are available at the project's homepage [1].
> Information on opkg.org was also renewed [2].
> The demonstration video (from announce letter) is available on youtube [3].
>
> The debian package is untested, so 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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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Aapo Rantalainen
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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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread jeremy jozwik
ANT,
is there anyway to create your own levels? ive ploughed through all 14
last night!

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Aapo Rantalainen
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 _and_
UDP-client. Every time ball is drawn, its coordinates are sended to
opponent. Every time server get something it supposes it is opponents
coordinates and stores them. Every time ball is drawn it asked what is
last reported coordinates of opponents ball and draws it too.

Game must be started:
mokomaze   
(I needed port as a parameter because I coded and tested it only with
one computer)

e.g. testing with one computer you can use:
usr/bin/mokomaze 127.0.0.1 8000 9000
usr/bin/mokomaze 127.0.0.1 9000 8000
(Final version should have default port, so only needed parameter is
opponents IP, like many multiplayer game. It can then be handled with
in-game search)

There are two videos (some reason my recordmydesktop segfaults all the
time, so these are from videocamera). ~20M and ~10M
http://cc.oulu.fi/~rantalai/freerunner/mokomaze/maze_multi1.avi
http://cc.oulu.fi/~rantalai/freerunner/mokomaze/maze_multi2.avi (this
shows how player1 pass the level, but another player is not informed,
so they are playing different levels then)

Patch contains:
*opponents player drawings (this is very ugly, but there were no any
support for drawing multiballs)
*FULL_SCREEN disabling. (because I wanted two games on same screen)
*omits parse_command_line (I wanted keep patch simple and only touch
very needed files)

http://cc.oulu.fi/~rantalai/freerunner/mokomaze/mokomaze_multiplayer_0.1.diff



What needs improving: (are missing)
drawings:
   different color (maybe ghost), clearing, spinning, dropping hole.
   value when opponents not yet connected

game mechanics:
   level changing  (this might need there must be some true 'protocol'
to handle communication)
   score handling
   more players?

Long term (utopistic) plans:
   interaction between balls (collisions)
   dedicated server
   chatting (maybe voice?)
   bluetooth support


Collision is interested idea, but what it really means?
a) Both balls has own floor (controlled by its owner)
   (so two balls in almost same position can be sliding different direction)
b) There are only one floor controlled by both players.
   (Players has no own balls, only holes are marked, and players tryes
to get ball in own hole)
c) something else?


-Aapo Rantalainen

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Michael Zanetti
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 Icon=mokomaze.png
>
> If these problems (double icons and no icons) 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.

Here the icon was missing too. After I restarted the neo the icon appeard. No 
change in the .desktop file was needed...

Thanks for this great game! Version 0.5 really rocks!!!

Michael

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Rui Miguel Silva Seabra
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 is read by the game and the
> ball is not moving or slides 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.

Perhaps, but while it wasn't reacting to the position, it coult rotate
(with omnewrotate running, but of course in that test it wasn't playable
when it reacted).

Rui

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread ANT

>>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 is read by the game and the
ball is not moving or slides 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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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Rui Miguel Silva Seabra
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 console output in that case?
> 
> With current .desktop file the game must auto-detect input device type.
> First of all it checks if Freerunner's accelerometer presents. It not, the
> game will switch to keyboard input. So you can compile the game from the
> sources (without modifying it) not only for freerunner but for your desktop
> or laptop PC.

Yeah, I've found that even with -i it frequently just "falls" to the right and
seems insensible to the accelerometers :(

I launched it for a few times and it worked. Then it stopped working.

The output always seems natural, to me:

Working:

r...@om-gta02:~# DISPLAY=:0 mokomaze  
File_loader: 14 game levels parsed
Accelerometer: starting auto-detection of device type
Accelerometer: Neo Freerunner detected
Accelerometer: current threshold value is 18
Accelerometer: threshold disabled successfully.
Accelerometer: trying to restore old threshold value.
Accelerometer: threshold restored successfully.


Not working:

r...@om-gta02:~# DISPLAY=:0 mokomaze 
File_loader: 14 game levels parsed
Accelerometer: starting auto-detection of device type
Accelerometer: Neo Freerunner detected
Accelerometer: current threshold value is 18
Accelerometer: threshold disabled successfully.
Accelerometer: trying to restore old threshold value.
Accelerometer: threshold restored successfully.


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| but it is very important that you do it -- Gandhi
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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread ANT

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 console output in that case?

With current .desktop file the game must auto-detect input device type.
First of all it checks if Freerunner's accelerometer presents. It not, the
game will switch to keyboard input. So you can compile the game from the
sources (without modifying it) not only for freerunner but for your desktop
or laptop PC.

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread ANT

Risto H. Kurppa wrote:
>>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.

I'll try to compare in what case it looks better.
Now the hole has a limited depth and the ball becomes shaded when falls in
it.

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Rui Miguel Silva Seabra
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 just updated installation instructions on opkg.org and homepage.
> 
> P.S. I was sure that libsdl-image depends from libpng...

No problem, it's awesome! One suggestion though:

You need to change the desktop file to do "mokomaze -i freerunner"
instead of just "mokomaze" :)

Rui

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Re: [Mokomaze 0.5.0] is released

2009-05-02 Thread Rui Miguel Silva Seabra
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
> >
> >   
> you have to install libpng3. that works for me. I took it from shr
> unstalbe because the repo for testint is down at the moment.

Ah!

Then that's it! It now works (only you need to change the desktop file
to do "mokomaze -i freerunner" instead of just "mokomaze" :)

Rui

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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

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 Icon=mokomaze.png

If these problems (double icons and no icons) 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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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread The Digital Pioneer
To fix the icon, just edit the .desktop file and change the Icon=mokomaze to
Icon=mokomaze.png
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread jeremy jozwik
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  wrote:
> 2009/5/2 Nicola Mfb :
>> 2009/5/1 The Digital Pioneer :
 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 the output of "logread | grep
>> fsoraw" and logs of frameworkd.
>
> I forgot to say that on shr-unstable mokomaze E displays two icons, I
> had to remove extra categories in the .desktop file.
>
> Regards
>
>  Nicola
>
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Nicola Mfb
2009/5/2 Nicola Mfb :
> 2009/5/1 The Digital Pioneer :
>>> 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 the output of "logread | grep
> fsoraw" and logs of frameworkd.

I forgot to say that on shr-unstable mokomaze E displays two icons, I
had to remove extra categories in the .desktop file.

Regards

  Nicola

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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Nicola Mfb
2009/5/1 The Digital Pioneer :
>> 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 the output of "logread | grep
fsoraw" and logs of frameworkd.

 Nicola

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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Nicola Mfb
2009/5/1 ANT :
>
>>>...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 recommend it to others.

Thanks to have it mentioned in a so amazing game!

  Nicola

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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Sebastian Hammerl
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 good-looking skin
>>  * 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
>> I've also added _2_new_levels_.
>>
>> The ball became 3D and physics now calculates angular velocities, so the
>> game consumes more CPU time than before, but framerate stays more than
>> decent, so no lagging.
>>
>> Please take into account that one more dependency was added. Now the game
>> requires libode, which is already in Debian, but not in Openmoko
>> repositories. So, I've provided an .ipk compiled by myself.
>> Other than that, the structure of source code and building system is
>> unchanged.
>>
>> Complete instructions for
>>  * installation
>>  * avoiding auto-suspend and display dimming
>>  * accelerometer calibration
>> are available at the project's homepage [1].
>> Information on opkg.org was also renewed [2].
>> The demonstration video (from announce letter) is available on youtube [3].
>>
>> The debian package is untested, so 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!
>> 
>
> 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
>
>   
you have to install libpng3. that works for me. I took it from shr
unstalbe because the repo for testint is down at the moment.

Sebastian
> Rui
>
>   
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Leonti Bielski
It works perfectly now!

Man, this game is great! It has it all - graphics, feel (meaning vibration),
physics.

The only problem right now is that I look kinda stupid leaning from side to
side, back and forth playing with my phone :D

Thanks a lot!

Leonti

On Fri, May 1, 2009 at 11:42 PM, 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 just updated installation instructions on opkg.org and homepage.
>
> P.S. I was sure that libsdl-image depends from libpng...
> --
> View this message in context:
> http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2756380.html
> Sent from the Openmoko Community mailing list archive at Nabble.com.
>
>
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

>>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 just updated installation instructions on opkg.org and homepage.

P.S. I was sure that libsdl-image depends from libpng...
-- 
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Konstantin
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 for Openmoko-based devices :D

Regards,
Konstantin

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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread The Digital Pioneer
>
> 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 harder,
though. :D
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Leonti Bielski
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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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Risto H. Kurppa
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 version, way to go!


r


On Fri, May 1, 2009 at 10:55 PM, The Digital Pioneer
 wrote:
> ...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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-- 
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| risto at kurppa dot fi
| http://risto.kurppa.fi

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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Pietro "m0nt0" Montorfano
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)


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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

>>...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 recommend it to others.

Anyway, what happens after executing of
 $ fsoraw -r CPU,Display mokomaze
?

Hey, is the *game* works?
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread The Digital Pioneer
...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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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread ANT

The Digital Pioneer wrote:
>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?
Calibration data stores in user's save-file (~/.mokomaze/user.json).
Calibration performs only when the game was launched with '-c auto'
parameter. So you may perform calibration only once (after installation) and
then launch the game from desktop as usual (it does not recalibrates at
every start).

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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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread The Digital Pioneer
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?
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Re: [Mokomaze 0.5.0] is released

2009-05-01 Thread Rui Miguel Silva Seabra
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 Engine) instead of my own physics engine
>  * rolling ball animation
>  * falling ball animation
>  * gravity calibration feature
>  * GUI improvements
>  * added exit button
> I've also added _2_new_levels_.
> 
> The ball became 3D and physics now calculates angular velocities, so the
> game consumes more CPU time than before, but framerate stays more than
> decent, so no lagging.
> 
> Please take into account that one more dependency was added. Now the game
> requires libode, which is already in Debian, but not in Openmoko
> repositories. So, I've provided an .ipk compiled by myself.
> Other than that, the structure of source code and building system is
> unchanged.
> 
> Complete instructions for
>  * installation
>  * avoiding auto-suspend and display dimming
>  * accelerometer calibration
> are available at the project's homepage [1].
> Information on opkg.org was also renewed [2].
> The demonstration video (from announce letter) is available on youtube [3].
> 
> The debian package is untested, so 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!

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

Rui

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