Re: [Mokomaze 0.5.0] is released
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. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2849629.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: [Mokomaze 0.5.0] is released
Hi, Nice Job. Slick graphics and performance. If only the screen stopped blanking ... ;-) -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2827218.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: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2808500.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: [Mokomaze 0.5.0] is released
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? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2803775.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: [Mokomaze 0.5.0] is released
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. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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! -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2801954.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: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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. -- Marcel ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. > -- > View this message in context: > http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800188.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: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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/ -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800527.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: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800244.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: [Mokomaze 0.5.0] is released
Denis Johnson >is it possible to expose some of the physics settings to the user ? Yes, but it is not planned yet. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800188.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: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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. ;) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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?]) > > -- > Marcel > > ___ > 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: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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?]) -- Marcel ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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? -- Marcel ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 :) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2785659.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: [Mokomaze 0.5.0] is released
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 :) -- Petr Vaněk ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2778417.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: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2778413.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: [Mokomaze 0.5.0] is released
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). -- Marcel ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776804.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: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776801.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: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776798.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: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776792.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: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776790.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: [Mokomaze 0.5.0] is released
>>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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776786.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: [Mokomaze 0.5.0] is released
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. :) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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 -- Marcel ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
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! -- Be free, use free (http://www.gnu.org/philosophy/free-sw.html) software! mailto:fercer...@gmail.com ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 :) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Jeremy, levels are stored in: $prefixshare/mokomaze/main.levelpack.json It is human readable textfile. Maybe some day we have level editor? -Aapo Rantalainen ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
ANT, is there anyway to create your own levels? ive ploughed through all 14 last night! > ___ > 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: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 -- Grudnuk demand sustenance! Today is Boomtime, the 49th day of Discord in the YOLD 3175 + No matter how much you do, you never do enough -- unknown + Whatever you do will be insignificant, | but it is very important that you do it -- Gandhi + So let's do it...? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2767110.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: [Mokomaze 0.5.0] is released
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. -- Grudnuk demand sustenance! Today is Boomtime, the 49th day of Discord in the YOLD 3175 + No matter how much you do, you never do enough -- unknown + Whatever you do will be insignificant, | but it is very important that you do it -- Gandhi + So let's do it...? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2761124.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: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2761120.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: [Mokomaze 0.5.0] is released
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 -- Umlaut Zebra �ber alles! Today is Boomtime, the 49th day of Discord in the YOLD 3175 + No matter how much you do, you never do enough -- unknown + Whatever you do will be insignificant, | but it is very important that you do it -- Gandhi + So let's do it...? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 -- Hail Eris! Today is Boomtime, the 49th day of Discord in the YOLD 3175 + No matter how much you do, you never do enough -- unknown + Whatever you do will be insignificant, | but it is very important that you do it -- Gandhi + So let's do it...? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2759834.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: [Mokomaze 0.5.0] is released
To fix the icon, just edit the .desktop file and change the Icon=mokomaze to Icon=mokomaze.png ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 > > ___ > 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: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 > > ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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. > > > ___ > 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: [Mokomaze 0.5.0] is released
>>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. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
> > 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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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? :( > > ___ > 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: [Mokomaze 0.5.0] is released
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) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>...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? -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2755615.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: [Mokomaze 0.5.0] is released
...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? :( ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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... -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2755321.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: [Mokomaze 0.5.0] is released
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? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
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 -- Or is it? Today is Sweetmorn, the 48th day of Discord in the YOLD 3175 + No matter how much you do, you never do enough -- unknown + Whatever you do will be insignificant, | but it is very important that you do it -- Gandhi + So let's do it...? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community