RE: Marble Maze (was: Re: A few questions about the games)
Build a maze engine while you are waiting for the phone. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joe Pfeiffer Sent: Monday, May 12, 2008 4:20 PM To: community@lists.openmoko.org Subject: Marble Maze (was: Re: A few questions about the games) ian douglas writes: >Joe Pfeiffer wrote: >> http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL > > >Yeah, that's exactly the game I'm thinking of. I imagine implementing >the physics of it (roll the ball faster the more you tilt) might be a >bit tricky, but completely possible. We'd also have to allow for skill >level / gravity level, etc. Could be a lot of fun to build (and play!). For the first time I'm wishing I'd waited for Freerunner! The physics would be trivial. The accelerometer outputs could be used directly as force on the ball; just have tuneable friction and elasticity bouncing off the walls. >I'll have a look around, see if I can find an existing game -- no sense >reinventing the wheel when all we're adding to it is accelerometer >controls instead of buttons etc. ___ 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: A few questions about the games
Do rogue http://en.wikipedia.org/wiki/Rogue_(computer_game) that would be a nice hat tip to the heritage. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joe Pfeiffer Sent: Monday, May 12, 2008 3:48 PM To: community@lists.openmoko.org Subject: Re: A few questions about the games ian douglas writes: >There's another real-world game involving getting a marble through a >maze without dropping through holes by tilting the maze-board to get the >marble to the end of the maze. http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL >Sounds like it'd be a good game for accelerometers... That would be *awesome*. ___ 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: Marble Maze (was: Re: A few questions about the games)
Something like neverball or neverput would be really cool. On Tue, May 13, 2008 at 1:20 AM, Joe Pfeiffer <[EMAIL PROTECTED]> wrote: > ian douglas writes: > >Joe Pfeiffer wrote: > >> http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL > > > > > >Yeah, that's exactly the game I'm thinking of. I imagine implementing > >the physics of it (roll the ball faster the more you tilt) might be a > >bit tricky, but completely possible. We'd also have to allow for skill > >level / gravity level, etc. Could be a lot of fun to build (and play!). > > For the first time I'm wishing I'd waited for Freerunner! > > The physics would be trivial. The accelerometer outputs could be used > directly as force on the ball; just have tuneable friction and > elasticity bouncing off the walls. > > > >I'll have a look around, see if I can find an existing game -- no sense > >reinventing the wheel when all we're adding to it is accelerometer > >controls instead of buttons etc. > > > > > ___ > Openmoko community mailing list > community@lists.openmoko.org > http://lists.openmoko.org/mailman/listinfo/community > -- My corner of the web: http://blog.ramsesoriginal.org ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Marble Maze (was: Re: A few questions about the games)
ian douglas writes: >Joe Pfeiffer wrote: >> http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL > > >Yeah, that's exactly the game I'm thinking of. I imagine implementing >the physics of it (roll the ball faster the more you tilt) might be a >bit tricky, but completely possible. We'd also have to allow for skill >level / gravity level, etc. Could be a lot of fun to build (and play!). For the first time I'm wishing I'd waited for Freerunner! The physics would be trivial. The accelerometer outputs could be used directly as force on the ball; just have tuneable friction and elasticity bouncing off the walls. >I'll have a look around, see if I can find an existing game -- no sense >reinventing the wheel when all we're adding to it is accelerometer >controls instead of buttons etc. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Marble Maze (was: Re: A few questions about the games)
Actually, some fellow students made this game using the accelerometer of a wiimote. The physics is pretty basic, just som acceleration vectors depending on the tilt of the wiimote. As far as I remember they did not tilt the board but the camera to get the same effect. Can be seen in this movie (about 40 sec into the movie): http://youtube.com/watch?v=uHyfPzCe5OE&feature=user Ak 2008/5/13 ian douglas <[EMAIL PROTECTED]>: > Joe Pfeiffer wrote: > > > http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL > > > > > Yeah, that's exactly the game I'm thinking of. I imagine implementing the > physics of it (roll the ball faster the more you tilt) might be a bit > tricky, but completely possible. We'd also have to allow for skill level / > gravity level, etc. Could be a lot of fun to build (and play!). > > I'll have a look around, see if I can find an existing game -- no sense > reinventing the wheel when all we're adding to it is accelerometer controls > instead of buttons etc. > > -id > > ___ > 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: A few questions about the games
yeah, but pacman has cooler sounds. i want those for my ringtone. ian douglas wrote: There's another real-world game involving getting a marble through a maze without dropping through holes by tilting the maze-board to get the marble to the end of the maze. Sounds like it'd be a good game for accelerometers... steve wrote: make pacman rip off using the acelleromters ___ 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
Marble Maze (was: Re: A few questions about the games)
Joe Pfeiffer wrote: http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL Yeah, that's exactly the game I'm thinking of. I imagine implementing the physics of it (roll the ball faster the more you tilt) might be a bit tricky, but completely possible. We'd also have to allow for skill level / gravity level, etc. Could be a lot of fun to build (and play!). I'll have a look around, see if I can find an existing game -- no sense reinventing the wheel when all we're adding to it is accelerometer controls instead of buttons etc. -id ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: A few questions about the games
ian douglas writes: >There's another real-world game involving getting a marble through a >maze without dropping through holes by tilting the maze-board to get the >marble to the end of the maze. http://www.amazon.com/none-CAR190-Labyrinth/dp/B0ISLL >Sounds like it'd be a good game for accelerometers... That would be *awesome*. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: A few questions about the games
I've seen a game like this on someone's iPhone (well, some chinese iPhone clone)... I must admit it was shocking realistic... I saw once a game like this in real life with real marble but a little different... because the maze was round and placed vertically, and attached to something in the center and the goal was tu put the marble in the middle by cranking all the maze... it was some educational toy in some store, but no kids was able to play when I was around :-D it is surely harder to implement, but maybe someone should give a try... ;-) ian douglas pisze: There's another real-world game involving getting a marble through a maze without dropping through holes by tilting the maze-board to get the marble to the end of the maze. Sounds like it'd be a good game for accelerometers... steve wrote: make pacman rip off using the acelleromters ___ 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: A few questions about the games
Use thunderbird and IMAP ;) You have a gmail, so no problem. Alexander Frøyseth Michele Renda skrev: steve wrote: ya. micheal and I talked about doing that exact thing, but we have too much other crap to do. HEY, somebody go do this. it's dirt simple. Please, sell me the Freerunner :) I can not to check my email in every 35 seconds! ___ 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: a few questions about the games
ooh! how about a game that uses the same type interface from Kirby tilt 'n tumble? where you hod it flat to stay still and tilt in the direction you want to go? On Mon, 2008-05-12 at 21:53 +0200, [EMAIL PROTECTED] wrote: > Send community mailing list submissions to > community@lists.openmoko.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://lists.openmoko.org/mailman/listinfo/community > or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of community digest..." > Today's Topics: > >1. Re: Funny Dialer (Torfinn Ingolfsen) >2. video and audio support (Giorgio M.) >3. Funny Dialer (Breakable) >4. RE: microSD support (Crane, Matthew) >5. Re: A few questions about the games (Steven **) >6. security (ch kalyani) >7. RE: Freerunner...when?? (steve) >8. Re: OM IDE (was: Re: Common Lisp for OM (Was: Programming > OM)) (Lally Singh) >9. RE: A few questions about the games (steve) > email message attachment > > Forwarded Message > > From: Torfinn Ingolfsen <[EMAIL PROTECTED]> > > Reply-To: List for Openmoko community discussion > > > > To: List for Openmoko community discussion > > > > Subject: Re: Funny Dialer > > Date: Mon, 12 May 2008 12:57:22 +0200 > > > > Hi, > > > > On Mon, May 12, 2008 at 4:03 AM, Matt Mets <[EMAIL PROTECTED]> wrote: > > > I'm assuming you mean what we call a rotary phone in the US? I'm working > > > on > > > one... Here is a screenshot: > > > http://www.flickr.com/photos/cibomahto/2458507254/ > > > > > > It's just a mock-up program at the moment though, no hooks to the actual > > > dialer. > > > > Two suggestions for a rotary dialer that your might or might not like: > > 1) a mode where the dialer looks like a rotary dialer, but operates as > > a normal dialer, ie. when you press a number the digit is sent > > 2) a "cheat mode" - when you press a number the dialer automatically > > turns and returns. Of course it sends the digit as well. :-) > > > > The rotary dialer could even be made to have the sound of a mechanical > > dialer for the truly nostalgic. > email message attachment > > Forwarded Message > > From: Giorgio M. <[EMAIL PROTECTED]> > > Reply-To: List for Openmoko community discussion > > > > To: community@lists.openmoko.org > > Subject: video and audio support > > Date: Mon, 12 May 2008 12:59:52 +0200 > > > > Hi to all, > > > > freerunner will support audio and video playback, but wich kind of audio > > and video?wich formats it will reproduce?will I need to install some > > codecs? > > > > thanks > > > > > > > email message attachment > > Forwarded Message > > From: Breakable <[EMAIL PROTECTED]> > > Reply-To: List for Openmoko community discussion > > > > To: community@lists.openmoko.org > > Subject: Funny Dialer > > Date: Mon, 12 May 2008 15:06:10 +0300 > > > > I am positive you should have to turn the dialer manually for most > > user friendliness :D > > While hilarious this could become a killer feature to make a phone > > for the technologically challenged. > > > email message attachment > > Forwarded Message > > From: Crane, Matthew <[EMAIL PROTECTED]> > > Reply-To: List for Openmoko community discussion > > > > To: List for Openmoko community discussion > > > > Subject: RE: microSD support > > Date: Mon, 12 May 2008 09:00:25 -0400 > > > > You are too kind to microsoft. Similar to the 4gb RAM barrier it is > > pretty much a 100% marketing decsion to support file systems of a given > > size in a particular OS. > > > > Why would anybody shell out the coin for the fancy new OS's with their > > funny looking guis if old ones worked just fine with all the new > > hardware? > > > > Microsoft even had to go beyond these "limitations" and charge extra for > > XP, vs. vista, so that people would find some easy reason to actually > > buy vista. I just paid the 40$ tax for XP on a recent purchase. > > > > The RAM footprint mostly would have to do with the number of files on > > disk, not the addressable disk s
Re: A few questions about the games
steve wrote: ya. micheal and I talked about doing that exact thing, but we have too much other crap to do. HEY, somebody go do this. it's dirt simple. Please, sell me the Freerunner :) I can not to check my email in every 35 seconds! ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
RE: A few questions about the games
ya. micheal and I talked about doing that exact thing, but we have too much other crap to do. HEY, somebody go do this. it's dirt simple. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ian douglas Sent: Monday, May 12, 2008 1:00 PM To: List for Openmoko community discussion Subject: Re: A few questions about the games There's another real-world game involving getting a marble through a maze without dropping through holes by tilting the maze-board to get the marble to the end of the maze. Sounds like it'd be a good game for accelerometers... steve wrote: > make pacman rip off using the acelleromters ___ 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: A few questions about the games
There's another real-world game involving getting a marble through a maze without dropping through holes by tilting the maze-board to get the marble to the end of the maze. Sounds like it'd be a good game for accelerometers... steve wrote: make pacman rip off using the acelleromters ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
RE: A few questions about the games
make pacman rip off using the acelleromters -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven ** Sent: Monday, May 12, 2008 8:02 AM To: List for Openmoko community discussion Subject: Re: A few questions about the games There's another version of Sudoku I made: https://projects.openmoko.org/projects/moko-sudoku/ See if that works better for you. I welcome any feedback. :-) -Steven On Fri, May 9, 2008 at 6:20 PM, Mo Abrahams <[EMAIL PROTECTED]> wrote: > How does one insert numbers in the sudoku game? (I am assuming it is > sudoku, since it is named solo on openmoko) Maybe this will be more > evident with the actual hardware, but at the moment I am stumped. > > Mo. ___ 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: A few questions about the games
There's another version of Sudoku I made: https://projects.openmoko.org/projects/moko-sudoku/ See if that works better for you. I welcome any feedback. :-) -Steven On Fri, May 9, 2008 at 6:20 PM, Mo Abrahams <[EMAIL PROTECTED]> wrote: > How does one insert numbers in the sudoku game? (I am assuming it is > sudoku, since it is named solo on openmoko) Maybe this will be more > evident with the actual hardware, but at the moment I am stumped. > > Mo. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: A few questions about the games
Hi, Mo Abrahams schrieb: > I notice that the game "kobodeluxe" is in the applications menu, not the > games one. Is there a reason for this? IMO sdl.bbclass which generates the .desktop file is broken. There is no possibility to set the displayed program name (it is taken from the package name) and sets this: Type=Application Categories=Games Apart from that I think that the APPNAME variable is an unfortunate name for a thing that is called Exec in the .desktop file: Exec=${APPNAME} Regards Robert signature.asc Description: OpenPGP digital signature ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: A few questions about the games (keyboard/keypad)
Is this using finger-keyboard (http://projects.openmoko.org/projects/finger-keyboard) or a different one? I know a big rewrite was just done & it may be worth trying out. I haven't done any work on it in a couple months, because I was finishing the last of my MS degree & transferring to a new job, but you could try to see how gtkeypad (https://projects.openmoko.org/projects/gtkeypad) works for you. The sourcecode is posted there. I should have time to work on it again starting next month. On Fri, 2008-05-09 at 18:49 -0500, Joseph Jon Booker wrote: > On Sat, 10 May 2008 00:20:28 +0100 > Mo Abrahams <[EMAIL PROTECTED]> wrote: > > How does one insert numbers in the sudoku game? (I am assuming it is > > sudoku, since it is named solo on openmoko) Maybe this will be more > > evident with the actual hardware, but at the moment I am stumped. > > See > http://bugzilla.openmoko.org/cgi-bin/bugzilla//show_bug.cgi?id=1215 , > its a known issue with the keyboard being used. I remember somewhere > (probably in one of the mailing lists?) that rasterman was working on a > new keyboard, so the game may be workable soon > > ___ > 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: A few questions about the games
On Sat, 10 May 2008 00:20:28 +0100 Mo Abrahams <[EMAIL PROTECTED]> wrote: > How does one insert numbers in the sudoku game? (I am assuming it is > sudoku, since it is named solo on openmoko) Maybe this will be more > evident with the actual hardware, but at the moment I am stumped. See http://bugzilla.openmoko.org/cgi-bin/bugzilla//show_bug.cgi?id=1215 , its a known issue with the keyboard being used. I remember somewhere (probably in one of the mailing lists?) that rasterman was working on a new keyboard, so the game may be workable soon -- Joseph Booker signature.asc Description: PGP signature ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
A few questions about the games
First of all, wow! I just got openmoko running on qemu for the first time (at a reasonable speed anyway), and I am impressed by the number of games, were they all written by one person? Next, the main questions I wanted to ask: Will there be any sort of instructions for each game in it's help menu? Some are self explanatory, but others are leaving me completely baffled. How does one insert numbers in the sudoku game? (I am assuming it is sudoku, since it is named solo on openmoko) Maybe this will be more evident with the actual hardware, but at the moment I am stumped. Is there any intention to beautify the Samegame? Maybe I am just too used to seeing it portrayed with marble-esque images, but seeing the blocks of colour like that makes it seem a bit... ugly. Could the version of samegame in gnome be ported with little effort? (Or openmoko version adapted to have an appearance more akin to this) I notice that the game "kobodeluxe" is in the applications menu, not the games one. Is there a reason for this? Thanks :) Mo. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community