RE: Marble Maze (was: Re: A few questions about the games)

2008-05-13 Thread steve
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.


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RE: A few questions about the games

2008-05-13 Thread steve
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*.

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Re: Marble Maze (was: Re: A few questions about the games)

2008-05-13 Thread ramsesoriginal
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.
>
>
>
>
> ___
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>



-- 
My corner of the web: http://blog.ramsesoriginal.org

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Marble Maze (was: Re: A few questions about the games)

2008-05-12 Thread Joe Pfeiffer
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.


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Re: Marble Maze (was: Re: A few questions about the games)

2008-05-12 Thread Arne Kristian Jansen
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
>
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Re: A few questions about the games

2008-05-12 Thread Michael Shiloh

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



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Marble Maze (was: Re: A few questions about the games)

2008-05-12 Thread ian douglas

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

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Re: A few questions about the games

2008-05-12 Thread Joe Pfeiffer
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*.

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Re: A few questions about the games

2008-05-12 Thread Piotr Duda

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



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Re: A few questions about the games

2008-05-12 Thread Alexander Frøyseth

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!


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Re: a few questions about the games

2008-05-12 Thread Corey Young
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?  


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>1. Re: Funny Dialer (Torfinn Ingolfsen)
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>5. Re: A few questions about the games (Steven **)
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>9. RE: A few questions about the games (steve)
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> > 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.
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> > 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
> > 
> > 
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> > 
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> > 
> > Microsoft even had to go beyond these "limitations" and charge extra for
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> > 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

2008-05-12 Thread Michele Renda

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!


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RE: A few questions about the games

2008-05-12 Thread steve
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


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Re: A few questions about the games

2008-05-12 Thread ian douglas
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



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RE: A few questions about the games

2008-05-12 Thread steve
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.

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Re: A few questions about the games

2008-05-12 Thread Steven **
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.

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Re: A few questions about the games

2008-05-10 Thread Robert Schuster
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



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Re: A few questions about the games (keyboard/keypad)

2008-05-09 Thread Jeremiah Flerchinger
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
> 
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Re: A few questions about the games

2008-05-09 Thread Joseph Jon Booker
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


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A few questions about the games

2008-05-09 Thread Mo Abrahams
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.


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