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-   -   [Maemo 5] Accelemymote: making your accelerometer more joy-ful (https://talk.maemo.org/showthread.php?t=45482)

smoku 2010-07-29 12:23

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Your question was already answered in this thread.

G_Gus 2010-07-29 16:54

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
I am very sorry I didn't understand that that was just being discussed a few post ago. But I'm happy that a solution exists indeed!

Is anyone using that xserver-xorg-input-joystick with Accelemymote succesfully?

Could someone post a way to have this xserver-xorg-input-joystick work with Accelemymote? What to do exactly with ".fid" files?

Is that package to be installed via apt-get?

Thanks,
G_Gus

Flandry 2010-07-30 04:20

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Tedri Mark (Post 766813)
Hey there, installed the gui from the app manager, but does not work - looks like it's working then shuts down. I've yet to upgraqde to pr1.2, is this the problem?

Probably, yes. It's a Qt app so it's built against 4.6 in PR1.2.

It's finally in Extras. Thanks to everyone who tested. :)

Next version will stop polling by default when the screen is locked.

IzzehO 2010-07-30 11:28

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Something just occurred to me and I thought I'd jump on here and see what you think of it.

As is, the accelemymote joystick works being pushed 'harder' the more its tilted. How hard would it be to make it the longer its held in a direction the hard its pushed? This'd work really well for menus... and also to enable nudge style steering/movement in games. May not work for all games... but I'd love to see if it were at all practical.

Something like a second to reach full tilt and then straight back to 0 when origin is reached.

I find that no matter how much effort I put into modifying config I always end up over/understeering in games.

Flandry 2010-07-30 18:09

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by IzzehO (Post 770178)
Something just occurred to me and I thought I'd jump on here and see what you think of it.

As is, the accelemymote joystick works being pushed 'harder' the more its tilted. How hard would it be to make it the longer its held in a direction the hard its pushed? This'd work really well for menus... and also to enable nudge style steering/movement in games. May not work for all games... but I'd love to see if it were at all practical.

Something like a second to reach full tilt and then straight back to 0 when origin is reached.

I find that no matter how much effort I put into modifying config I always end up over/understeering in games.

It is touchy, isn't it? I thought the problem was that most joystick games i've tried are digital rather than analogy. If not, maybe it's a bug. In a truly analog game, i'd expect the deadzone to do nothing, and a slightly higher tilt to gradually turn. Did you try messing with the threshold, such as reducing it to 0?

An "acceleration" could be implemented, but i have my doubts it would get around the problem unless... maybe it would work to have a pseudo-analog mode that would oscillate the joystick events between neutral and tilt at a ratio based on the desired amplitude.

imperiallight 2010-08-02 02:06

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
This would be extra cool as a mouse emulator in debian or anywhere really :cool:

F2thaK 2010-08-02 02:27

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by imperiallight (Post 772560)
This would be extra cool as a mouse emulator in debian or anywhere really :cool:

yeah......... no.

IzzehO 2010-08-02 02:37

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Flandry (Post 770518)
It is touchy, isn't it? I thought the problem was that most joystick games i've tried are digital rather than analogy. If not, maybe it's a bug. In a truly analog game, i'd expect the deadzone to do nothing, and a slightly higher tilt to gradually turn. Did you try messing with the threshold, such as reducing it to 0?

An "acceleration" could be implemented, but i have my doubts it would get around the problem unless... maybe it would work to have a pseudo-analog mode that would oscillate the joystick events between neutral and tilt at a ratio based on the desired amplitude.

Certainly sounds like something to experiment with when you get bored :P I've absolutely no idea of the success it'd create... but it can't hurt to screw around.

To be honest I haven't played the accelerometer excessively, perhaps it takes a few hours to truly get use to it? Also I can't recall if I changed threshold or not.

Kanyka 2010-09-05 13:34

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Is it possibly to use it for looking, not for moving in Quake 2?

Flandry 2010-09-08 13:54

Re: [Maemo 5] Accelemymote: making your accelerometer more joy-ful
 
Quote:

Originally Posted by Kanyka (Post 807848)
Is it possibly to use it for looking, not for moving in Quake 2?

I'm not that familiar with the control schema in Q2. If the inputs are fully mappable you could make joystick axes be look instead of move. If anyone does this kind of thing in any of the games available on N900, please post your results here for others to benefit from.


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