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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Funny thing: it seems, that the from Teeter converted levels are mirrored in Mokomaze...
I'm going to bed now but if someone in another timezone is willing to spend some time, here is what you have to do: Download the attached file (32 WVGA Levels in Teeter Level format) Open/copy main.levelpack.json from /home/opt/Mokomaze/data on your N900 (don't forget the backup) on your PC. Edit the content of the attached files like this: before: Code:
B 80 64 Code:
{ |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
regarding screen dimming, wouldn't it bet better if it only stayed on forevere during actual gameplay but behaved normally while in the menus and stuff?
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Really nice game, thanks for your share :)
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Much better than the Ovi version and more challenging.
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
I got reply from Anton. Mokomaze homepage is back (there are 10 new levels available):
http://mokomaze.sourceforge.net/ And there is online editor that supports arbitrary screen size: http://mokomaze.sourceforge.net/editor/ And it seems that the icons I used are not GPL compatible either... Can anyone provide GPL icon replacements? |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Could you please invert x axis to prevent mirroring of levels?
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Thanks for the work on this!
I'm curious, what is your goal for what needs to be done to get this into extras-testing and how much is left till you reach it? |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Very good game...!!! Performance on my N900 is good...I liked this very much..
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
One very simple addition to the gameplay which would make the game twice as fun: If the player made it through a level without touching any walls (i.e. without the accellerometer running at least once), flash a "Perfect" on the screen. If you add highscore lists later on, this could double the points or just be displayed besides the name.
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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I need some help. Could someone edit levels 13 to 22 and someone else level 23 to 32 using the method I mentioned before? It's over my skills to create a script so I decided to convert them by hand. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Started. Working backwards from 32.
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Don't get me wrong! I like the game the way it is, and maybe its simplicity is an attraction, but I can't help but thinking of additional features. As a developer myself I always like getting someone elses input for improvements, even though I will (most likely) not get involved in developing any of these...
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
@magnuslu take a look at Enigma.
Most of the features you request are already there. I prefer the simplicity of Mokomaze. |
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Great game...my only complaint is that when I was a kid and playing these types of puzzles, you could turn the box upside down and roll the ball across the clear plastic face to avoid the holes and look like you solved it. Now I can't cheat--damn technology advances!
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
I could need help here, the game simply won't start.
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/opt/mokomaze # /opt/mokomaze/mokomaze Greetz, ..::J4ZZ::.. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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A level translator.
Save the attached script (its a shell/awk script) remove the .txt and chmod u+x if the old level is in a file called oldlevel and both file and script are in the current dir Code:
cat oldlevel | ./TransLevel 1 This runs fine on my Linux box I have not tried on any other level yet I'm still at work at the momement. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Back home tested with file from the zip. New version attached.
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
if you named the source file 01.txt - 32.txt you can translate every level into one file with
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for f in *.txt;do ./translevel `echo $f |cut -d "." -f 1` $f >> FILENAME; done |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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made a levelpack file. see attachment.
it won't work, though, I think because of the wrong naming of the second x coordinate: Code:
{ "x1": 348, "y1": 328, "x": 356, "y2": 360 }, |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Lol, and I JUST (well, last night) finished finally getting myself to manually plow through level 32 (or 31, whatever it was), during my spare time. (Out of the ones you requested converted, zehjotkah.)
Oh well. On the other hand, editing the script is something I can do pretty quickly. Give me a sec and I'll attach the edited version if the original poster of the script doesn't by then. - Edit - That literally took just opening the .txt file and entering one "2" in one spot. Fixed version attached. Procedure same as rcull's post says.Attachment 16957 |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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I cant actually load this game so I cant test. I assume the second x par should be x2.
New edited script attached Edit: Ahh Just too late :-) |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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okay, another levelpack file. won't work either, don't know why.
I've added our levelpack file and the original one to compare. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Looks like you have "{" in a different place.
Same chunks of code, between the first and second level: In .json: Code:
"init": { Code:
"init": { |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
but isn't that only a tab? i thought only spaces matter...
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
No clue, honestly. In python, at least, indentation (not sure if tabs count, or only spaces) is the determining factor of how things are grouped. I'm not sure. I mean, we're dealing with an interpreter that's built-into Mokomaze, right? So it's possible it does register tabs as something interpretation-changing.
(This can be answered by someone who knows coding well enough looking at Mokomaze source code.) |
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It is really uplifting that there is quite a lot of interest in this game in Maemo community. I will try to address some of many feature requests and bugfixes this or (more probably) next weekend. I would also like to point out that I am not the owner (or any other type of authority) of this project. It would be much appreciated if other devs got involved into this project. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Damn. Imagine having plenty of user contributed level packs, 100s of levels, converted to run 800x480 sinces it's native and simple. This could be the classic game for us Maemo users. Runs great, simple yet difficult.
If I get the time, I'm gonna make some alternate graphics and a level pack. Edit: Although I don't have time for a level pack right now, here's what I did graphics-wise: http://img411.imageshack.us/img411/548/colormpd.png If anybody wants a brighter game, just extract these three images and put them in /opt/mokomaze/data. Back up the originals first, of course. Edit: I realise the brighter graphics can make the yellow words semi-hard to see, but they're still visible and I'm sure if you dug around python you could change the color, if I have the time, I'll look into it. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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http://repository.maemo.org/extras-d...ce/m/mokomaze/ Those sources are based on ubuntu 0.5.5 package. Anton cleared that the latest sources are located here: https://github.com/Sektor/mokomaze We should upload N900 changes to Mokomaze project main git repo. I plan to do that when I have enough time. |
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Any ideas? anyone |
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{ Code:
{ |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Cyrax
You have part of the problem. I have changed the script to allow for there being no walls in a level ( causes the boxes problem on levels 14 and 18 ) but the bigger problem is that these Teeter levels where designed for an 800 pixel wide screen. I will attach a new version of the script tomorrow ( it now creates main.levelpack.json from a folder of txt files ) but all the posted levels have a parameter greater than 640. Edit : Its mostly the boxes problem that stops thing working but the levels are mostly impossible because something is off the screen = you cant even do level 1. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
@ rcull: You have to edit some parameters to make the levels run in 800x460 instead of 640x460. Instructions here (step 1 is the most important).
Actually we WANT the levels to be in 800x460, because that way Mokomaze can run in full screen... I'm looking forward to the levelpack - great scripting work, thanks for that! ;) |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: Cyrax's post (but more at what rcull said about Cyrax's post): Actually, if you look at the "boxes" entry, there's something else that's wrong: There's a bracket end ( "]" ) but not a bracket beginning ( "[" ). So presumably the bracket end closes off some early, early bracket for the entire level pack's code, and screws the entire thing over. |
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