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-   -   [Announce] Mokomaze - great opensource Labirynth clone ported to N900 (https://talk.maemo.org/showthread.php?t=68066)

zehjotkah 2011-01-09 23:15

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
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               

E        426        64               

W        240        100        248        798

W        116        2        124        700

W        364        2        372        700

H        64        650               

H        320        78               

H        405        650               

H        405        375

after:

Code:

        {
       
            "comment": "level 1",

            "boxes": [
                { "x1":        240, "y1": 100,        "x": 248, "y2": 798 },
                { "x1":        116, "y1": 2,        "x": 124, "y2": 700 },
                { "x1":        364, "y1": 2,        "x": 372, "y2": 700 }
                ],

            "holes": [
                { "x": 64, "y": 650 },
                { "x": 320, "y": 78 },
                { "x": 405, "y": 650 },
                { "x": 405, "y": 375 }
                ],               

            "checkpoints": [
                { "x": 426, "y": 64 }
                ],

            "init": {
                "x": 80, "y": 64
                }
       
        },

Edit main.levelpack.json in /home/opt/Mokomaze/data accordingly.

TiagoTiago 2011-01-09 23:27

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?

notaridavid 2011-01-09 23:29

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Really nice game, thanks for your share :)

dwaradzyn 2011-01-10 06:37

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by woussie (Post 916375)
Actually; this "bug" resolves itself if you set the game resolution to 800*480 - if you do that, the screen content doesn't shift to the left! I just tried that. So if we make all levels in WVGA, maybe you can implement that notification feature that you were talking about ;) ?

Yes, of course :)

romanianusa 2011-01-10 07:02

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Much better than the Ovi version and more challenging.

Mentalist Traceur 2011-01-10 07:47

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by romanianusa (Post 916574)
Much better than the Ovi version and more challenging.

There's an Ovi version? (I barely ever go on Ovi anymore... Just installed Firefox, SPB-TV, and Gas-Balls from there... and I don't even really need those, and wouldn't feel too left out if I didn't have them.)

dwaradzyn 2011-01-10 13:02

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?

Cyrax 2011-01-10 13:30

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by dwaradzyn (Post 916801)
And it seems that the icons I used are not GPL compatible either...

Can anyone provide GPL icon replacements?

The Bug#600374: mokomaze: uses non-free, possibly non-distributable icons is closed and new icons are already in Mokomaze's source code repo.

hxka 2011-01-10 17:48

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Could you please invert x axis to prevent mirroring of levels?

epage 2011-01-10 18:10

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?

yogi900 2011-01-10 19:36

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Very good game...!!! Performance on my N900 is good...I liked this very much..

webhamster 2011-01-10 19:43

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.

zehjotkah 2011-01-10 20:03

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by hxka (Post 917056)
Could you please invert x axis to prevent mirroring of levels?

Why? The levels are exactly the same, only mirrored...

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.

Mentalist Traceur 2011-01-10 22:20

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by zehjotkah (Post 917185)
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.

I will if no one else does by the time I wake up from the nap I'm about to take. :)

Mentalist Traceur 2011-01-11 01:58

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Started. Working backwards from 32.

magnuslu 2011-01-11 07:01

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...
  • Light up when hitting a wall (yeah... a little like pin ball...)
  • Levels that don't have 'outer walls', i.e. if the ball rolls out on the right, it comes back in on the left.
  • Infinite level size! The ball is always displayed at the center of the screen, instead it is the 'ground' that scrolls thus allowing 'any' size levels.
  • Different background images/themes/colours for different levels. The ideal would be an image that somehow matches the level obstacles, but that will require quite a bit of creative effort.
  • Additional obstacles, e.g.
    Slow surface, think 'rolling the ball through mud'
    Fast surface, think 'rolling the ball on ice'
  • Sounds? Is it only me, or are there no sounds in the game?
    Hitting the outer wall
    Hitting a wall in the level
    Falling down a hole
    Reaching the final goal
    High score (once that's implemented)
    Background music
  • Record and replay path for high score run

zehjotkah 2011-01-11 08:52

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.

Acidspunk 2011-01-11 20:06

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by zehjotkah (Post 917613)
@magnuslu take a look at Enigma.
Most of the features you request are already there.
I prefer the simplicity of Mokomaze.

Same here. Love the game!

rmerren 2011-01-11 21:35

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!

kureyon 2011-01-12 04:40

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by rmerren (Post 918205)
Now I can't cheat--damn technology advances!

Of course you can, just edit the highscore file ;)

J4ZZ 2011-01-12 11:40

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I could need help here, the game simply won't start.

Code:

/opt/mokomaze # /opt/mokomaze/mokomaze
File_loader: savegame file not found
File_loader: 48 game levels parsed
Home directory /home/user not ours.
Main: can't load font '/opt/mokomaze/data/LiberationMono-Regular.ttf'. Exiting.
/opt/mokomaze #

Any help would be really kind.

Greetz,

..::J4ZZ::..

rcull 2011-01-12 14:23

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
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
The 1 is for level 1 change as required.

This runs fine on my Linux box I have not tried on any other level yet
I'm still at work at the momement.

rcull 2011-01-12 19:31

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
Back home tested with file from the zip. New version attached.

zehjotkah 2011-01-12 21:10

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
Code:

for f in *.txt;do ./translevel `echo $f |cut -d "." -f 1` $f >> FILENAME; done

zehjotkah 2011-01-12 21:31

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
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 },
could you fix this?

Mentalist Traceur 2011-01-12 21:46

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
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

rcull 2011-01-12 22:00

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
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 :-)

zehjotkah 2011-01-12 22:29

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
okay, another levelpack file. won't work either, don't know why.
I've added our levelpack file and the original one to compare.

Mentalist Traceur 2011-01-12 23:07

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":  {
                "x": 80, "y": 64
              }

          },
{

          "comment": "level 02",

In .json.alt:
Code:

            "init": {
                "x": 77,        "y": 567
            }
       
        },

        {
       
            "comment": "level 2",

Not sure if the spacing difference, or anything else, means anything. But that's the first thing that I noticed.

zehjotkah 2011-01-12 23:09

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
but isn't that only a tab? i thought only spaces matter...

Mentalist Traceur 2011-01-12 23:12

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.)

dwaradzyn 2011-01-13 00:21

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by zehjotkah (Post 919110)
but isn't that only a tab? i thought only spaces matter...

Whitespace should not matter in JSON, at least according to standards. If it is a matter of whitespace it could mean that the JSON parser included in Mokomaze's sources if faulty. In that case it could be feasible to reimplement some parts to use libjson (which should be quite reliable).

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.

mattbutsko 2011-01-13 00:24

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
1 Attachment(s)
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.

magnuslu 2011-01-13 07:21

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by dwaradzyn (Post 919159)
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.

Where is the source code? I can have a look, but doubt I'll be able to contribute much...

dwaradzyn 2011-01-13 08:30

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by magnuslu (Post 919307)
Where is the source code? I can have a look, but doubt I'll be able to contribute much...

Sources of released versions can be obtained here:
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.

J4ZZ 2011-01-13 17:06

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by J4ZZ (Post 918551)

/opt/mokomaze # /opt/mokomaze/mokomaze
File_loader: savegame file not found
File_loader: 48 game levels parsed
Home directory /home/user not ours.
Main: can't load font '/opt/mokomaze/data/LiberationMono-Regular.ttf'. Exiting.
/opt/mokomaze #
.

guys I still need help here. I placed the proper font file there, but I'm still getting the "can't load font" error and the applications simply quits. :(

Any ideas? anyone

Cyrax 2011-01-13 21:02

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by zehjotkah (Post 919078)
okay, another levelpack file. won't work either, don't know why.
I've added our levelpack file and the original one to compare.

An attached levelpack is misformatted. See lines 529 and 762 and pay attention to a "boxes" entries:
Code:

{

          "comment": "level 14",

          "boxes":
              ],


          "holes": [
              { "x": 448, "y": 530 },

Code:

{

          "comment": "level 18",

          "boxes":
              ],


          "holes": [
              { "x": 323, "y": 45 },


rcull 2011-01-13 22:14

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.

woussie 2011-01-13 22:24

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! ;)

Mentalist Traceur 2011-01-13 22:36

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Quote:

Originally Posted by woussie (Post 919818)
@ 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! ;)

*Ahem* 480, not 460, is the vertical resolution on the N900 screen.

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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