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-   -   [Announcement] noiz2sa in extras-devel (https://talk.maemo.org/showthread.php?t=60802)

gilead 2010-08-21 14:35

[Announcement] noiz2sa in extras-devel
 
1 Attachment(s)
Hi gamers,

I ported the abstract arcade shooter noiz2sa. You may install it from extras-devel (you have been warned...)

I would like to get feedback about the controls: I implemented a simple accelerometer (ship movement) and proximity-sensor (shoot) input and game-gripper compatible keyboard controls (I hope so). The package description lists all keys.

The game itself is unchanged. I have seen that the most difficult stages run on a low frame-rate because of the many objects shown on screen.

Have fun,

gilead

Patola 2010-08-21 14:59

Re: [Announcement] noiz2sa in extras-devel
 
A screenshot would be nice! :)

devensega 2010-08-21 15:04

Re: [Announcement] noiz2sa in extras-devel
 
http://www.youtube.com/watch?v=OBvQlEz0-Ec

A control method like the link above would be ideal if it plays in portrait mode. In any case I shall download tonight and give it a go.

Thanks for the effort chap, we need stylish games like this......I like eyecandy.:D

gilead 2010-08-21 15:17

Re: [Announcement] noiz2sa in extras-devel
 
Quote:

Originally Posted by devensega (Post 794041)
http://www.youtube.com/watch?v=OBvQlEz0-Ec

A control method like the link above would be ideal if it plays in portrait mode. In any case I shall download tonight and give it a go.

Thanks for the effort chap, we need stylish games like this......I like eyecandy.:D

I was also thinking about adding tap-control to the game menu. Would be not that hard, so maybe I will add it in future. But the way the game is controlled in the stages should not be tapping. As player you will not see much more than your thumb (or other finger). The the accelerometer - I like it that way and would enjoy to hear your respond.

gilead

devensega 2010-08-22 11:20

Re: [Announcement] noiz2sa in extras-devel
 
This is a superb port mate, played it a bit today and I can say the GameGripper/keyboard controls are my favoured way to play this.

While the accelerometer controls are good they lack the bit of precision you need during bullet hell.

gilead 2010-08-22 12:29

Re: [Announcement] noiz2sa in extras-devel
 
Quote:

Originally Posted by devensega (Post 794847)
This is a superb port mate, played it a bit today and I can say the GameGripper/keyboard controls are my favoured way to play this.

While the accelerometer controls are good they lack the bit of precision you need during bullet hell.

Do you believe it would help to make the accelerometer react on smaller moves of the phone?

What do you think about the "auto-calibrate" feature (the position of the phone when you start the software will be used as the "zero" position. Relative movements from that position controls the menu-cursor and ship movement)?

gilead

devensega 2010-08-22 21:04

Re: [Announcement] noiz2sa in extras-devel
 
Ok, I played a few rounds using the accelerometer and its actually rather good.

However I cant say I noticed that the auto calibrate function was effective. I booted the game a number of times holding it at different angles and I could only properly control the ship (dot, curser, blinky thing) when loading the game in the standard 45 (I think) degree angle.

slux 2010-08-24 08:14

Re: [Announcement] noiz2sa in extras-devel
 
One of the shmup's finally on the N900, thank you so much! :) How much work was it to get it run with OpenGL ES?

gilead 2010-08-24 08:37

Re: [Announcement] noiz2sa in extras-devel
 
Quote:

Originally Posted by slux (Post 796602)
One of the shmup's finally on the N900, thank you so much! :) How much work was it to get it run with OpenGL ES?

Zero.

I downloaded ubuntu source package. Build debian package, copied to N900 and yeah, it ran. Ok, no sound because the music files are ogg and N900's SDL does not support ogg. So I compiled an SDL_mixer with ogg support as linker library and got sound.

Next step was to fiddle a little bit with user control (adding accelerometer and proximity support, changing keys to support Game Gripper). Last but not least a few adaptions to debian package structure for better N900 support (icon, menu, optifiy etc) and that's it.

All in all not more then 10 hours work including testing. Of course it is not perfect yet (e.g. would be nice to have touch screen support in main menu or adapt screen size to N900's geometry) but it works good enough to have some fun.

Regards, gilead

slux 2010-08-24 10:40

Re: [Announcement] noiz2sa in extras-devel
 
Ah, I guess I've mistakenly assumed all the Kenta Cho shmups need OpenGL because rrootage does. Doesn't seem like this depends on it at all. I wonder if any others that have Linux ports don't have that dependency.

<edit>
Seems like they all do, there's at least this version of rrootage's sources for the GP2X modified to run on the GP2X's OpenGL ES hardware though. (with reduced effects compared to original)
</edit>

Helmuth 2010-08-24 14:24

Re: [Announcement] noiz2sa in extras-devel
 
Works great! :)

With a Wifi TV Out it would be perfect using the accelometer control. But without it would be great to implement something like a zero ajust for the tilt control.

Is it possible to start a game using the proximity sensor?

gilead 2010-08-24 16:31

Re: [Announcement] noiz2sa in extras-devel
 
Quote:

Originally Posted by Helmuth (Post 796914)
Works great! :)

With a Wifi TV Out it would be perfect using the accelometer control. But without it would be great to implement something like a zero ajust for the tilt control.

Is it possible to start a game using the proximity sensor?

Sorry, I do not understand: What do you mean with "zero adjust for the tilt control"? The game adjusts to "zero" on startup, that is, the position you hold it when the menu comes up is the zero position. Relative rotating moves from this position results in up/down/left/right moves of the cursor and ship.

Game should start "pressing" proximity sensor in main menu - there is always one stage selected (except letter Q which will quit the game).

Helmuth 2010-08-24 21:36

Re: [Announcement] noiz2sa in extras-devel
 
Ah, thanks. Works now. Sorry... :D
I searched a possibility after starting the game to calibrate the 0 position. I tested your game at the end of my coffee break. Perhaps I should spend more time the next time. :o

Hariainm 2010-09-02 14:54

Re: [Announcement] noiz2sa in extras-devel
 
Thanks for porting this game! I absolute love it! But, some ideas for make it better in N900:
- Can you add a keymap option? via GUI or a cfg file, i dont mind :D
- Can you add portrait support? would be awesome!
- Can you add controlling via touchscreen? i know iPhone version does, plus some graphic enhancements (that i dont like). I'm searching for source code of iPhone version but i cant find it, may be you can.

Again, thank you very much!

slux 2010-09-03 13:11

Re: [Announcement] noiz2sa in extras-devel
 
Quote:

Originally Posted by Hariainm (Post 805319)
- Can you add controlling via touchscreen? i know iPhone version does, plus some graphic enhancements (that i dont like). I'm searching for source code of iPhone version but i cant find it, may be you can.

It may well be that it just is not available. This game has been released under a license similar to BSD and programmers not in the open source community tend to not care so much about releasing when presented with that type of a license. Especially when this is not a piece of software that is being actively developed.

gilead 2010-09-04 21:20

Re: [Announcement] noiz2sa in extras-devel
 
Quote:

Originally Posted by Hariainm (Post 805319)
Thanks for porting this game! I absolute love it! But, some ideas for make it better in N900:
- Can you add a keymap option? via GUI or a cfg file, i dont mind :D
- Can you add portrait support? would be awesome!
- Can you add controlling via touchscreen? i know iPhone version does, plus some graphic enhancements (that i dont like). I'm searching for source code of iPhone version but i cant find it, may be you can.

Again, thank you very much!

I believe portrait support is a lot of work due to screen size change. It is hard coded in the software (that's the reason why there are some black borders at the right and left of screen). Changing it that much as portrait mode needs need more changes in application than I am willing to do (e.g. some level data may have to be changed or at least the screen layout). Some for keymap GUI. cfg file should be possible. Touchscreen should be possible - at least helpful for the menu. I do not like the way to control the ship by moving finger on ships position.

All in all I do not want to invest too much into that application. I would be happy if someone else would take over so I can concentrate on MovieSchedule in the next weeks...

gilead

daniel_m 2012-02-10 15:39

Re: [Announcement] noiz2sa in extras-devel
 
Thanks a lot! :)
Took some time for me to find this gem!
Optional keyboard controls would be nice, but it is a great game as it is now :D


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