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

dwaradzyn 2011-01-08 21:07

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

Mokomaze is the opensource implementation of the classic game where
you control a steel ball by tilting a wooden labyrinth. It is
written in C using SDL and adapted for Neo Freerunner.

Copyright (C) 2009 Anton Olkhovik <ant007h@gmail.com>

Benefits:
* controlled by accelerometer
* simulates (by vibration) feedback from ball hits against the walls
* high performance and low resource consumption
* simple levelpack file format
N900 was really lacking a decent Labyrinth clone. This one is backed by Open Dynamics Engine and features very realistic physics as well as quite attractive graphics and a lot of fun (48 levels). It works smoothly on N900 and vibration feedback makes it even cooler.

Changes I made to version v0.5.5 of Mokomaze:
Screenshots:
http://img337.imageshack.us/img337/5...nokian9001.png
http://img560.imageshack.us/img560/7...nokian9002.png
http://img715.imageshack.us/img715/3...nokian9003.png

Videos:
Mokomaze 0.5.0 on Neo-Freerunner: http://www.youtube.com/watch?v=VVRRXx2kEu8
This port on Nokia N900:http://www.vimeo.com/18570231

The package is available from extras-devel. Have fun and please post your feedback here.

Acidspunk 2011-01-08 21:11

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Looking good. Thanks.

dwaradzyn 2011-01-08 23:18

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
The package is available in extras-devel but HAM is not showing it under games. I have not figured out why (any advice?). Anyway you can install it using:
Code:

apt-get install mokomaze
Have a nice game :)

Mentalist Traceur 2011-01-08 23:28

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

Originally Posted by dwaradzyn (Post 915318)
The package is available in extras-devel but HAM is not showing it under games. I have not figured out why (any advice?). Anyway you can install it using:
Code:

apt-get install mokomaze
Have a nice game :)

Did you set the section the package is in as "user/games" or whatever? It has to have "user" as one of the categories/sections, or else Hildon Application Manager (and FApMan, unless you select the advanced display option to show ALL packages) won't show it.

It was designed that way as a way to keep end users from doing stupid ****, namely installing some random library because it sounds cool, without knowing what it actually does.

Other than that, I haven't installed it yet, but screenshots look great. N900 greatly benefits from more games, definitely - great to see someone porting one.

Megaltariak 2011-01-08 23:35

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Nice little game :)

dwaradzyn 2011-01-08 23:41

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

Originally Posted by Mentalist Traceur (Post 915324)
Did you set the section the package is in as "user/games" or whatever? It has to have "user" as one of the categories/sections, or else Hildon Application Manager (and FApMan, unless you select the advanced display option to show ALL packages) won't show it.

Yes debian/control has this line:
Code:

Section: user/games
I copied it from my other package (CloudGPS) and only altered some data.

Nokia 5700 2011-01-09 00:08

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
This game is awesome! :D
The physics and graphics are impressive. ;)

Mentalist Traceur 2011-01-09 00:08

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Hmmm. No clue then. And I can't test whether it shows up for me right now because my campus wifi is being 'tarded, so unless I spend the next 20 minutes fiddling with setting up USB networking again, I can't get my N900 internet-ed.

Andy1210 2011-01-09 04:57

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
im on lvl 22 now, very very nice game! Nice graphics, smooth gameplay. Thx :)

dwaradzyn 2011-01-09 08:23

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

Originally Posted by Andy1210 (Post 915478)
im on lvl 22 now, very very nice game! Nice graphics, smooth gameplay. Thx :)

Nice, maybe you will be the second one to finish all levels on N900 (after me) :)

zehjotkah 2011-01-09 08:38

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Thanks for porting!
Very nice game.
I just found a bug: the display illumination will turn off after some time.

Mentalist Traceur 2011-01-09 08:54

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

Originally Posted by zehjotkah (Post 915566)
Thanks for porting!
Very nice game.
I just found a bug: the display illumination will turn off after some time.

I don't think that counts as a bug. That's normal Maemo behavior.

dwaradzyn: If you change it to force screen to stay on, please make that an option in the game settings, instead of the default unchangeable behavior. Most (I suspect) N900 users already have Simple Brightness Applet installed, which easily allows you to set whether the display turns off or not from the status menu.

dwaradzyn 2011-01-09 09:12

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

Originally Posted by zehjotkah (Post 915566)
Thanks for porting!
Very nice game.
I just found a bug: the display illumination will turn off after some time.

I hope I will resolve this bug later today.

Quote:

Originally Posted by Mentalist Traceur (Post 915580)
I don't think that counts as a bug. That's normal Maemo behavior.

dwaradzyn: If you change it to force screen to stay on, please make that an option in the game settings, instead of the default unchangeable behavior. Most (I suspect) N900 users already have Simple Brightness Applet installed, which easily allows you to set whether the display turns off or not from the status menu.

Do not worry - it will only disable display going off during the game, not system wise. It is quite frustrating when display is dimming suddenly while playing, so I consider it a bug.

Megaltariak 2011-01-09 09:21

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I have found a little bug: when you change volume during the game, graphics are messed up. Pause/Unpause resolve this issue so it is not a very big issue.

F2thaK 2011-01-09 09:22

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

Originally Posted by zehjotkah (Post 915566)
I just found a bug: the display illumination will turn off after some time.

bet me to it.. great game BTW, thanks!

Mentalist Traceur 2011-01-09 09:28

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

Do not worry - it will only disable display going off during the game, not system wise. It is quite frustrating when display is dimming suddenly while playing, so I consider it a bug.
I understand it's not system wide, and I agree with making it not dim, but I still ask that you leave an option in a settings menu somewhere to disable/enable the non-dimming - it's always a good idea to leave as many choices as possible to the end users. I might want the screen to stay on while I play, and you might want the same thing, and 99% of the people may prefer the same thing, but there's always going to be that one odd rare fella who prefers to let the screen auto-dim. Now, if it's difficult to implement making it a choice, then I agree, not-dimming gets priority.

Anyway, my WiFi started working better, so installing now. (It's showing up in FApMan btw, just not with an icon, if you intended it to have one.)

dwaradzyn 2011-01-09 09:40

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

Originally Posted by Megaltariak (Post 915601)
I have found a little bug: when you change volume during the game, graphics are messed up. Pause/Unpause resolve this issue so it is not a very big issue.

Yes I have noticed it - when those yellow messages disappear the contents of screen is shifted left.

When a level is finished I wanted to display next level's number and description using yellow notification but due to this bug I could not do that.

This is however an SDL bug, not Mokomaze's one. Mokomaze refreshes only the areas that have changed since last frame. It could refresh the whole screen every frame but that would be quite an overhead and performance penalty and this glitch would be still visible during one frame.

This is a minor issue and I am not planning to correct it.

dwaradzyn 2011-01-09 09:46

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

Originally Posted by Mentalist Traceur (Post 915605)
I understand it's not system wide, and I agree with making it not dim, but I still ask that you leave an option in a settings menu somewhere to disable/enable the non-dimming - it's always a good idea to leave as many choices as possible to the end users. I might want the screen to stay on while I play, and you might want the same thing, and 99% of the people may prefer the same thing, but there's always going to be that one odd rare fella who prefers to let the screen auto-dim. Now, if it's difficult to implement making it a choice, then I agree, not-dimming gets priority.

Preventing screen dim will be enabled by default and there will be config file entry to disable it.

Quote:

Originally Posted by Mentalist Traceur (Post 915605)
Anyway, my WiFi started working better, so installing now. (It's showing up in FApMan btw, just not with an icon, if you intended it to have one.)

It should have an icon. Again I used exactly the same procedure as with CloudGPS which does have an icon. Maybe it will show up after a while with no apparent reason :)

F2thaK 2011-01-09 09:55

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
hey, are you able to use the whole screen? just an idea..

dwaradzyn 2011-01-09 11:00

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

Originally Posted by f2thak (Post 915635)
hey, are you able to use the whole screen? just an idea..

That would require levels redesign. Anyone willing to do that?

dwaradzyn 2011-01-09 11:18

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I have just uploaded an update (mokomaze_0.5.5-maemo2) to extras-devel. By default screen dimming will be disabled during the game (there is an config entry to control that).

Also default delay between frames is now 0 because of SDL not being accurate in timing related functions. This makes it run even smoother. The delay is also controlled by config entry.

Edit: And now it shows correctly in HAM and has an icon. I did not change anything about that...

magnuslu 2011-01-09 12:50

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I'd like timing and high scores for each level. Any chance for that? Ideally for multiple users as my daughter frequently snatches my N900 when I can't use (like when I'm driving...)

How about an 'anti-gravity' option to make it more challenging? Tilting left would roll the ball to the right and so on.

Thanks!

Kevstacey 2011-01-09 13:56

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
great game :) thanks

dwaradzyn 2011-01-09 14:12

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

Originally Posted by magnuslu (Post 915763)
I'd like timing and high scores for each level. Any chance for that? Ideally for multiple users as my daughter frequently snatches my N900 when I can't use (like when I'm driving...)

How about an 'anti-gravity' option to make it more challenging? Tilting left would roll the ball to the right and so on.

Thanks!

High scores and timing are missing. I will add them when I find enough free time.

You can hack in support for multiple users easily because all user savegame data is stored in ~/.mokomaze/user.json. You can have a few copies of this file and switch between them outside Mokomaze. There are many ways to do that and they do not involve programming. For example: you could have different shortcuts for different users that replace savegame file before launching the game.

The anti-gravity idea would be fun if it would be an element of level. Mokomaze has support for switches - you have to turn all of them to make the finish-level-hole visible. Anti-gravity switch could be easily implemented (maybe it should have different color). We could also use some of the ideas from other games (Diamond levels from Teeter, many great and fun ideas from Resco Bubbles), but...

In my opinion what this game needs more than new features is levels (or levelpacks). Teeter Level Editor could be used as teeter levels can be easily transformed to Mokomaze format.

There was also an online editor for Mokomaze but the site is now dead which is a shame.

Are there any volunteers for level creation? Maybe you know a source (other opensource game, maybe) of levels that could be converted to Mokomaze?

zehjotkah 2011-01-09 17:18

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

Originally Posted by dwaradzyn (Post 915667)
That would require levels redesign. Anyone willing to do that?

I have now a week vacation, so plenty of free time.
What do I have to do?

Andy1210 2011-01-09 17:57

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
i can't pass lvl 45 :(

dwaradzyn 2011-01-09 18:11

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

Originally Posted by zehjotkah (Post 915966)
I have now a week vacation, so plenty of free time.
What do I have to do?

In order to switch the game from 640x480 to 800x480 you would have to:

1. Change game resolution in /opt/mokomaze/data/config.json.
After this the game screen will look like that:
http://img153.imageshack.us/img153/1...1010918390.png

2. Resize desk.png and wall.png located in /opt/mokomaze/data.

3. Adjust level data in file: /opt/mokomaze/data/main.levelpack.json. Now this is a tedious job and without visual editor it is almost impossible to do. Right now we have no such editor. I have contacted Anton Olkhovik about bringing back Mokomaze online editor now that Maemo community also has Mokomaze. You may want to wait for his response or start a level editor project.

Creating an editor is a programming task. If Anton will respond that the online editor is not feasible I plan to mock up a simple editor myself.

On the other hand converting from VGA to WVGA will not benefit the game much. A brand new levelpack would be much better. And you can start right away using Teeter level editor mentioned in my post above:
http://img510.imageshack.us/img510/2...eveleditor.jpg

Just design and create levels in Teeter format and we will worry about converting and adding them to Mokomaze later.

To cut a long story short: if you (community) want to participate you can either create level editor or create new levelpack using Teeter editor.

dwaradzyn 2011-01-09 18:19

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

Originally Posted by Andy1210 (Post 916000)
i can't pass lvl 45 :(

Have you tried this way? :)
http://img844.imageshack.us/img844/6...1010919162.png

zehjotkah 2011-01-09 19:00

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

Originally Posted by dwaradzyn (Post 916013)
Just design and create levels in Teeter format and we will worry about converting and adding them to Mokomaze later.

It is possible to create 800x480 pixel levels with that editor?
My father does have teeter on his HTC Touch HD, so there ARE levels in that resolution..

Andy1210 2011-01-09 19:07

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
hehe, i tried, but no luck.
but now has been succeeded, thank you :D

all lvl done :)

strange1712 2011-01-09 19:15

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Really Nice Game!! Way better than Tiltlaby, and that one costed me 40 MXN! (about 3 USD)...

dwaradzyn 2011-01-09 19:30

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

Originally Posted by zehjotkah (Post 916064)
It is possible to create 800x480 pixel levels with that editor?
My father does have teeter on his HTC Touch HD, so there ARE levels in that resolution..

This Editor supports both VGA and WVGA:
http://rapidshare.com/files/19308943...t_1.4_full.zip

http://img191.imageshack.us/img191/6...editorwvga.jpg

zehjotkah 2011-01-09 21:02

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Okay, downloaded, installed, copied WVGA level files from my dad's HTC Touch HD to my PC, opened them, works.
How do I convert them to Mokomazes level-format now?
I searched via google, but the only thing google finds regarding this topic is this very thread...
Before I start to create own levels I would like to try the converting with existing ones in the correct resolution.

edit: excluding "teeter" from the search query at google will find a little bit more.
The level files from teeter are only text files with numbers for the objects and coordinates. Just like the ones from Mokomaze afaik.
Maybe they're compatibel? Where are they stored on the N900?

woussie 2011-01-09 21:30

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
@ zehjotkah:
Code:

/home/opt/mokomaze/data/main.levelpack.json

tho 2011-01-09 21:38

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Great game, in my opinion better then labyrinth. Thank You.

zehjotkah 2011-01-09 21:57

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
Okay, modified my first level.
In Mokomaze "language" it looks like this:
Code:

"comment": "level 1",
       
            "boxes": [
                { "x1": 150,        "y1": 110,        "x2": 160,        "y2": 639 },
                { "x1": 320,        "y1": 0,        "x2": 330,        "y2": 529 }
            ],
       
            "holes": [
                { "x": 289,        "y": 199 },
                { "x": 191,        "y": 427 }
            ],
       
            "checkpoints": [
                { "x": 410,        "y": 65 }
            ],

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

In Teeter "language" the same level (optimized for 800x480, though) does look like this:
Code:

B 76 566

E 410 65

W 150 110 160 799

W 320 0 330 690

H 288 198

H 190 426

Now I have to write a script which translates the Teeter language into Mokomaze language.
Any help appreciated.

edit:
"init" = B
"checkpoints" = E
"boxes" = W
"holes" = H

x = first number
y = second number

Mentalist Traceur 2011-01-09 22:18

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I'm not that proficient at the command line, but it looks like a shell script that just picks every value, assigns it to some variable based on position and the preceding text, and then writes it accordingly in the output file, shouldn't be too hard.

If no one who's actually good at this stuff writes it soon, I'll be happy to try, but I suspect the task is more efficiently fulfilled by someone who can actually write that kind of shell script intuitively and without having to look up every other command that needs to be written.

zehjotkah 2011-01-09 22:38

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I've converted the level and edited the main.levelpack.json file by hand now (also changed the resolution).
Also I've edited the config.json to match the 800x480 pixel resolution.
Unfortunately the right part of the level (the 160 pixel for 640 to 800) won't show up.
Don't know why.

edit: forgot to "Resize desk.png and wall.png located in /opt/mokomaze/data."
stupid me...

edit2: and the result:
http://lh6.ggpht.com/_ytorvCxRjxo/TS...109-235521.png

Mentalist Traceur 2011-01-09 23:00

Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
 
I always find myself amazed by how much better, quicker, and generally more effectively things get done when software is open source and contributions are welcome.

I mean, really, if this game had been closed, not only would we not have had this port, but even if we did, how much time would we have to wait until the available devs decided to provide new levels, or anything else for that matter.

And I personally didn't care much whether the levels fit the entire screen or had those slight black bars in the corners, but I won't deny that it's nice and aesthetically pleasing for that improvement to have been made.

And all it took is one person with the motivation to spend a few hours on it, and a couple more people posting some information the first person needed.

woussie 2011-01-09 23:01

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

Originally Posted by dwaradzyn (Post 915615)
Yes I have noticed it - when those yellow messages disappear the contents of screen is shifted left.

When a level is finished I wanted to display next level's number and description using yellow notification but due to this bug I could not do that.

This is however an SDL bug, not Mokomaze's one. Mokomaze refreshes only the areas that have changed since last frame. It could refresh the whole screen every frame but that would be quite an overhead and performance penalty and this glitch would be still visible during one frame.

This is a minor issue and I am not planning to correct it.

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 ;) ?


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