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[Announce] Mokomaze - great opensource Labirynth clone ported to N900
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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. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Looking good. Thanks.
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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:
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apt-get install mokomaze |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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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. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Nice little game :)
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Section: user/games |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
This game is awesome! :D
The physics and graphics are impressive. ;) |
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.
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
im on lvl 22 now, very very nice game! Nice graphics, smooth gameplay. Thx :)
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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
Thanks for porting!
Very nice game. I just found a bug: the display illumination will turn off after some time. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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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. |
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 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.
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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
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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.) |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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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. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
hey, are you able to use the whole screen? just an idea..
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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 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... |
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! |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
great game :) thanks
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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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? |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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What do I have to do? |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
i can't pass lvl 45 :(
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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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. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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http://img844.imageshack.us/img844/6...1010919162.png |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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My father does have teeter on his HTC Touch HD, so there ARE levels in that resolution.. |
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 :) |
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)...
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Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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http://rapidshare.com/files/19308943...t_1.4_full.zip http://img191.imageshack.us/img191/6...editorwvga.jpg |
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? |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
@ zehjotkah:
Code:
/home/opt/mokomaze/data/main.levelpack.json |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
Great game, in my opinion better then labyrinth. Thank You.
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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", Code:
B 76 566 Any help appreciated. edit: "init" = B "checkpoints" = E "boxes" = W "holes" = H x = first number y = second number |
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. |
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 |
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. |
Re: [Announce] Mokomaze - great opensource Labirynth clone ported to N900
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