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Posts: 516 | Thanked: 643 times | Joined on Oct 2009 @ Denmark/Poland
#91
@RevdKathy, yes, you can enable extras-devel, update only sheep and then disable it again. Just remember that using extras-devel can kill you and burn your house.
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#92
Originally Posted by hopbeat View Post
@RevdKathy, yes, you can enable extras-devel, update only sheep and then disable it again. Just remember that using extras-devel can kill you and burn your house.
Oh I know about the Scary Monsters in Extras-devel. I have an idea in my head for a game in which you have to enter into a 'code environment' with Big Scary Bugs which will eat you to get your app: level one, get an app from extras, install it - small bugs come out an nibble at you. Level two, get an app from testing: moderate bugs, with claws. Install your app and give feedback. Level three, get an app from devel - and all the dependencies: dirty great bugs with claws and fangs - if you get bitten you have to reflash... install your app, run it and enter a bug in game-buzilla... My head's a strange place to be sometimes.

However, you will be pleased to hear I have avoided the Big Scary Monsters and updated the game. First look suggests I still can't shift the sheep whether I push them up the bum with a red hotspot, or lead them by the nose with a blue one.. but that's almost certainly user-incompetence. I'll play properly in my lunch hour! Thank you!!!
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#93
@RevdKathy, don't be shy to start a new thread about this monster game. It may actually have educational value for the users
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#94
Originally Posted by hopbeat View Post
@RevdKathy, don't be shy to start a new thread about this monster game. It may actually have educational value for the users
I was thinking more about it having amusement value for maemo devs... but I'll start a thread with a full concept this evening if you think it worth it. I have a pretty full idea of the levels, goals, environments etc.
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#95
Note that I haven't tried the sheep application.
But I have a small general request for games using the accelerometer: It would be good to have a way of defining 'origo', i.e. where the reference is, in order to easily change between playing the game sitting upright vs. playing when on the couch.

It's because I found that it's not really possible to play bounce evolution while on the couch (the squashing apples part. The race part works fine because it doesn't care (much) about forth/back, only left/right).
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lcuk's Avatar
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#96
ta-t3

in onedotzero, in the tilt interaction, i do something slightly different.

when the interaction is opened, i make a note of the accelerometer readings.
those are used as the plectrum and 0 point. all future accelerometer readings are relative to this point.

therefore it works equally well lay flat, tilted or even upside down
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#97
That sounds good. That's what I've would have done too (it's what I was hoping or assuming bounce evolution would do, but it didn't).
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hopbeat's Avatar
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#98
@TA-t3:

-0 level for accelerometer (y-axis) is set upon start of application. Then the spot should follow the rotation correctly.

Do you also feel it is needed for x-axis (left right)?
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lcuk's Avatar
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#99
hopbeat, start of level or game would be more representive i think
its quite feasible to shift positions waiting for the next level to load

and yes, it makes sense to store all 3 axis
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#100
Wow this is such a cool project. And a great example, of how awesome the Maemo community is for taking an idea and starting to implement it.

I can't wait to test this game :-)
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