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Addison's Avatar
Posts: 3,811 | Thanked: 1,151 times | Joined on Oct 2007 @ East Lansing, MI
#61
Heya mikhas!

Yeah, those iPhone chess apps, there was no expectation of using any of the coding from them. I mean, like how could you?

It was just for reference to get a handle on how other commercial companies integrated touch screen controls and features with chess, that's all.

I agree with qgil, giving a chess piece a "glowing" feel of lighting up almost like a light bulb rather than merely changing the color of the piece or drawing a colored box around it is a really nice touch.

It's little stuff like that one could draw from simply by testing out what other people have done before.

Hence the offer to dish out some iTunes credit.

Anyway, my opinion is that even bad suggestions (like mine) are still pretty good since they keep a thread like this near the top front for people to read and publicity of any kind is always good!
 

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#62
Originally Posted by Addison View Post
It's little stuff like that one could draw from simply by testing out what other people have done before.
Yep, I agree
 

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#63
Originally Posted by qgil View Post
Also, what about having releases for Maemo 5/N900 and Ubuntu at the same time? If it's not much extra work. It is useful to get testers (now most people in this thread don't have an N900) and also good to keep in mind the cross-platform strategy, even if currently having a full supported desktop version is not a goal.
I agree that having .debs for those two platforms makes sense, even at this early stage. I just uploaded a heavily modified miniature version to my launchpad PPA since I could not get an official Qt4.6 for Jaunty (which means the buildbot can't get it either). Maybe it builds this time.
 

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qgil's Avatar
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#64
Originally Posted by mikhas View Post
A new .deb release is available: http://maemo.org/packages/view/miniature/
grrrrrrrrrrrrrrrr (it was initially only "grrr" but didn't fufill the requirement of minimum characters)

W: Failed to fetch http://repository.maemo.org/extras-d...mantle/Release No Hash entry in Release file /var/lib/apt/lists/repository.maemo.org_extras-devel_dists_fremantle_Release

E: Some index files failed to download, they have been ignored, or old ones used instead.

Last edited by qgil; 2009-11-28 at 20:26.
 
qgil's Avatar
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#65
Originally Posted by Dollyknot View Post
There is a simple route to enable online chess for the n900, that is to enable Java for the n900. (...)
All we need to look into is, acquiring the source code for Java, find a competent coder and I possibly know one, compile a binary, ride the wave and Nokia has a winner BIG time.
If enabling Java for Maemo 5 is simple then the supporters of http://wiki.maemo.org/Java will be happy receiving the help of your friend. But this is anyway a topic for discussion elsewhere, maybe http://talk.maemo.org/showthread.php?t=31678

Nokia's cross-platform strategy is based on Qt and this is the approach we are taking for Miniature as well.

Last edited by qgil; 2009-11-28 at 20:26.
 

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#66
First bug report, testing the latest version of Miniature in Ubuntu on a laptop. Cool!

https://garage.maemo.org/pipermail/c...er/000079.html
 

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#67
Originally Posted by qgil View Post
grrrrrrrrrrrrrrrr (it was initially only "grrr" but didn't fufill the requirement of minimum characters)
Extras-devel works now and I could test it in the N900.

Boot up time could improve?

Some moves could feel more snappy? If we add animation etc will it be slower?

mean, it's not bad but could feel better. I
 

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#68
First "usability test" with N900 and one hand (while walking, to make it more X-treme) was not very satisfactory.

Fast moves where not selected or completed and I had to mover again, slower. Can this also be related to the "heavy" feel reported in the previous post?

A couple of wrong destination squares. Not bad in terms of percentage of moves but you just need one miss to loose the game...

But nothing that feels like a showstopper for a unstable release. I will keep playing.
 

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#69
Originally Posted by qgil View Post
Boot up time could improve?
I blame that on the DBUS initialisation since it was faster before. I'd wait for more Qt releases first

Originally Posted by qgil View Post
Some moves could feel more snappy? If we add animation etc will it be slower?
That's the most annoying thing actually, and the #1 reason I added debug output. Result: it's not on our side of code where we lose time (logic analyzer is still below 10ms, for example). Once I know how to profile Qt apps properly on the device I'll find the issues, I think. My gut feeling tells me it is still the SVG hack we had to employ, but without solid test data this means nothing.

As far as animations go: if 1-2 concurrent animations slow down a QGraphicsView then something's wrong with the frameworks
 

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#70
Originally Posted by qgil View Post
A couple of wrong destination squares. Not bad in terms of percentage of moves but you just need one miss to loose the game...
A big "confirm" button below the board then? Or clicking anywhere *on* the board to confirm, and outside of the board to abort? I think
kanishou already proposed that, together with the reverse piece move (which I definitely want to try out, at a later point).
 
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