OVK
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2010-02-02
, 08:43
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Posts: 559 |
Thanked: 1,017 times |
Joined on May 2008
@ Finland
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#11
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2010-02-03
, 13:12
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Posts: 154 |
Thanked: 124 times |
Joined on Mar 2007
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#12
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2010-02-03
, 16:57
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#13
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2010-02-06
, 02:26
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Posts: 3,319 |
Thanked: 5,610 times |
Joined on Aug 2008
@ Finland
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#14
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Attila77, who has some experience packaging kernel modules for installation, volunteered to prepare the joydev module as an installable dependency of accelemymote. He has been very busy with other projects and the accelerometer control experience, as i mentioned before, turned out to be not all that great, so it's not been a big issue.
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2010-06-09
, 17:02
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Posts: 1,463 |
Thanked: 1,916 times |
Joined on Feb 2008
@ Edmonton, AB
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#15
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2010-06-09
, 19:03
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Posts: 1,559 |
Thanked: 1,786 times |
Joined on Oct 2009
@ Boston
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#16
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2010-06-10
, 18:18
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Posts: 1,463 |
Thanked: 1,916 times |
Joined on Feb 2008
@ Edmonton, AB
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#17
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2010-06-17
, 02:58
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Posts: 5 |
Thanked: 0 times |
Joined on Jun 2010
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#18
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2010-08-18
, 14:43
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Posts: 559 |
Thanked: 1,017 times |
Joined on May 2008
@ Finland
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#19
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2010-08-24
, 08:28
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Posts: 559 |
Thanked: 1,017 times |
Joined on May 2008
@ Finland
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#20
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I purchased a Game Gripper. It helps a lot in combat. There is just one problem: when in menus, I still need to use arrow keys to navigate. This means that I have to detach the Gripper for example to end Super Melee.
I vaguely remember reading something about that menus have different control scheme than rest of the game. Any way to fix/workaround this?
Tags |
action, arcade, fremantle, games, maemo 5, rpg, space war, star control, starcon, the ur-quan masters, uqm |
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