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[Pingus-CVS] [bug #24177] user interface issues on OpenMoko
From: |
Paul Wise |
Subject: |
[Pingus-CVS] [bug #24177] user interface issues on OpenMoko |
Date: |
Mon, 01 Sep 2008 08:30:16 +0000 |
User-agent: |
Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.0.1) Gecko Galeon/2.0.6 (Debian 2.0.6-2) |
URL:
<http://savannah.nongnu.org/bugs/?24177>
Summary: user interface issues on OpenMoko
Project: Pingus
Submitted by: pabs
Submitted on: Mon 01 Sep 2008 04:30:12 PM WST
Category: General Stuff
Severity: 3 - Normal
Item Group: Playability Problem
Status: None
Privacy: Public
Assigned to: None
Open/Closed: Open
Discussion Lock: Any
Release: 0.7.2
Operating System: Linux
Planned Release: None
_______________________________________________________
Details:
I tried pingus on the OpenMoko FreeRunner phone (running Debian sid).
Here are some issues I found with the user interface:
Assumes one resolution 800x600 instead of discovering the right resolution at
runtime. On the OpenMoko it is 480x640 when in vertical orientation and
600x480 when in horizontal orientation.
Fonts and other parts of the UI are not scalable so lots of the title screens
are cut off.
Pingus assumes a mouse, while the OpenMoko only has a touchscreen. With a
mouse, moving it to the edges to scroll is easy, with the touchscreen it is
not. An option for scrolling on devices with touch screens might be click and
drag.
Pingus uses 20% CPU constantly and 30% of the memory of the device (128Mb),
which isn't great for battery life or having other stuff in the background.
Watching the accelerometers could help determine the correct orientation and
flip the game around so that it appears the right way up no matter which way
you hold the phone.
The buttons on the bottom right (nuke, etc) are too small to put a finger on
nicely, stylus would work though.
The OM FR has some touchscreen latency that can be a pain, pingus probably
can't do anything about that.
_______________________________________________________
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