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Flash Lite Diary: 1.4 Flash but dull?
October 23rd, 2006 by Arjan Olsder Posted in Platforms: Adobe Flash & Air | 4 Comments »
Ok first the diary is a bit late as I have just had a bout of mild food poisoning!, but all ok now.
Anyway, I continued to look at vector graphics for my newly named crazy balloon clone which is named ‘Balloonacy’ in flash lite. Importing the flashy graphics I had made with vectors into the flash IDE has proved to be just too painful in that many of the drawing functions (i.e. complex strokes and areas fills) I had used in the artwork are basically just not supported it seems when incorporating them into my 1.1 game project, though somehow I managed to get the N80 at least to display them almost correctly?, but this is not an ideal situation to a programmer when you don’t know how or why something works when it really shouldn’t perhaps!
As I did manage above to get them running on the target handset at 1.1 level on several flash 1.1 enabled handsets here, although moderately pleased they still looked a little a bit tatty… at this point I switched to front end graphics being a mix of bitmap and vector graphics as the main game test graphics now – it just looks and feels better and more like a real game. Oh well I tried with the complex vector route but I guess flash 1.1 is just not good enough in my opinion to what I want with just vectors so now I mix and match vector and bitmaps when required.
Onto the code… well I managed to get things working real fast since my last diary entry and now have most of the front end completed as a mix of timeline tweens and actionscript but have since gone from a 32Kb running .swf to a 186Kb one!… this though being due to having not optimised any of the bitmap graphics just yet which with a bit or work and j2me experience of course I will get down much, much lower when this test project nears it’s end.
Regards the main game I have everything running at around 14fps on a real device but it feels kind of bloaty and flaky in terms of running code… my sprite moves ok per frame event, but still feels a little sluggish as compared to my j2me engine – hmmm odd, I press on anyway and look at collision and hit my first real problem to date 😛
I still have (or ‘had’ should I say) the background maze built as both a fairly complex irregular vector based kind of cave wall layer (now non-scrolling) sitting on top of a background sky layer and want to test my player balloon sprite against it for collision… I soon realise that the ‘hittest’ function built into flash lite 2.0 upwards is not included in 1.1 oh s**t and yet another limitation. Without pixel based collision this type of quick and clean level design is now rendered useless… so I go back to box collision (or possibly quicker sphere based) and start to think about more regular square shape tile design for the final game level design – not as nice to actually look at in practice compared to what I had or was going to have. Oh well I guess the ‘lite’ is now getting duller by the day I guess :/
Anyway, I am going to keep this one a bit shorter and it’s not all bad… I have lost some of things I wanted to do in 1.1 (and I still want to do 1.1 at this stage for obvious reasons) but I envisage at least now that the whole thing will be a completed running alpha version with one level in about another 7 man days of bashing away at it, as I have now mastered already the timeline and the way actionscript works with it to produce an interactive experience (i.e. a game and not just an animation heh). When I say mastered I mean I have enough knowledge now of 1.1 to complete the title but I have a feeling that when it is I will still not be happy with it, given that I have had to drop quite a few idea’s just to get the damn thing running well enough via 1.1 on the target devices.
At the time of writing I have added quite a lot of final graphics but have stripped down the game loop to the bare minimum now to work with bitmaps and titles and good old calculated box collision… I could go on about no array support either in 1.1 but I won’t as there are other ways to do it in practice.
Overall then I am doing ok with 1.1 I guess but 2.0 would be the better choice and I still may do this one in 1.1 and then swap to 2.0 for a future project – just don’t know yet!?
What I have now as a front end is working and a few percent richer than j2me would offer for even more development time but the game loop code and graphics are not as good as I hoped for, but with a little sprinkle of my magic dust and modicum of good old luck! 🙂 I reckon I can make it look good enough to potentially sell later on via a publisher.
Worth a quick mention before I go on this diary entry, was the use of labels to frames in the timeline meaning you just pick a frame in the timeline, give it a label (on say a layer called labels) and then just jump to it/them back and forth to do your program run just like real programming heh, as it was I was just jumping everywhere to frame numbers (like line numbers) but they changed every time I inserted a new set of frames (which reminds me of my early C64 6502 assembler days)… the labels are simple of course but at least add a much needed friendly naming convention to the program run order.
And I guess at the end of the day even with some limitations I can indeed build once and run on all my flash phones with different screen sizes including the PC etc. without changing anything – the later being why I press on with flash lite in reality as this bit is really cool!.
At this point my brother pays me a visit and walks in with a newish Nokia with what looks like to the hardened j2me coder a 240×320 res screen?. I don’t know if it supports flash without looking the spec of the device up, but I whack across my latest swf n seconds to his device via bluetooth and it runs without any changes!… if flash is not the future yet, I think it will be later for this one big reason. J2me just cannot compete with this now at least in that I didn’t even have to make a build for his screen size etc. and bye bye porting to a great degree.
I am now designing the final bitmap graphics at least for N80 352×416 and them import and scale them into the 176×208 flash screen stage – why?…
well after several graphic tests it looks much better (and not too much larger byte wise when
optimised) on full screen PC – marvellous! – the mix of vectors and bitmaps work for me 🙂
I hope to spend some more time this week to come on the level graphics next so that I can incorporate the box collision 100% but I can help thinking that 1.1 is not going to serve me well for too long before I move to 2.0 and gain some of those missing features that make 1.1 a bit shallow to actual write a decent action/sprite game with.
Anything you do not agree with then please comment below, as this is just my personal day to day experience of developing with 1.1 in between other work here of course.
It’s been fun to date, but fun with limitations. If I could lose those I’d be excited rather than now just happy with my progress so far – then again I have always been a hard task master on myself, it’s what makes me tick and do this for a living I guess.
The Flash Lite Diary is a contribution to the blog by Adrian Cummings. Adrian spend many years in the gaming industry with experience in coding projects for Gameboy and mobile phones. Please visit his company at www.softwareamusements.com.
Gameloft show fastest growth
October 20th, 2006 by Arjan Olsder Posted in Game Awards | No Comments »
In a French press release we received from Gameloft this morning (no, we didn’t understand the fine details), Gameloft announced they have won the first place as fastest growing European company. The main driver for this are the amount of jobs and turnover the business created during three years (the reference period), which we all know is huge. During the three year period, the number of jobs went from 81 to 1950 (2307.4%) and the turnover from 3.000.000 Euro to 46.800.000 Euro (1460%). The research has been done by KPMG.
Celebrating 50 years of mobile phones
October 19th, 2006 by Arjan Olsder Posted in Smartphones & Tablets | 1 Comment »
Ericsson celebrates 50 years since they created the first mobile phone and so the 50th birthday of the industry. With their mobile phone, back in 1956, they created a true breakthrough in history.
Their first mobile phone system was called Mobile Telephony A (MTA) and had a few hundred subscribers which where mostly business people around Stockholm and Gothenburg. Also the phones didn’t really need a manual as they could not do more then just dial a number. The network was built for the Swedish Telecommunication Administration who carries the name Teliasonera these days. The network worked on the 160 Mhz band and used pulse signals. One network could hold up to a hundred users.
The first phones where mainly used within cars. Main reason for this was the transmission equipment needed for the MTA. The equipment’s weight was a massive 40 KG. Not something I’d like to carry around all day.
The knowledge that Ericsson gained with Teliasonera was later used for the Nordic Mobile Telephony (NMT) network which Ericsson built in 1981. Later, Ericsson proved one of the key players for defining the GSM system which was introduced in 1991.
SonyEricsson goes OpenGL ES
October 19th, 2006 by Arjan Olsder Posted in Smartphones & Tablets | No Comments »
SonyEricsson (SE) announced their offering of OpenGL ES, the new industry standard cross platform API for 3D mobile games. A lot of the phones on the market today already support this new technology, making adoption a lot more easy. SE will make available complete SDK’s, forums and tutorials for active developer support. OpenGL is already a standard for console and PC based games and with this ES version, SE hopes to bring the markets closer together.
“For those companies and individuals looking toward the ‘Next Gen’ of mobile gaming, there is no better time to invest than now. OpenGL ES will do for smartphones what Mobile Java 3D has already done for mass-market feature phones
Spin3 to take a new step in distribution with Ki-Bi
October 19th, 2006 by Arjan Olsder Posted in Gambling | No Comments »
Spin 3 has taken a new approach to attract the retail channel to sell mobile games in a physical way by selling Ki-Bi cards. The Ki-Bi card is a new technology based on the good old answering machine remotes. The consumer can use the Ki-Bi card by pressing calling the number displayed on the card. After the connection is made, the user holds the Ki-Bi speaker near the microphone and presses one of the buttons which represents a download. After playing the sounds into the microphone, the connection is terminated and a download link is send via SMS. Looking at this new system, a lot of questions pop into my mind and probably yours as well. We will soon have an exclusive interview with Spin3 to get more details on the system. If you have any questions, please let me know.
“The acquisition of the unique Ki-Bi card technology is another step forward for Spin3 in the wireless casino solutions arena,” said Matti Zinder, CEO, Spin3. “We already hold the exclusive mobile rights to Microgaming’s GameWire software, for an exciting casino experience on mobile phones. The Ki-Bi card is another distribution tool for our customers, offering a fun experience to the end consumer whilst making mobile content transfer even easier.”
Interview with Harald Behnke
October 19th, 2006 by Arjan Olsder Posted in People | No Comments »
MobileIndustry.biz published an exclusive interview with Exit Games CEO Harald Bahnke. Exit games, is a Hamburg (DE) based company is specialized in developing networks for connected gameplay under their Exit Games Neutron label. In the interview with MobileIndustry.biz, Harald announced that the industry can make a lot of money by focusing on connected gameplay. Selling virtual items like expansion packs can boost the income generated from the consumer. This is really important in a time where it’s hard to establish a long-lasting relationship with the consumer. Read the full interview here.
I-Play signed as exclusive gaming partner MGC
October 19th, 2006 by Arjan Olsder Posted in Other news | No Comments »
I-Play has been announced as official and exclusive gaming partner to the Midnight Gaming Championships held in the US. I-Play will take care of the mobile marketing (shortcodes / games etc). The Midnight Gaming Championships are set to hit off November 18th in Dallas and other sponsors are McDonalds, Time Warner, Best Buy, GameZnFlix, Punchbutton and Coca Cola.
“I-play is extremely proud to have been chosen as the exclusive mobile gaming partner for the ‘Midnight Gaming Championship’,” said David Gosen, CEO of I-play. “Having worked in the mobile games business since 1998, I-play truly understands mobile gamers and can add considerable value in attracting mobile-savvy gamers to the event.”
“I-play is a company with a reputation for publishing the best mobile games and executing cutting-edge mobile marketing campaigns,” said Jerome Elenez, McDonald’s marketing director, Greater Southwest Region “Their leadership in this industry makes them a key alliance for launching the ‘Midnight Gaming Championship’ tournaments.”
Ideaworks3D deals with TI and ARM
October 18th, 2006 by Arjan Olsder Posted in Smartphones & Tablets | No Comments »
Ideaworks3D hits our headlines for the second time this week as they announced their deals with ARM and TI (Texas Instruments). Ideaworks3D and TI introduced the OMAP Gaming Platform based on Ideaworks3D’s Airplay and TI’s OMAP2430 processor. The OMAP processor allows console quality 3D graphics on the small screen.
"The case for next generation mobile games rests on the ability of our industry to provide integrated tools and platforms that help developers diffuse their content across the widest range of mobile phones, without sacrificing game performance along the way," said Alex Caccia, CEO, Ideaworks3D. "By joining forces, TI and Ideaworks3D can now offer a fully integrated software and hardware environment that provides the optimal launch pad for tomorrow’s killer mobile games."
The deal that was announced between Ideaworks3D and ARM allows Ideaworks3D access to ARM’s RealView compilation tools RealView real-time system model. They will feature the Airplay game development SDK.
"Platform fragmentation is the bane of the mobile games industry, leading to head-ache inducing costs and complexity for both developers and publishers," said Thor Gunnarsson, VP and general manager, Labs, Ideaworks3D. "By joining forces with ARM, we can now offer fast-acting relief from the pain of handset porting, and help developers and publishers focus on the real business of making great mobile games."
Techdigest mobile games top 10
October 18th, 2006 by Arjan Olsder Posted in Game Awards | No Comments »
Techdigest devoted an article to their top 10 of unbranded mobile games. Techdigets clearly put time in this as the selection is pretty wide, though we all know there are many more great unbranded (and branded) mobile games that deserve listing. The top 10 in short below, the full one is under this link.
01
Jay Sharples from iFone (Glu) to Rockpool
October 18th, 2006 by Arjan Olsder Posted in People | No Comments »
Rockpool games has signed up Jay Sharples (ex iFone boss) to reinforce the team and improve quality of the overall portfolio. Therefore Jay will fulfill the role of Creative Manager in the internal development studios.
"Jay’s appointment is further recognition of our absolute commitment to creative quality," said Paul Gouge, MD at Rockpool. "Jay brings with him an impressive track record of countless quality mobile titles for key-players such as Sony, Sega, Atari, and Hasbro,"
"My remit at Rockpool is to be the qualitative guardian for all mobile games developed by the studio,” said Sharples. "I’m here to provide guidance and motivation to all the internal development staff in order to ensure that the high creative quality of our games
Disclaimer:Arjan Olsder is the Vice President of Pixalon Studios. Opinions expressed on this publication do not have to represent those of Pixalon Studios. |
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