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IdeaWorks 3D releases Airplay 3.0
October 17th, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
IdeaWorks announced version 3.0 of their SDK called Airplay. Airplay is a toolkit that helps developers to create high performance mobile 3D games for mobile phones. Also the middleware will take care of problems related to handset fragmentation to enable cheap porting and deployment.
"Ideaworks3D has long been known for its mastery of 3D and connected game development, delivering to market some of the most critically acclaimed and commercially successful franchises in the industry," said AlexCaccia, CEO, Ideaworks3D. "Now, our Labs team is bringing to market the tool sand middleware that will help scale the market opportunity for both developers and publishers, and ultimately deliver better games to a broader consumer base."
The whole SDK consists of three parts. Starting off with the Airplay Studio, it brings you the key development tools needed for building your games. Airplay System holds a platform optimized execution environment. And last but not least, the Airplay Online module which is an SDK for connected and multiplayer gaming.
Airplay 3.0 is expected to be ready for commercial licensing along Q1 2007.
Qpass crushes the numbers
October 17th, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
Amdocs (DOX), the company that created Qpass announced it has processed a massive 590 million transactions translating to a $ 1.5 billion turnover. Since its start in 2003, the Qpass platform has been deployed at big operator decks like T-Mobile, but also it provides digital download services for Skype.
Amdocs also announced they still see their platform growing really fast. The first six months of this year alone brought in $ 0.5 billion and they grow 12% each quarter. The average spend per download went up from $ 2.54 last year to $ 3.17 these days.
Mobile games represent the biggest stake after ringtones by accounting for 19% and are one of the fastest growing segments.
Details ME Awards 2007
October 16th, 2006 by Arjan Olsder Posted in Game Awards | No Comments »
With the 2006 award show just over, Mobile Entertainment Magazine already announced details for 2007. The event will be held at the Brewery Venue which is bigger as the ME Awards got a bit to much visitors. The 2007 award show will be held on September 18th. For bookings, email simon.harvey@bhpr.co.uk.
QB’s interview with Glu Part 1
October 16th, 2006 by Arjan Olsder Posted in People | No Comments »
Our friends at QB have put Glu in the spotlight as they held an interview with Glu’s CEO Greg Ballard. They discuss licensing strategies (why choose Glu over EA) and what is even more interesting, who’s right
Global Fun to release Rafa Nadal Tennis
October 16th, 2006 by Arjan Olsder Posted in Brand Licensing | No Comments »
Global Fun announced its intentions to bring forward a tennis game under the license of Raphael (Rafa) Nadal. Rafa is the new UK tennis hero as at a young age he’s already dominating the field. He’s often compared to Boris Becker.
"Rafa Nadal Tennis is the typical type of brand we like to work with. It is a positive brand and the game has extremely tight game-play with high production quality and a professional developer behind it. I believe the end-users of our customers will enjoy playing it as much as we do" commented Bertil Krumnack, COO GlobalFun.
"As a production company we are extremely quality oriented and never settle for 2nd best. We felt that GlobalFun shared the same values we have and as their distribution in the agreed upon markets is quite impressive, the appointment of them as publishers came easy", said Fabriciano Bayo, CEO of Virtual Toys.
Capcom to bring three more titles to mobile
October 16th, 2006 by Arjan Olsder Posted in Brand Licensing | No Comments »
Capcom has announced it will bring three more games from their console range to the mobile phone. They will kick off with Warriors Of Fate. Warriors Of Fate is set in ancient China where you are involved in the battles for power. Fresh from the Xbox 360, we will also see Lost Planet entering our phones where we take the battle to aliens on an icy planet. The last title is coming from the Nintendo DS. Phoenix Wright will put you into the life of a defense attorney where you need to collect evidence, watch out for inconsistent testimonies and of course deal with bribes.
Mobile Streams got hold of Private
October 16th, 2006 by Arjan Olsder Posted in Adult Games | 1 Comment »
Mobile Streams announced it has secured a deal to develop and distribute products under the Private Media license. Private Media is one of the world’s biggest providers of adult themed entertainment products.
Online presentation Boston M&D User Group
October 15th, 2006 by Arjan Olsder Posted in Platforms: Adobe Flash & Air | No Comments »
Tuesday at 10 AM (EST), Miikka will give an online presentation in name of the Boston Adobe Mobile And Devices User Group (MaD) about the various projects they are working on within Flash Lite. You may know Miikka already from his blog, the many comments on this one or his position of CEO at Aniway. You can join the meeting by sending an email to flashmobilegroup at gmail dot com.
Flash Lite Diary: 1.3 The journey into the Lite continues
October 13th, 2006 by Arjan Olsder Posted in Platforms: Adobe Flash & Air | 3 Comments »
Captains Log: Wednesday 11th October 2006
I came back to look at the flash decompiler and looked at it in great detail. After several experiments with it exporting swf’s to fla’s etc, I conclude that this thing still has some bugs but overall for a decompiler I give it 8/10 for being pretty good all the same since I’ve purchased the full version.
I eventually, after several hours playing with it and the flash IDE; get a good feel for how flash and flash lite actually works and the whole thing is now seriously starting to remind me of Deluxe Paint Animator on the Amiga from yesteryear heh, but with script actions attached. In fact it’s not unlike like a fairly complex sequencer or drum ‘event’ machine in many respects heh – ok so far so good I guess all the same. The way action script interfaces to the timeline is nothing like j2me or any other form of game programming I’ve tried to date come to think of it, and the whole experience has been a bit fiddly to use and somewhat painful as a newbie to flash lite from usual coding practices that are now well burnt in for me personally over the last 20 years.
Taking a break from screens of objects, timelines and scripts, I then start to think about what sort of game project I can do without diving in so deep that I drown and get bored. I first have a few ideas but heavily start to settle on Crazy Balloon 8bit inspired affair where you try to guide a balloon around lots of different increasingly harder mazes – should be a good test case to begin with I think, so I go with that.
After giving some thought of how this game could be implemented in flash lite 1.1 and still battling and debating whether or not I should switch over to 2.0, I finally convince myself that 1.1 is still the way to go at this time from all the input data I have available on the subject so for now it’s still 1.1. So far I’ve not met anything really terrible in 1.1 that would require the switch to 2.0 however, but I remain cautious at all times on my journey.
Graphics: OK which sort? As flash supports loads of stuff j2me developers like myself can only dream of… first up is the decision to design good old bitmap graphics (or) should I go for the vector based graphics? I spend a whole day in my favorite vector graphics package and churn out some basic test backdrops and graphics and then import them into my project library. Oh dear the swf now seems huge when I compile it!?… I guess my vectors are just too complex, so I drop back to the flash IDE to knock up some quick basic ‘tatty’ programmer vector graphics (you know the sort) and things start looking much smaller again – jeez for a minute there I though I would be stuck with bitmaps again (a route I don’t really want to use, as scalable vectors of course look nice on whatever end platform regardless of screen size).
I guess I can mix the two if I want which is great also, but I decide that I want to design graphics that have the clean look and feel and are scaleable to totally get away from the horrors of porting graphics as found in j2me development to speed up development later, although I’m now more than concerned about just how much memory they steal when they are very complex and imported as compared to say .png bitmap gfx.
Oooch! my head is starting to hurt a bit!… I think I will need to do some more size tests soon to check vector against bitmaps on mobile devices in terms of memory overhead for each.
Whilst in the FL IDE again I start to look at the way objects and frames are put to use to construct animation sequences (basically little movies) and look at the way that action script interfaces with these etc. via symbols. It seems ok really, but this part feels like the hardest part to date.
Currently in FL 1.1 I now have (in vector graphics) a new simple balloon sprite on a background made of cloud and foreground cave wall layers (the later being a large vector graphic also) the graphics are dire by any standards but will do for now 🙂 Interfacing the key input to the balloon sprite is messy IMHO and I had to resort to a tutorial some days back just to be able to do it – not easy if you only just about know what your doing
like me 🙂
At this point though I soon realize just how easy it has become to link entire screens into the development fla though and imagine after a bit of fiddling I will have the front and back end of the code done in no time later on – this is where flash lite shines brightest I feel – prototyping!, so for now I concentrate on the main game loop and the game itself.
At the end of the day it appears to me at least from experiments thus far conducted, that flash lite games offer richer content development from a vector graphic and possibly sound point of view as compared to j2me, but overall the game logic (scripting) side of things could prove a little limiting in terms of future games design. Whilst it is good for what it is, 1.1 has some missing components that could be worked around and are to be found in 2.0. This is why I conclude most of the flash lite 1.1 content thus far produced is a little ’empty’ feeling in terms of gameplay. As soon as you switch up to 2.0 based titles and indeed flash games in general, this limitation starts to disappear to a great extent. This is true from what I have seen to date anyway.
I feel like as with midp1 j2me before and because of the currently available FL 2.0 supported devices, that I am now stuck at this moment in time, being forced onto a backwards platform when I really want to go forwards to the next level. Oh well for now I will proceed with 1.1 and see how it goes with the current project test case.
I’ve been working in my spare time on FL for about 3 days and I’ve gone from 100% nothing to a input controlled x,y moving balloon sprite (that rotates if I want or not) on a multilayer backdrop – wow that’s not bad considering I only just got the SDK last Friday I think. Well my journey continues next week now as I am off for a few days break with my wife and quite honestly I think I need one after all this FL stuff which is still early days yet. I imagine it will be another several weeks or so yet before I can say I wrote an entire game but after the hurdle of the first one at least I will know what I’m doing next time… I hope 🙂
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.
Why do gamers game?
October 12th, 2006 by Arjan Olsder Posted in Analysis & Editorial | No Comments »
Comscore has done extensive research as to why gamers play and buy certain games. The research shows there is a great demand for demo and try & buy versions of mobile games. Read the breakdown at QB!
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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