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N-Gage prepares it’s comeback

October 23rd, 2006 by Arjan Olsder Posted in Smartphones & Tablets | 1 Comment »

N93gamesconsoleAll About Symbian reports the N-Gage is preparing to come back into the market. N-Gage will not longer present itself as a device, but as a service where consumers can buy N-Gage games and take part in the community trough the N-Gage Arena network (also known as Sega SNAP network). The N-Gage features will mostly be added to S60 3rd edition devices that allow horizontal use of the screen. This also means that current N-Gage titles will no longer work as they where designed for the original S60 1st edition platform. More details can be read in the full article.

Company Spotlight: Cheeky

October 23rd, 2006 by Arjan Olsder Posted in Interviews | No Comments »

Cheeky was one of the first to enter the mobile games market, but is currently struggling to survive. Mark Riply, CEO of Cheeky opened up to us and talked about the problems he faces and how he tries to wake up fellow developers and distributors.

[Arjan] So first off, I know Cheeky has been around for ages as I played your games back when the 3510i was still on the shelves. What was the reason for you to jump into a market that was pretty much underdeveloped back then?

[Mark] Well we’d pretty much done the Web games market to death. As Friendly Giants we had a portfolio of over 50 games – casual, hardcore, 3D – but we just couldn’t make enough money from it. I formed Cheeky on the back of a deal we struck with 3 (we were one of their initial line-up of development partners), which essentially funded our first six months. From that we could explore other markets.

Aside from that, mobile was my last hope at forging a new IP, before all the license holders jumped in a ruined the market as they have done with PC/console. Development costs were low, project times were low, so again it allowed us to explore new ideas without bankrupting ourselves.

[Arjan] Which of your first series of games do you regard as the overall Cheeky classic?

[Mark] From the first series I’d say Wooly World. It was quite experimental, in that the artwork was based around the works of Mackenzie Thorpe, and we tried to make it humorous with sheep shaggers, butchers and mad chickens. As far as sales go though, the classic was Bubble Tots. We sold over 40,000 copies of that fella.

[Arjan] You are known also as a blogger. As the last one you seem to cause a lot of disturbance by opening up the troubles you see on the market. The latest post for example displaying that a #3 game on AOL DE earned you 6 euro. Aren’t you afraid this might backfire on you?

[Mark] How can it backfire? I’ll earn 2 euro? 😀  I’m getting to the point with the mobile games business where I just don’t care any more. Take AOL – they make up their charts to rotate new content. I’ve since learned they’re not the only ones to do this. I can see their reasons for doing this, but it’s misleading to punters and publishers.

[Arjan] The troubles you have experienced in the market clearly seem to be the fundamentals for you to start the somewhat notorious private forums. Can you tell us a bit more about what the forums exactly stand for and who have access as it’s pretty much off limits for most of the industry.

[Mark] The forums are for a number of things these days:

  • For developers to talk about techy things, business ideas, and general chat
  • To report on pirates, and take action to shut them down
  • To find out which distributor owns or provides content to a particular site
  • To discuss distributors themselves – the good, the bad and the ugly

Only the last forum is strictly private – it’s only open to developers whom don’t distribute a significant amount of other people’s content. I say "significant amount" because most developers themselves are doing a spot of publishing on the side. Obviously having distributors themselves on this forum would stop developers talking openly about who the dodgy characters are.

Everyone who wants to join the forum is vetted. There’s a lot of valuable sensitive information on there, so unless you’re actively involved in mobile games development or publishing, you won’t be allowed on. What would be the point?

[Arjan] Also you noted on your blog that you are porting your J2me games to Microsoft’s XNA platform. What is your experience in this?

[Mark] XNA is great. It just works. When our latest game Blobbit Push is finished I’m going to switch to leading development on XNA, *then* port to Java/J2ME. Love or hate Microsoft (and I hate XP), they’ve always known how to make good tools.

I have a middleware layer called Platform, which defines a common API across XNA, J2SE and all the different J2ME handsets. The idea is you write your game to the API, then link it to the relevant Platform JAR/DLL and you’ve got a version for that device. Because Java and C# are so similar, I can practically take the Java code and plop it straight in to XNA. And vice versa.

The thinking behind this is to produce versions for XBLA, standalone versions for PC (i.e. that don’t require Java) which lead on to other opportunities such as Interactive Television.

[Arjan] Do you recon XNA has a more easy and safe path to the market?

[Mark] Well XNA is certainly more straightforward than porting to hundreds of different mobile phones =) Everyone is jumping on the XBLA bandwagon though, so we’ll have to wait and see.

[Arjan] Will this mean we will also see your games on XBOX 360?

[Mark] Hopefully! Like I say, its become a fiercely competitive market.

[Arjan] Do you look at other possible platforms for your games?

[Mark] I look at every platform possible. iPod is the one I’m keeping a keen eye on. It’s a closed shop at the moment, but hopefully once Apple have created a toolset for it there will be a developer programme where you can submit content for distribution through iTunes. I hope they do open it up for third parties to develop for because Apple have it sorted – a true mass-market device, a cool brand, and most importantly an established distribution mechanism.

[Arjan] From all games you developed, what do you recon is the best one and why?

[Mark] From a technical standpoint, GR++. That was 9 months of hard graft, trying to squeeze every last drop of performance. Blobbit Push is the most enjoyable game to play though I think – it’s a Sokoban game, but with lots of different enemies you have to avoid. Stoo’s done a cracking job on the level design and the graphics are gorgeous. The desktop version should be out in the next week or so, with the mobile ones close behind….

[Arjan] Looking at the competition in the market, which game has inspired you most and why?

[Mark] Anything that tries to do something *different*, rather than simply take a license and slap a crap game on it, or another tedious port of some console or Amiga game. Anything that tries to make a game for the phone and the situations when you’re stuck with a phone as your 
only source of entertainment.

[Arjan] Is there any closing statement you wish to make toward the readers?

[Mark] Don’t do it! Develop games for mobile phones, that is. Become a plumber instead. I’m sure it’d be infinitely more rewarding and your customers will actually pay you. =)

EA and O2 to open the market

October 23rd, 2006 by Arjan Olsder Posted in Games | 1 Comment »

EA and O2 have closed a deal to provide O2 consumers with free mobile games. To promote mobile games, O2 will introduce the Gaming Monday during the month of December. On these Monday’s, consumers are able to download Need For Speed Carbon, The Sims 2, FIFA 2006 and Tetris for free. Both EA and O2 hope to open the market further to the consumer.

Max Studio wins The Cutting Edge Coding Competition 2006

October 23rd, 2006 by Arjan Olsder Posted in Game Awards | 1 Comment »

Max Studio (thanks Piro, for sending the url), a company operated mainly by five young people has won The Cutting Edge Coding Competition 2006 with their game Burning Armor Code E. As price winners, they get a new iPod video, $ 5000 worth of advertising on clickgamer.com and a two year license on Edge.
The Cutting Edge Coding Competition is being held by Clickgamer and Elements Interactive to promote the use of their Edge platform. The Edge platform is a middleware client to simplify porting of mobile games on C based languages like Symbian and PocketPC.

Breakpoint inked exclusive deal with Capcom

October 23rd, 2006 by Arjan Olsder Posted in Brand Licensing | No Comments »

Breakpoint has announced that it will exclusively launch the newest Capcom titles in several countries like Poland, Russio, Hungary, Chech Republic, Slovakia, France, Romania, Bulgaria and the Balkan countries.

"We are proud to cooperate with Capcom, a legendary player in the games industry," said Pawl Nowak, CEO of Breakpoint. "Breakpoint is quickly developing and we are planning similar agreements in the immediate future," he added.

Yosuke Yoneda, Mobile and New Business Development Director of Capcom, remarked: “Combining the power of Breakpoint and Capcom brands in this collaboration is going to bring benefits for consumers as well as both partners. We look forward to working together.”

Look at Namco

October 23rd, 2006 by Arjan Olsder Posted in Games | No Comments »

The guys over at QB managed to get hold of an education video from Namco about mobile games. Worth a look for sure!

You are not allowed to hate guns!

October 23rd, 2006 by Arjan Olsder Posted in Games | No Comments »

Sometimes, weird things happen within this industry. One of the most recent examples came into our mailbox last weekend from developer Fun And Mobile. They announced that Handango has partially removed (the game is still available on some devices) their mobile game as they considered it of adult nature. So listen up kids

New changes at the blog

October 23rd, 2006 by Arjan Olsder Posted in 1 | No Comments »

Today, our thanks go out to Ashu Mathura. Ashu, founder of this blog has now officially transferred it to me. As most of you already know, since a few months I have taken over the daily posting on the blog as Ashu is busy pioneering the mobile advertising space with his company called MaDs. This also means we have new Google ads on top of the pages as they now have to pay the rent ;).

Together with this announcement, I’d also like to say I’m happy to see the Blog is clearly rising in popularity. Last Tuesday we have almost hit 600 unique visitors in one day while we have a 400 a day average. Currently the blog is burning 6.5 GB in bandwidth consumption each month and also rising.

So not only thanks to Ashu, but also to all of you who show interest in the mobile games & gaming blog by commenting, contributing, sharing inside info or just reading!

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.

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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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