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Java ME |
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Mobile Gaming
A Mobile Gaming is the best medium of entertainment in the real life because mobile game is user friendly and portable. However,the mobile industry both in gaming and applications is still in its infancy. Developers, manufacturers and carriers are all still working hard to revolutionize the mobile industry and ultimately drive millions of Dollars in revenue. As a result, graphics are getting better and similarly game play is getting better.
Always Start Simple
Always start with a simple standalone game that doesn’t do much visually nor interactively and yet still gives you a good understanding how a game works and the other required information needed to start with a complete gaming
application. It is better to finish a simple game and feel sense of accomplishment and then tackle a harder game.
Game Categories
Well generally if you look closely at any game they all fall under a certain kind of game type. Some games may seem really cool to elaborate but if you break them down they are either reused or developed with more ideas from the
existing games. If you look at games like DukeNukem, Doom, Quake, Freelancer, Counter Strike, Return Castle Wolfestein. They are really just the same ole games that were in 2D but now are in 3D.
Games can be roughly broken down into the categorieslike Arcade/Action Fast-paced, Rich graphics, highly interactive games. For example, Card Games such as Poker, BlackJack Strategy Requires a lot the thinking and tactical moves and possible micro management. The above are more of the common categories of course there are others
like trivia, Simulation.
Mobile Game Constraints
Features such as memory, screen size, even colors act as the big hurdles while developing the nice java mobile games. However, all of these |
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are usually not a factor for console and PC application development. These constraints become more evident in a mobile game then in case of a mobile application as it requires a high interaction between user inputs, graphics, animation, sound and/or vibration. Additionally, while developing games you not only have to consider different manufacturers but also the different mobile handset models for the same manufacturer. Phone models can differ vastly
from model to model in memory, color, screen size and user interface.
I. Memory
Types of Memory
In general working memory otherwise known as heap memory is the area of memory where the game stores information during execution of the game and is released when the game is terminated. You will have to refer to the manufacturers manual for the exact specifications. This is important to you because if the game is bigger then the allocated working
memory on a device then the game simply won’t run. Another memory you need to concern yourself with is the storage memory otherwiseknown as RMS the Record Management System. You need to be aware of the totalallowable storage that is available for the particular handsets you wish to deploy to and possibly build an alternative logic into the
game for cases when memory does run out.
II. Display, Size and Color
Aside from memory another factor you must take into consideration is the size of the screen for each mobile handset. Take for example a Sony Ericsson P800 when folded out has pixel display of 208 × 320 and a Nokia 3650 has a
display of 176 × 208. You may consider releasing specific version that includes the appropriate image sizes. The Nokia may have sprites the size of 16 × 16 pixels and the P800 may have sprites the size of 32 × 32. Though more and more mobile handsets are being released with color screens you should take in consideration the millions of existing phones
already sold on the market that only have black and white displays.
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Nov 2007 | Java Jazz Up | 13 |
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