Jump to content
  • Advertisement

Mafian

Member
  • Content Count

    69
  • Joined

  • Last visited

Community Reputation

128 Neutral

About Mafian

  • Rank
    Member
  1. Can someone tell me how Motorola was put in charge of JSR-82? They proudly take credit for designing J2ME's bluetooth API, yet NONE OF THEIR PHONES SUPPORT IT! Whyyyy?! On their device matrix, like, 4 of their phones are JSR-82 enabled. I have this AWESOME idea for a bluetooth game, but my oh-so-sexy RAZR isnt JSR-82 enabled! Oh the irony! Yes this is a rant. I suppose im wondering if anyone out there shares my pain.
  2. Mafian

    3 Phone game development

    Yeah... I accidently answered this question in someone else's thread, thinking that your question was what he was asking. It wasn't, so my post was no good. But now that my answer seems to answer your question, I will paste it here! --- I went through the same headache as you. Using notepad and an SDK forces you to rely on some nutty batch files to compile everything. Plus you have to manage your manifest files and .jad files yourself. Its a big mess. Fortunately, Sun has a Wireless Toolkit that is VERY helpful when it comes to all this. Get it here: http://java.sun.com/products/sjwtoolkit/download-2_2.html Dont be confused, this kit doesnt have a source file editor. Source files should be created using notepad (I use VStudio, it has pretty colors). When you run KToolbar, you will get a small window. This is your project manager. If you want to make a new coding project, choose "New project..." on the toolbar. This option will set up a project directory for you. This directory will show up in your "apps" directory under the WTK directory. When this is set up, all you have to do is open your project directory and: -Drop your source files in the "src" folder. -Drop any resources in the "res" folder. -Hit "Build" in your project manager. -Hit "Project->Package->Create Package" in the project manager. -Hit Run. Your program is compiled, any errors are in the console, and if everything was successful, an emulator pops up with your app. Open one of their demos for an applet skeleton, it will save time getting started. --- Additionally, if you want to put this program on your phone, you could set up a web server with a simple wml page that you can navigate to using your cell. I think some dev sites out there also have services for hosting your files online, so you can download them with your phone.
  3. Meh.. i thought it might be complicated... i'll just rely on users navigating to my site from their phones :-/
  4. Mafian

    Cell Game Completed!

    Yeah, sorry alchemist. That really is funny tho, because NGage can handle 3D animation and all that, cant it? When i think about how simple my game is, it really seems unfair that NGage cant play it. If you ask me, since the NGage certainly has the hardware capabilities, I think there should be a rom image update for NGages, so they can accept MIDP 2.0. I dont suppose nokia would spend too much time upgrading older products tho :-/
  5. Yeah Im not sure if I would trust a 3rd party user-level implementation either. If the developers didnt include floating point math in j2me, they must have had a reason. anything user level probably wont be as fast as floating point math should be.
  6. Oops... did you say youre already using KToolkit? heh... yeah, well, for any other user that wants a good way to get started... there ya go!
  7. I went through the same headache as you. Using notepad and an SDK forces you to rely on some nutty batch files to compile everything. Plus you have to manage your manifest files and .jad files yourself. Its a big mess. Fortunately, Sun has a Wireless Toolkit that is VERY helpful when it comes to all this. Get it here: http://java.sun.com/products/sjwtoolkit/download-2_2.html Dont be confused, this kit doesnt have a source file editor. Source files should be created using notepad (I use VStudio, it has pretty colors). When you run KToolbar, you will get a small window. This is your project manager. If you want to make a new coding project, choose "New project..." on the toolbar. This option will set up a project directory for you. This directory will show up in your "apps" directory under the WTK directory. When this is set up, all you have to do is open your project directory and: -Drop your source files in the "src" folder. -Drop any resources in the "res" folder. -Hit "Build" in your project manager. -Hit "Project->Package->Create Package" in the project manager. -Hit Run. Your program is compiled, any errors are in the console, and if everything was successful, an emulator pops up with your app. Open one of their demos for an applet skeleton, it will save time getting started.
  8. Mafian

    Cell Game Completed!

    Your ngage? Let me think... so it crashes on install? not during the game? If it crashed during the game, I would have to think about my code and how it would affect an NGage (but i cant imagine how it would). But if it crashes on install... yeah I dont know what could cause that unless the NGage isnt a MIDP 2.0 device.
  9. Mafian

    Cell Game Completed!

    Thanks vector! Yeah its hard to click the buttons using the mouse, I must have spent 7 dollars sending it to my phone everytime just because I thought it was easier to play on my device, lol. scgm - Once you play the game it will be easy to tell that I had no team, lol. The game took a day or two for me, but the concept was so simple, it was easy to fully complete it in that amount of time (granted I worked literally ALL weekend, didnt see any sunlight). As far as porting goes, I realized that a game that doesnt implement any specialized device technology only has to account for changing screen sizes. Like i said, it was designed to play with the V3's screen size in mind, but the entire interface automatically scales itself according to the screen size its played on. I can guarentee that the interface wont look stretched or smushed when the screen size is similar to V3, but for very small displays you may have problems :-/. For large displays, I cant imagine you would have too many problems, the "punchers" will look very far apart but dont worry, their "punching radius" is big enough to fill the screen. Enjoy! Oh and BREW? Ive heard of it, yeah. It sounds more efficient than java, but I really dont know how to compile for BREW. Plus BREW programs only work on their target devices, right?
  10. Mafian

    Cell Game Completed!

    Ok, i just realized that some of you may fear for your phone, downloading some random dudes application. I assure you its safe. If youd still rather be on the safe side, you can test my game with your emulator of choice by downloading the .jad, manifest, and .jar files at: http://mafian.homelinux.net:8888/downloads/kickup.zip
  11. Does anyone know how to send a game to a phone from a webpage read on the PC? Like, I want someone to be able to go to my website on my PC, click a link, and have a program sent to their phone number. I have PHP and mySQL going already, so it would be possible to ask a user for their phone number and stuff. Anyone know how to do this?
  12. Hey guys! I just completed my first cell phone game! I was hoping some of you could try it out and let me know what you think. I programmed it with the Motorola RAZR V3 in mind, but I made the game very adaptable to other screen sizes. In order to download it, your phone must be able to access the net. To download it, browse your phone to "http://mafian.homelinux.net:8888/cell.wml". You will be able to download two things: PaddleBall and Test. You want to download Test, because paddleball is a cheap ass demo game that came with my phone SDK. Download Test. The game is not called Test, however. Its actually called Kick Up. The point of the game is to keep a bouncing ball airborne by pushing keys on the numpad that correspond to "punchers" on the screen. If the ball is overlapping a puncher when you strike it, it will pop the ball up again. Sure, the game may be easy if you use the same puncher more than once in a row, but your hit counter will only increase if you punch the ball with a puncher different than the one you used last. In other words, a hit is scored for using a puncher that wasnt used more than once in a row. Check it out guys, the game is FREE. The only cost to you is data transfer for internet access, but i bet you developers out there have that included in your plan anyway. Please post and let me know what you think! Also, make sure you enter my link EXACTLY. I had to route my site on port 8888 because my ISP blocked port 80.
  13. Thats actually a pretty smart idea. I dont see why a precision factor should be a multiple of 10 anyway. I bet that would be a significant performance boost. Good call.
  14. Why would increasing integer ranges be not recommended? For exaple, if you wanted to move a ball a horizontal distance D, but D should be multiplied by a difficulty factor of 1.5, then couldnt you write: //keep difficulty factor of 1.5 stored as an int of 15 for more efficiency ball.x += (D * 10 * 15) / 10; I would imagine that the extra multiplication for shifting the precision would take a small toll on the processor, but it shouldn't be too bad. I think an even better approach would be to maintain your coordinates in their extended ranges, and do all your math with large integer numbers. When it comes time to finally draw your objects, you can divide your x and y coordinates by your precision factor.
  15. Mafian

    Cell phone threads

    Yeah, thats what I thought. Although there hasnt been any single threaded examples in the SDK, I'll give my traditional method a shot. I didnt want to have to change anyway ;)
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!