[casual_games] C to J2ME tools

Tom Hubina tomh at mofactor.com
Sun Jan 29 01:16:14 EST 2006


Short answer - Yes. Especially in Europe.

Tom

> -----Original Message-----
> From: casual_games-bounces at igda.org 
> [mailto:casual_games-bounces at igda.org] On Behalf Of Lennard Feddersen
> Sent: Saturday, January 28, 2006 10:10 PM
> To: IGDA Casual Games SIG Mailing List
> Subject: Re: [casual_games] C to J2ME tools
> 
> 
> Thanks for the thoughts Allan.  I'll only do a mobile version 
> if the PC 
> SKU is doing well so it would be a port of a finalized game where 
> performance is a non-issue.  Last I looked at the cellphones 
> they were 
> getting pretty capable - is 64K really an important 
> commercial threshold?
> 
> Lennard Feddersen
> CEO, Rusty Axe Games, Inc.
> www.RustyAxe.com
> 
> Lennard at RustyAxe.com
> P. 250-635-7623 F. 1-309-422-2466
> 3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
> 
> 
> 
> Allan Simonsen wrote:
> 
> >One project we were involved in used some form of C++
> >-> J2ME tool to convert between BREW and J2ME. It
> >kinda works, but you'll need to continously hand-tweak
> >it around the things that DIDN'T. For us it was almost
> >worth it, since we were developing in parallell for
> >both platforms, but...
> >
> >- If you're ONLY doing the mobile platform, go
> >straight to J2ME, do not pass C++.
> >
> >- You'd need to hand-code a low-level abstraction API,
> >since the converter only understands how to change
> >syntactic sugar and basic types, not how to blit a
> >sprite or load a sound.
> >
> >- Handphone games have totally different restrictions
> >than casual games for the PC; especially the sub 64kb platforms (S40 
> >J2ME), where you'll end up harcoding everything in 3-5 
> classes to avoid 
> >the per-class overhead. NOT the way you want to think when coding
> >for the PC.
> >
> >- Handphone games spend a lot of energy abstracting
> >screensize and phone capabilites so it will run nicely
> >on the hundreds of different platforms. This is a pain
> >when you're prototyping a design idea. It also
> >involves making a significant investment in your
> >art-pipeline (to handle somewhere between 3-10
> >different base-SKUs at coding-time).
> >
> >My personal recommendation would be to ignore
> >handphones during development, and then spend the time
> >after the PC game shipped on developing the mobile
> >game, once gameplay and look is nailed down.
> >
> >Alternatively, there are a bunch of low-cost porting
> >houses that will take your PC game and churn out a
> >J2ME + BREW multi-SKU product; that might be more of a
> >plan if your game is a success.
> >
> >Allan
> >
> >
> >
> >--- Lennard Feddersen <Lennard at RustyAxe.com> wrote:
> >
> >  
> >
> >>Does anybody have any experience with automated C to
> >>J2ME style tools?
> >>I'm in the early days of my next project and think
> >>it would fit well on 
> >>cell phones but would prefer to do my PC coding in
> >>C.
> >>
> >>    
> >>
> >
> >
> >Allan Simonsen                    simonsen at rocketmail.com
> >ICQ# 16606984
> >
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> >  
> >
> 
> -- 
> 
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