View Full Version : how do i make games for colour phones?
chris benjy
08-06-2006, 04:08 PM
hi.:confused: i was wondering how i make games for phones and using wat programming language. I currently know no languages so i want to know which can make mobile games so i can concentrate on 1 of them.
thx for any1 that helps:)
hamik
08-06-2006, 06:24 PM
Java has a language for phones ,but I forgot what its called. All the questions you ask a quick google search would find you the answer.:mad:
hiboy2004
08-06-2006, 07:18 PM
How would you go about making it for a phone? I never knew you could. . .
naruto1327
08-06-2006, 07:45 PM
Why would you want to make a game for a cell phone?
Dennis56
08-07-2006, 03:16 AM
well ignoring the stupidityof making a game for a cell phone you can code it in java
hamik
08-07-2006, 06:25 AM
well ignoring the stupidityof making a game for a cell phone you can code it in java
Dennis its not stupid to make games for the cell phone its a really good market. Just the fact most phones only have 8bits per pixel which makes it really ugly. If cell phones ever reach 32 bits per pixel then more people will definatly get into cell phone programming.
Eriond
08-07-2006, 06:47 AM
I seem to recall that OpenGL ES or something is an API for handhelds.
http://en.wikipedia.org/wiki/OpenGL-ES
naruto1327
08-07-2006, 07:35 PM
Eriond knows everything, hail to your master.
ractoc
08-07-2006, 07:55 PM
When using Java to code for cellphones the technology is called J2ME. In order to use this, you need a toolkit called the J2ME wireless toolkit. You can get it from the sun Java website (http://java.sun.com).
Another great tool for coding java on a cellphone is J2ME Polish. (http://www.j2mepolish.org)This tool helps with setting up menus and such in an easy way by use of precompile statements and css. It even comes with its own (somewhat limited) device database which helps you differentiate between the different cellphones.
And that brings us to the biggest problem when coding for cellphones. The large variaty. There are loads and loads of different cellphones out there. And if you try and make a game that will actually sell, it should work on as much of them as possible. This is where things get ugly. This is mostly due to the fact that cellphone manufacturers write specs about the phone and then ignore most of those specs. I had such problems with a J2ME app of my own where I needed to store (relatively) large amounts of data on the phone. Each J2ME application has it's own memory space assigned for storing data. You can request thoat space through the API. However, on this particular phone, it said I had 2 megs, while I could only tore 10k per datastore.... Which meant I needed a whole new, and much more difficult approach to make it work. These kinds of things you will NOT find in any documentation. Nor are they easy to find on the web. It's mostly trial and error, and the process is repeated for each phone you want to deploy your gfame to.
But it's definately possible. Hey, I made mine work like a charm on just about all the new SonyErocsson, Nokia, Motorola and Siemens phones...
Mark
chris benjy
08-08-2006, 04:04 PM
thx mark that help alot. thx :)
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