Hey,
What do you guys think about creating a nice lib which makes it easy
for games to support different multiplayer modes?
Live connection over Bluetooth and/or GPRS (Perhaps mixed). Play by
mail over email or sms. It would be awesome if we could switch
between the modes as well for games where it makes sense.
I realize that it won't be hard for any game to add the support, but
keeping friends list and creating everything on a per-game basis is
just plain unnecessary.
-- kent
On 21 jan 2007, at 20.40, Jeff Andros wrote:
tron? like this?(http://codeninja.de/tron/) I'm down. we've got
agps, and the data link should be fast enough to relay position
data. it's a whole lot more manageable on the bike... could make a
case for that environment hardened device.
On 1/16/07, el jefe delito <[EMAIL PROTECTED]> wrote:
Some of the easier ideas could be:
1. Tic-Tac-Toe: grid changes colour for the Red player's turn, or
Blue player's turn
2. Connect Four: grid also changes colour
3. Checkers
4. Chess
5. Gem Drop (already GPL, some info here http://www.tucows.com/
preview/9259 )
6. that addictive Photo game where you have to spot the 5
differences in x seconds
7. KMines or something like MS's Minesweeper
8. Tron? :)
On 1/16/07, Wil Chung < [EMAIL PROTECTED]> wrote:
Hi, this is my first time posting, I'm just been lurking so far.
Looks like everyone, including myself is excited about openmoko.
Engin's recent post on controls had me thinking: Why do we have
buttons in games? But I think we had buttons to control games
because early game makers didn't have direct interactivity with the
game elements, and the closest thing they had were the buttons as
controls. But now that we're a step closer to direct manipulation
of game objects, we want to put buttons on it. I'm not sure this
is the right way to go, because it seems like we're trying to
retrofit things.
I have to admit, tactile feedback is pretty important in how we
interact with our devices. However, when it comes to playing
games, I see no reason to put direction buttons, shoot and jump
button as artifacts on the screen. Why not use the touchscreen as
a way to directly manipulate game elements? NintendoDS could be a
guide here.
Just as a suggestion for first-person shooters, couldn't the
tracing of the finger on the screen correspond to where the player
character is looking, and a tap to shoot? And the soccer game that
you just mentioned, couldn't the dribbler of the ball move to where
your finger is, and pass or shoot to where you tap?
the main problem with touch screen controls is you cannot give the
user "my hands fits on this button" feeling. this feeling makes the
players comfortable about controlling the characters, etc. on th
screen.
as i said before, also virrtual keypads can be used, or just
touching can be a great idea for games... we had some experiences
with touchscreen gaming, and the users mainly don't like to playimg
doom-like games with a touchscreen, they feel more comfortable with
arcade style games... gamers mostly used to a controlling device
like joypads, mouse, or keyboards nowadays. and as we experienced,
gamers like the analog joysticks of gamepads most. because it gives
the feeling of really controlling the character on the screen. but
with ipod usage, people used to control simple and touch input
device... and now they like mainly no button idea. so that this is
an advantage for touch screen games. and also people nowadays like
playing arcade games on every playform (even the next-gen gaming
consoles).
maybe another problem is the response time of the touch screens.
this could effect the gameplay experience.
the main problem can be the usage of the screen. this is what Nokia
N-Gage bumps onto wall. they didn't used a psp like widescreenish
screen for gaming. and this became a huge limitation for game
developers. If there is a vertical usage oportunity in games, then
the games can be more attractive for people. i want to tell you
about one of my experiences. we've developed two soccer games for
mobile phones (a j2me game, not a s60 game). in the first edition
we used the screen as n-gage used, people liked the game but in the
second edition we usd the screen in vertical position. then the
number pad became like a joypad for right hand. and the area of
usage became incredibly beatiful. it triple the first edition
downloads and people returned incredibly beatiful comments to us.
because there was no (maybe 1-2 more) games that uses the screen of
mobile phones vertical.
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be seeing you.
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Jeff
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