British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library ISBN: Typeset in 10/12pt Optima by Laserwords Private Limited, Chennai, India Printed and bound in Great Britain by Bell & Bain, Glasgow This book is printed on acid-free paper responsibly manufactured from sustainable forestry in which at least two trees are planted for each one used for paper production. Some Statistics Games Platforms Compared Types of Mobile Games Who Plays Mobile Games? Mobile Game Distribution: Routes to Market The User Experience Mobile Game Platforms Portability and Compatibility Smartphone Characteristics The Future for Games on Symbian Smartphones Summary 40 vi CONTENTS Part Two: Creating Native Games on Symbian OS v9 2 Symbian OS Game Basics Introduction The Game Loop The Heartbeat Timer Handling Input from the Keypad Handling Input from the Screen System Events Memory Management and Disk Space Maths and Floating Point Support Tools and Further Reading 60 3 Graphics on Symbian OS Introduction Overview On Frame Rate About Display Memory A Primer on Drawing on Symbian OS Direct Screen Access Double Buffering and Anti-Tearing Pixel Color Representations Loading and Manipulating Images Scaling for Variable Screen Sizes and Resolutions Rendering Text Playing Video Clips Less Useful APIs Summary Adding Audio to Games on Symbian OS Introduction Multimedia Framework (MMF) Sound Effects Background Music Best Practice in Mobile Game Audio What s Next? Further Reading The N-Gage Platform A Brief History of N-Gage N-Gage Platform: The Next Generation of Mobile Gaming The N-Gage SDK The N-Gage Application Becoming an N-Gage Developer Summary 264 viii CONTENTS Part Four: Java ME, Do Ja and Flash Lite on Symbian OS 9 MIDP Games on Symbian OS Introduction Java ME To Java ME or Not To Java ME? Pausing for Breath Living it Up Game Architecture Case Study: Third Degree Did You Hear That SNAP?
Contents Forewords About this Book About the Authors Editor s Acknowledgements ix xiii xvii xxiii Part One: A Symbian Perspective on Mobile Games 1 Introduction Why Games? Multiplayer Games Introduction Local Multiplayer Games Over a Bluetooth Connection Online Multiplayer Games Airplay Online: A Multiplayer SDK and Service Solution 165 CONTENTS vii 5.5 N-Gage Arena Other Online Multiplayer Solutions Further Reading Exploiting the Phone Hardware Introduction Camera Location D Motion Sensors Vibration Summary Acknowledgements 216 Part Three: Porting Games to Symbian OS 7 C/C Standards Support for Games Developers on Symbian OS P. And Another Thing Further Reading Games In Japan Introduction The Japanese Market Enter Do Ja!
Ideaworks3D is a leading developer of advanced mobile games and enabling technologies for cross-platform mobile game development.
Our BAFTA award-winning studio collaborates with the industry s leading mobile and video game publishers to mobilize their flagship game franchises, including Final Fantasy VII (Square Enix), Need for Speed and The Sims 2 Mobile (EA Mobile).
Further, readers should be aware that Internet Websites listed in this work may have changed or disappeared between when this work was written and when it is read.