cellphones etc.
Blitz3D Forums/Blitz3D Programming/cellphones etc.
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I was just on a website that claims its games can be run on a Nokia cellphone. My question is Is it true that Blitz3D can be used to make games that run on cellphones. If it is true, how does a programmer go about doing these things? |
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You cannot use Blitz3D to develop games for cell phones. BlitzPlus: Possibly. Java is probably your best bet. |
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Neither Blitz Plus can be used. Maybe Mobile Basic will do what you need, I don't know if it's good. http://www.mobilebasic.com/ |
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like noel said: java |
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eBusiness - Wasn't your Harddrive dead a few weeks ago??? I would use C# to write a game for a phone because I would want to use the Yeti Editor and make a DOOM style FPS... http://www.theteahouse.com.au/gba/ I sure wish this was exported for blitz... |
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Microsoft offers a free compiler download for PocketPC/WindowsCE, which also works on some cell phones. You're coding in C++, but if that's not an issue for you, it's a good deal. That's what I used for "Pocket Bubble Bomb". |
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Goto the nokia developer site..you can free sdks for all their java set ups, including free n-gage sdks/compilers etc. |
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Research J2ME and MIDP, both are core technologies for developing on Mobile devices that support Java. This book: J2ME Game Programming, is an excellent resource. This link: http://www.arcadepod.com/java/display.php?cat_id=210&st=1 is a listing of games programmed in Java, some of which could be adapted for MD play. |
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could you be talking about the blitzjava.com site ? Either way id like to see the site that claims this, the way im doing it at the moment is a 3rd party software house thats taking my blitz games and porting them over to the mobile platforms that I request. So if there is another option id like to know about it. |
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That mobileBASIC is rather good! Very easy to use. Pretty straight forward in a Blitz kind of way. I managed to create an AmigaBall demo and it more or less works except for the sound/speed/transparency problems .. Mobile BASIC source code: sub main rem Mimic phones speed. Set to 0 before compling MIDlet (J2ME) global delay% delay%=250 rem Get phones display width/height sw%=screenwidth() : sh%=screenheight() rem Load media gelload "Gshadow","shadow.png" : spritegel "shadow","Gshadow" gelload "Gball","AmigaBall.png" : spritegel "ball","Gball" spritepriority "ball",1 ballW%=gelwidth("Gball") : ballH%=gelheight("Gball") rem Init vars x=float(sw%)/2 : y=16.0 dx=2.4 : jh=0.0 rem Main loop repeat rem Clear screen setcolor 160,160,180 fillrect 0,0,sw%,sh% setcolor 170,0,170 rem Draw grid for l%=10 to sh%-20 step 10 drawline 10,l%,sw%-8,l% next l% for l%=10 to sw%-6 step 10 drawline l%,10,l%,sh%-20 next l% rem Bounce in X direction if x<0 or (x>sw%-ballW%) then dx=-dx endif rem Bounce in Y direction if y>=(sh%-ballH%-8) then jh=-10.5 playwav "bounce.wav" vibrate 40,3 endif rem Update balls X/Y vars x=x+dx : y=y+jh : jh=jh+0.5 rem Draw shadow and main ball spritemove "shadow",int(x)+8,int(y)-4 spritemove "ball",int(x),int(y) rem Refresh display repaint rem small pause sleep 1+delay% until fire() end endsub |
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Heres another mobile app building system : Omega Basic http://www.digitalomega.net/index-1.asp |