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Re: BAYON [Re: ] #154244
09/15/07 12:52
09/15/07 12:52
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Shure, if Flash is becoming a dominating platform for mobile games, I would get into
that platform.
But Sun should rather demand from the mobile device producers to
assure a minimal compliance of funtionality in their Java virtual machines.
(more than now)
And only licence them the Java technology, if the devices can for shure
do certain tasks. This would be a big advantage for the game developers, and
reduce the costs for wide compatability tests.
(for example: every phone displays strings drawn on the
device differently, so I have to create my own font-rendering routine.
-> using Harry Potters' Font Generator )

Re: BAYON [Re: ] #154245
09/15/07 20:24
09/15/07 20:24
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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hamburg
Quote:

the rate of flash games for mobile phones is low (currently) but i'm shure it's the future.





you can do more with java than with flash.
java is more like a real programming language.
and, as far as i know, its faster than flash.
so why would the handy games switch to flah? I don't see a good reason...

Re: BAYON [Re: Samb] #154246
09/15/07 21:03
09/15/07 21:03
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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vector graphics

since flash only deals with points instead of bitmaps it makes the file size MUCH smaller. the drawback is that flash takes longer to draw.

Re: BAYON [Re: lostclimate] #154247
09/15/07 22:02
09/15/07 22:02
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Writing a vector based graphical display in Java is not a big point either.
Flash did overrule Java in Browser apps though.
The reason is probably the better user orientation of the makers of Flash.
Currently Java Games are dominating on mobile devices though.
..and Java is a very comfortable language too.

Re: BAYON [Re: Damocles] #154248
09/16/07 10:01
09/16/07 10:01
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
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Samb  Offline
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also, as far as I know, java can do real 3D graphics and other stuff, that flash just can't do.

Re: BAYON [Re: Samb] #154249
09/16/07 10:08
09/16/07 10:08
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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Posts: 9,859
The graphics are really nice and it reminds me a lot of Zuma, but I think since this is not (yet) a 3dgs project it should be placed in Morbius to avoid confusion.

230 kb is quite large for a mobile game, but there are tricks to reduce size:

1.) use an obfuscator. The Java code is not compiled and thus all your comments and the like will be included! An obfuscator remvoes all the comments and renames your functions, variables etc. to less meaningful and usually shorter names - this can save several KB of space

2.) there exist tools for optimizing PNG graphics in size. Unfortunately I've never done this, so I don't have a certain tool here...

3.) instead of many small graphics, assemble them in one big file (e.g. all the marbles as singe png file) and set a drawing border (I think it was some command with clip - I don't know anymore - sorry) to only draw the wanted part of the graphic.

You should be able to further reduce size of the game.

Re: BAYON [Re: FBL] #154250
09/16/07 10:35
09/16/07 10:35
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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The comments are build into the class files?
I did not know that. Its strange if it is like that,
as the comments serve no purpose there.

For png, I use Gimp to make indexed colors, and reduce it
to either 256 COlors for the good looking backgrounds, or
to only 3 colors for simple things like the letters.
(png allows a free amount of colors to set)

-> I never tested that Method in 3dgs.
Do all png have to share the same palette then?
Because indexed png are very useful to reduce the bitmap size (for panels etc)

I only know that you can select a sprite, and split it into frames
to display one squared part or the image (used for the letters)
I have to have a look into packaging the sprites, for development
it is easier to have it seperated.

Re: BAYON [Re: Damocles] #154251
09/16/07 18:43
09/16/07 18:43
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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I just had a quick look at my old projects...

To 3.):
check out the setClip() method of the Graphics object

Re: BAYON [Re: FBL] #154252
09/16/07 23:10
09/16/07 23:10
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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"Sets the current clip to the rectangle specified by the given coordinates.
Rendering operations have no effect outside of the clipping area."

To increase the speed then, the program has to define the are that
had changed content too.
But I would have to draw the part of the backgroundpicture behind
the balls too.

But I did not run into rendering speed problems yet...

Re: BAYON [Re: Damocles] #154253
09/17/07 16:20
09/17/07 16:20
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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It's not meant for rendering speed, but for drawing parts of graphics - so you can combine all sprites into a single png and save size.

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