I worked at a startup, Javaground [1], where we ported and developed games for J2ME phones. We had a room full of dressers full of all the different mobile phones of the day. Each phone had different implementation quirks, such as variable audio delay when playing a file, audio/image formats that were faster/slower, odd button events (some used press, some used ondown, some had no ondown, etc). A lot of our work was…
My very first industry job was making J2ME games and oh my god does it still give me nightmares.
Before the iPhone, I worked on a few games for what were called "feature phones"
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Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#42So, the bytecode instrumentation as post-compilation functional modification tool is pretty interesting. More info here: https://blogs.sap.com/2016/03/09/java-bytecode-instrumentati... . I wonder if there's any 'defense' against this kind of thing.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#43John Carmack writes: > Unlike most emulator projects, Kemulator turned out to be closed source abandonware It is amazing that in the past two decades most emulators transitioned from closed source closely guarded secrets to open sourced and often under a popular license. The preservation is unparalleled.
It surprises me the number of people who thought they could make money selling emulators, in what is and has always been almost exclusively dedicated to piracy.
Like still being able to watch that old VHS movie on BluRay HD, or listening to Swing records from 1920 in 2021.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#44I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#45Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#46I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…
well yeah there's less crucial core stuff to pioneer these days
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#47I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#48GC feels like this magic box. Does great things for you without having to worry about memory leaks, which is great. But like anything that is magical you give up some control. I guess it's a tradeoff
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#49The chain all in one place, such that it's readable: > Before the iPhone existed, I worked on a few games for what were called "feature phones": Doom RPG 1&2, Orcs&Elves 1&2, and Wolfenstein RPG. Qualcomm's native-code BREW platform had better versions, but I haven't seen any emulators and archives for it, so they may be lost at this point. The J2ME (java mobile) versions are still floating around, and can be emulate…
I'm curious how the UI looks to other people, because "all in once place" isn't really a complaint I can understand about the Twitter UI I'm seeing. There's buttons and stuff between tweets, but with 280 characters per tweet (140 was definitely less readable) they're not significantly more difficult to read on Twitter than they are in the paragraphs you posted.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#50I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…