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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"

#161

"Well, we are programmers, we should be able to fix it." What an awesome "beginner's mind" perspective. It's too easy to write off a potential solution as difficult or impossible - but why not adopt this attitude, and at least try?

Absolutely, and having 30+ years of troubleshooting experience on a wide range of hardware and software platforms also help :) It's very inspiring to read about a problem and having the solution explained as matter-of-factly as here.

"it's either off by one error or caching problem" -- Carmack probably

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#162
post #9

John 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.

I'm sure that Nintendo's Virtual Console emulator series has made them quite a bit of money.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#163

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…

Ah, it's nostalgia-a-clock. I worked on Skype for J2ME with a 3-4 person dev team. Custom UI kit, 128x128 screens, 128kb available memory and other fun limitations.. I think we re-wrote our text rendering/styling/wrapping code more times than there were actual releases of the app :)

I honestly miss these times - it sparked so much creativity when one needed to achieve something in such a limited environment.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#164

Earlier quoted context omitted.

Ever since Mojang was sold to MS in 2014, I'd say his notoriety has dropped quite a bit. Most people that would have been familiar with him are now in their mid teens at the youngest.

Even before Notch left I'd say others like Jeb or Dinnerbone were more commonly known in the Minecraft communities as they were more active in the community & posting about upcoming things. (then of course Notch went off the deep end and most communities rapidly began distancing themselves from him...)

And the fame associated with these names was only possible because they canes from a small indie group that broke through to the mainstream so massively successful that I can't think of any other example on that scale in the last decade.

In the 90's and early 00's, many big names practically were studio, the brand.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#165
post #47

I'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…

It’s not as recent as it seems in my mind, but Notch is a relatively well known game dev. And in the younger crowd he may be even well known than Carmack.

Notch ruined his popularity tho by being a total bigot and jerk. :/

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#166

I tried running games from 2004 earlier this week and all failed in a spectacular fashion. I thought Windows was all about supporting legacy 32-bit applications.

You might have better luck running those old games under Wine or Proton.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#167
post #50

I'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…

It happened recently with Markus Persson and Jonathan Blow.

That wasn't a dev coming out of a major studio though, which is what I think is significantly harder these days. Notch got there only because it was a small indie team that hit a black swan event to hit the mainstream in a massive way, at the same time that it caught fire on YouTube with many current game streamers and channels having their roots in the early days of Minecraft videos.

Had Minecraft come from a major studio, even hitting it just as big, I don't think we associate it nearly as much with particular devs, and I can't think of another indie hitting it like that in the last decade. But if big names do still emerge, I think it will be from small breakthrough indie teams.

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#168

I'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…

I think you are right. The closest I can come to a modern example would be Darkest Dungeon (made by 2 people) and Slay the Spire/Stardew Valley (both made by single devs) however owing to your point I don’t remember their names despite reading about them at least a few times. I would recognize John Carmacks face in a crowded room not to mention obviously unlikely to ever forget his name.

Toby Fox and Undertale also comes to mind

Re: Before the iPhone, I worked on a few games for what were called "feature phones"

#169

Yesterday i just ordered myself a feature phone and now I see this tweet about game development on feature phones What a coincidence !!! Anyways has anyone still using feature phone, i would love to hear your experience

What feature phones can get on modern networks? I thought LTE "needed" a smartphone for some reason
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