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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"

#181

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

Nokia latest phones offer 4g I’m not sure about LTE but they do get the job done

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

#182
post #41

Earlier quoted context omitted.

My very first industry job was making J2ME games and oh my god does it still give me nightmares.

If you miss it, just try Android, contrary to Google arguments against J2ME, the fragmentation experience is kept unchanged.

It's not as bad as it used to be. The "drawers full of devices", all terrible and broken in unique ways, gave me flashbacks to the Android 2.x days.

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

#183

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…

> Java be like, "we are cross-platform" > mobile manufacturers, "hold my phone"

The problem with cross-platform development in a nutshell. Still to this day writing an Android/iOS app using PCL code is a headache

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

#184
In the same vein I remember the first time I was able to use a phone to access "internet" from a computer. The "internet access" that the phone had to offer was called "WAP" and I was communicating with the phone via infrared (wireless \o/), you had to dial cabalistic symbols from the computer and to be really careful using their proxy to avoid sell-an-organ level out of plan charges.

After that Android's deceptively straightforward tethering feature was almost saddening...

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

#185
post #134

It blows my mind that a garbage collected language without aggregate value types was the language of choice for games on these tiny phones.

It makes more sense if you lived through the marketing hype.

I'd compare "Java as solution to everything" to the more recent "web scale" and "NoSQL" crazes, but with the backing of a PR firm instead of Internet echo chambers.

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

#186
post #184

In the same vein I remember the first time I was able to use a phone to access "internet" from a computer. The "internet access" that the phone had to offer was called "WAP" and I was communicating with the phone via infrared (wireless \o/), you had to dial cabalistic symbols from the computer and to be really careful using their proxy to avoid sell-an-organ level out of plan charges. After that Android's deceptively…

I used to love WAP on my flip phone. It was perfect for scrolling through bash.org

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

#187
post #146
post #109

Earlier quoted context omitted.

We have many more issues supporting multiple versions of iOS than supporting multiple versions of Android. But neither are not even close to the nightmare that was J2ME.

Another one that wasn't blessed with OEM deviations from AOSP.

We have "been blessed" with OEM deviations from AOSP (we have a big number of clients and most of them are using Android because of regional characteristics), but still we have way more issues with customers using out-dated iOS versions than users on those devices. For comparison, we have way more iOS issues than Android ones, even if Android is the vast majority of our user base (~70% of our customers).

Anyway, even including those cases it is still very far from J2ME days.

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

#188
post #172

Earlier quoted context omitted.

Mind that this doesn't mean that they are not commercialized - modern console emulators make a lot of money on patreon(in some cases up to $80k a month) for "private builds" that can run certain games, especially newer ones, better, and online features in some cases.

Which is how it should be, IMO - the base model is available to anyone for free. If you want extra features after using the base model, then a small donation to the developers for their time is a worthwhile tradeoff.

The problem is that it then gives the developer weird incentives. If someone in the community decides to build the same feature that the main developer kept as a paid feature, then the main developer won't want to merge it into their version.

Then you're stuck: the community member could certainly fork the project with their new feature, or maintain a patchset and forward-port to each new version of the original software, but both of those things are a ton of work.

Meanwhile, users are the ones who lose out; someone decided to build the feature and give it away for free, but users have to jump through hoops to use it.

As someone who has done a lot of open source work over the past ~20 years, I don't think anyone is entitled to find a business model in there. Sure, if you can find a way to work on your project full time but still support yourself, that's great. But often the ways people do so make for some (IMO) bad trade offs and perverse incentives.

I like the dual-licensing approach, where commercial users need to pay, but that's not workable for all projects.

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

#189
post #184

In the same vein I remember the first time I was able to use a phone to access "internet" from a computer. The "internet access" that the phone had to offer was called "WAP" and I was communicating with the phone via infrared (wireless \o/), you had to dial cabalistic symbols from the computer and to be really careful using their proxy to avoid sell-an-organ level out of plan charges. After that Android's deceptively…

> After that Android's deceptively straightforward tethering feature was almost saddening...

Ha - you should've seen early iPhone tethering. Back in those days, net neutrality wasn't a legal right yet (at least here in the Netherlands), so the carriers would push a profile to your phone that disabled tethering. The solution, of course, was to jailbreak your phone and install a tweak that turned it back on.

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

#190
post #23

Earlier quoted context omitted.

In case you want a simple explanation for this story: he tried to run an old pre-iPhone mobile game on a computer. The game runs very slow on computers, which is surprising considering the performance difference between these old phones and a modern computer. The reason turned out to be that the game runs a memory cleaning command to avoid bugs arising from lack of space. Since modern computers have 10000x more memor…

> Since modern computers have 10000x more memory to clean up The understated insane part of this is that emulating a 100mhz ARM CPU with 128kb of RAM apparently takes gigabytes of RAM to accomplish. What on earth is that emulator doing?

Given the details in the tweet, it might be simply translating GC run from emulated to host context. Not what you would ever want to do but it's abandonware from years ago after all, it might have been "slow but bearable" back when it was being developed.
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