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"
#32Now, 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+ people on a project, it's such a group effort that singling out a handful doesn't really represent the achievement.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#33http://fabiensanglard.net/fd_proxy/doom3/pdfs/johnc-plan_200...
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#34I'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"
#35Not being a programmer, I never have any idea what Carmack is talking about, but I'm always enthralled.
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…
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#36The 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.
My only complaint is when the thread is long, Twitter will start not showing it all at once. You have to click the last tweet to see anything after it.
But again, threadreaderapp itself also has trouble to feed all the parts of a super long thread.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#37The 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.
And yes, it's absolutely horrible that there are all those buttons and a repeated profile pic intruded at random points in the text, like in the middle of a damn word.
I get that you need to tweet to get views and nobody reads blogs any more but this "Twitter thread" concept is a UX horror.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#38Earlier quoted context omitted.
John Carmack is awesome, but I find this level of deification (of any individual) kinda creepy - it just feels unhealthy. Would you like to be treated that way, in Carmack's position? I realize that your comment was likely made in jest, but it still bugs me.
If the attention bothered him, the simple solution is to create another account under an alias. I do it to keep the worlds apart, and I am not even famous. Given all that he has accomplished and the influence his work has had on multiple generations of computer and gaming nerds, I don't see the celebrity status as terribly unwarranted.
That may be the current reality of the situation, but it doesn't mean we have to keep it that way.
I'm not saying he doesn't deserve his status, I'm just saying let's not get too fanatical about it.