J2ME Bluetooth Multiplayer Game - java-me

I want to make multiplayer games with J2ME but I didn't find any game source codes.
Where can I find sample game sources?
Thanks.

Checkout the following svn's:
http://code.google.com/p/oppositelock/
http://code.google.com/p/oware-midlet/

You might want to look at third-party J2ME gaming SDK sample codes as well. Check out the Tic-Tac-Toe sample from Skiller, it's a free, powerful and easy to use SDK. The advantage with such third-party SDKs is that a number of features are already implemented so you don't need to re-invent the wheel for anything and everything. I hope that helps.

Related

What is relation between openfl, flambe and awe6

I do know that all three can be used to make mobile games. And can create fast games. But i only know of openfl which i learned is something called nme but improved.
So i would like to know couple of things...first simply describe them and their relations..then their disadvantages plus advantages..and your preference and why.
Secondly, verify my assumptions...
you need to know haxe.
you need to understand openfl on top of ex. awe6?
Laslty can you summarize the workflow of how you go from idea to making app with openfl or and flambe/awe6...etc.
http://getflambe.com/
https://code.google.com/p/awe6/wiki/ProjectObjectives
OpenFL is not a game engine. It is a cross-platform tool based on Haxe and open-source implementation of Flash API. It allows to write and deploy applications to many different platforms from one codebase. Also you can find more info on OpenFL on its github page.
Unlike OpenFL, Flambe and AWE6 are game engines. They can be compared to HaxeFlixel, HaxePunk and other game engines based on Haxe. The main defference between these two is that AWE6 is using OpenFL to target platforms such as iOS and Adnroid, while Flambe is focused more on HTML5 and Flash games. It can be also used to target mobile targets, but native Android and iOS apps are packaged using Adobe AIR.
you need to know haxe.
Yes, but if you already have some experience with Flash API and you are using OpenFL, the learning should be very easy.
you need to understand openfl on top of ex. awe6?
AWE6 is based on OpenFL, so yes, but as far as I know, only basics. The main workflow is wrapped by game framework.
And the answer is "no" for Flambe, because it is not based on OpenFL.

Porting Windows Phone game with Xamarin

I currently have a very simple memory game for Windows Phone that I would like to port over to iOS, Android and possibly Win8 using Xamarin tools.
I would like to centralize my business logic in one assembly and simply create the UI for each platform.
For the most part, the code is simple C#, but I do make use of Bitmaps to show the cards in the game. However, from what I've read, there is no standard support across the different platforms for using Bitmaps.
What would be a recommended approach to this problem?
I'm thinking I have to use something like MonoGame, but feel that is overkill for what I want to do.
You say your code is in C#. As far as I know Xamarin is the only way to get C# code to run on Android and iOS. Xamarin has a free starter edition that you might be able to use but your app will be size limited. Once you hit the size limit you'll need to pay for a license.
After you've decided to pay for a license there are no other costs involved if you want to use MonoGame for the port. If your game is already using XNA or you have some XNA experience I recommend using MonoGame. MonoGame is a port of XNA and is designed for making games, so many game related tasks are easier.
The alternative is to build your game as an app using the standard app building API. This is possible but I can't see any advantages doing it this way unless you are trying to save money by using Xamarin's free edition. If you plan to make more games in the future, you'd be better off biting the bullet and learning MonoGame.
Using bitmaps with MonoGame shouldn't be a problem. Although, you may need to convert them to PNG's first.
Centralizing the business logic in one assembly is sort of possible using Portable Class Libraries but due to the limitations of PCL's it's often easier to use file sharing. Basically you have a soft link to the files in each project. Updating the files updates them in all projects at the same time, but adding new files requires you to add them to each project individually. It's a little bit of a maintenance pain, but not much.
For sure, as a starting point you should separate UI and logic.
To reach this I highly recommend you to make console version of game. Using console it is possible only send commands with parameters to application. No mouse or real-time keyboards usages. All UI-related tasks will be left. Only business logic and commands to use will remain.
Then, you should try MonoGame. It's reliable enough for 2D games. Even more, If IL-code is not too much, it's free for iOS and Android!
Other way is... Unity 3D. Using that engine is depends of code you wrote. In some cases it's possible to use that game engine with shared business logic. Thanks to new Unity 3D policy, indie game developers could make and deploy their games for free.
In short, plan is:
Implement core functionality (with console I/O);
Then, choose engine and implement UI for target platforms.

Android Native Audio development

I'm trying to develop the application based on native audio in gingerbread,
I executed the sample native audio program under the NDK ,but I'm not clear with
that. I need some example to learn how to use the openSL library.
Can any one suggest an example of open SL|ES based code ?
OpenSL ES documentation and that sample app are the best resources that are out there. Not to say that they're great, but they are definitely sufficient provided that you have the knowledge of object-oriented programming and audio. If you don't, those are the things you should look into first.

where can I find some good examples for beginner on J2ME Polish

I am a beginner in the mobile application developemnt. I just started with J2ME, I have to work with J2ME Polish. Can any one suggest me where can I find examples on the J2ME polish like the hello world program for a java developer.
Thanks.
If you have downloaded Polish, you already have them in the samples folder. The given examples probably get you started. The online help is also quite extensive.

Developing a fullscreen "media player" on linux

I'm a Windows developer and I need to develop a Linux application.
The goal is to have a fullscreen application being able to display different media types (images, videos, flash). There might be multiple media files being displayed at the same time on the screen (if the screen is split in multiple zones).
Can someone point me in the right direction as to what is the most appropriate technology/tools/frameworks to use?
I have experience with C#, C++ and Objective C.
Thanks,
Pyt
You could look into MPlayer's libraries, that are extensively used by several Linux applications as a backend.
Best of all, its cross OS and of high quality.
Qt for the gui
Probably C++ for the code
You could look at FFMPEG libraries (http://ffmpeg.org/index.html)
QtMediaHub (http://qt-project.org/wiki/QtMediaHub) has some useful (and pretty stable) classes and sample implementations.

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