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Jayenkai
Created : 17 May 2009
 
System : Mac

Thinking about my phone



For the past few weeks I've been working on my Phone.
I'm getting to grips with the ins and outs of the hardware, and java wise, I can do the following.
(Which is stupidly limited, considering how feature-rich the phone is!)


1. Tap.
2. Only drag if it's about 20+ pixels.. Due to the PointerDragged only updating every 20+ pixels, and that being my only way to judge where the dang stylus is.. *sigh*
3. Play single midi at a time, with approx 500 millisecs forced pause when starting.. (ie, useless for sound effects, only for BG Music)

Given that I can also only access 2 buttons on the damn thing, I'm pretty much stuffed, and can only make games with taps in them..

So..
Game Suggestions?

I'm about to do Atoms, I think..

 

Comments


Sunday, 17 May 2009, 16:06
mole
Noughts and crosses
Monday, 18 May 2009, 00:33
cthug
About the sound, would it be possible to make a mixer, Whats the sound interface like?
Monday, 18 May 2009, 06:40
Jayenkai
Nope, unfortunately not.
I can't even send single midi notes to the midi player.
(Bah!!!)
Tuesday, 19 May 2009, 00:08
JL235
Are you sure the sound isn't including loading (or something similar which could be done before you play)?

For the lack of buttons you could just draw them on screen. Is there also no way of pinging the position of the pointer? You can ping the mouse location in Java with the standard JDK. Game suggestions:

A music tapping game. I think "Tap'n Time" is a good name you could use.

Vertical Shoot-em-up: A shoot-em-up but for controls you have 5 to 10 pre-set X positions as tiny buttons at the bottom of the screen. When the player clicks on them their ship will move across to that X location. If they click anywhere else the ship shoots towards the stylus is pressed.

Timing based beat-em-up. You can't move forward or back, instead you just stand there. But if the player presses the screen behind the player, they block. If they press in front it does a low, medium and high attack based on it's location. The idea is to time the attacks, like a boxing game. If they press below or above the player they duck or jump accordingly.

Coffee shop themed memory game: On each level you are shown an order for a certain number of drinks (i.e. 3 drinks) and you then have a set amount of time to make them. This is done through selecting the right parts that make up the drink. This could be cup size, then the drink itself (latte, cappuccino, mocha, macchito, green tea, etc) and finally extras (extra expresso shots, sugar cubes, brown sugar cubes, milk, syrup, chocolate, ice-cream, cream) to add. There could also be standard types that the customers sometimes ask for that you need to remember (i.e. a medium special is a medium latte with extra milk, sugar and cream).

At the end of the level you are judged on how accurate the order was. If it's over say 80% you will go on to the next level. If it's too low then the customer will insult you.
Tuesday, 19 May 2009, 00:27
Jayenkai
Some nice ideas, there, DD.. Thanks


And, yeah.. The pause is the opening of the audio, not the playing. So, I could avoid that if I constantly play the exact same single sound, over and over and over again, and have nothing else.

... to be honest, I'd rather have a nice melodic background tune, instead!

(There's no Load, only Open, and it's one open at a time...)