adobe max 2006 - "developing flash lite games" conference - by didier agani (mobitween)
DESCRIPTION
This is the slide for my conference about "Developing Flash Lite Games" at AdobeMax event in 2006 (Las Vegas). It no longer reflects the mobile reality :) But it is nice to see how Adobe Flash Lite was about to become something big, and finally, did not. Anyway, this was my very first big conference, and it's been an impressive experience ! Thank you Adobe :) More info about the conference: http://www.adobe.com/events/max/sessions/md202w.htmlTRANSCRIPT
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2006 Adobe Systems Incorporated. All Rights Reserved.1
MAX 2006 Beyond Boundaries
Developing Flash Lite Games
Didier AganiFlash Team Leader
Marc Alloul
Executive Vice President
Mobitween
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Developing Flash Lite Games
Mobitween OverviewCommon Games vs. Mobile Games
Thinking Flash LiteGetting Started - Creating a Game Template
Developing & Integrating the GameTesting & Optimizing
Publishing & DeliveringConclusion & Discussion
Jani KarlssonHead of Technology & Strategy at NokiaWorld of Mobile Game Conference - London - June 2006
« Flash is the missing piece in the Mobile Industry »
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Mobitween OverviewAn Innovative Developer and Publisher of Mobile Games
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42006 Adobe Systems Incorporated. All Rights Reserved.
A Mobile Content Developer strong games portfolio – more than 100 titles
A Mobile Content Publisher for mobile carriers and aggregators
existing distribution channels in Europe
Mobitween Overview
EXPERTS
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52006 Adobe Systems Incorporated. All Rights Reserved.
Mobitween Overview
« Casual Games » Editorial Strategy back to “basic gaming” >> Pick-up and Play specifically designed for handheld devices simple interactivity adapted to mobile new full vector graphics look & feel www.mobitween.com
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Mobitween Overview
Numerous predefined game features server based hi-scores
multi-players
convergence >> pc-to-mobile / mobile-to-pc / pc-to-pc
“try before you buy”
in-game billing
in-game advertising
Distribution Channels
orangeTM
Group
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Common Games vs. Mobile GamesIntroduction to Flash Lite
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Video Games over the Ages
00’s
80’s 90’s
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92006 Adobe Systems Incorporated. All Rights Reserved.
Common Games vs. Mobile Games
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102006 Adobe Systems Incorporated. All Rights Reserved.
Common Games vs. Mobile Games
Same Gameplay
Different technology
Today Mobile device can be seenas a 90’s console
Mobile Handsets Mobile Development
Lack of memory
Slow processor
Small display screen
Battery life !
Faster
Lower cost
Mass Market
Fragmentation
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Native Code
3 main Technologies to develop Mobile Games
Java Flash
Common Games vs. Mobile Games
Platform Dependent
Low fragmentation
Not so complex
Powerful
Ubiquitous
2D games
Development Cost
Firmware Dependent
High fragmentation
Very complex
Very powerful
Close to hardware
3D games
Development Cost
Handset Dependent
High fragmentation
Complex
Powerful
Java Virtual Machine
2D and 3D games
Development Cost
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Thinking Flash LiteBetter By AdobeTM
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Available to over 140 Devices – over 77 millions Mobiles
Limited to a small amount of syntax from Flash 4 & 5
Relatively slow
Dedicated to User Interfaces and Small Animations
Thinking Flash Lite
Adobe’s first Mass Market embedded Player
Flash Lite 1.x
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Run on Open Operating Systems (excepting Linux) and on BREW (beta)
Available on Symbian s60, Windows Mobile 5 (beta)
Based on Flash 7 and supports ActionScript 2.0
Clearly faster than Flash lite 1.x
Suitable for Game Development
The good choice to create great Mobile Games
Flash Lite 2.x
Thinking Flash Lite
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Too much graphics can slow down the framerate
Too much code can overload the memory
Balance
Graphics vs. Actions
LowGraphics & Script
HighGraphics & Script
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162006 Adobe Systems Incorporated. All Rights Reserved.
Getting StartedCreating a Game Template
Write Once, Run Anywhere
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Getting Started - Creating a Game Template
Made to simplify the development Made to improve the productivity Made to hold many games
MainTemplate
Interactivities
Core Game
Graphics
Write onceRun anywhere
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182006 Adobe Systems Incorporated. All Rights Reserved.
Creating a Game Template - Example
KeyManager.isRightKeyDown()
No Template Template
Test Player
Check and Return Boolean
TestKeypad ‘6’
Compare via Keys Database
Key.getAscii()Key.getCode()
TestJoystick Right
Building a robust Templateallows you to keep focused
on your Game Development
KeyManager Object
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192006 Adobe Systems Incorporated. All Rights Reserved.
Player, Handset profiles…
Key Manager
Cookie Manager: Saves, Records…
Game Interactivity: Intro, Menu, Help screen, Navigation, Pause…
Network Features
Tools Library: Math, Time, Menu, Algorithms …
Template Features
Menus Saves Pause Record Math Network
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202006 Adobe Systems Incorporated. All Rights Reserved.
Developing and Integrating the GameFrom Template to Concrete
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Optimization
➊ : template creation
➋ : game development
➌ : graphics integration
➍ : test phase
➎ : iterations step ➋
➏ : delivery
Typical development life cycle
Development Life Cycle
GAME DESIGN
DEVELOPMENT GRAPHICS
TEST
DELIVERY
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Developing the Game
Developing a cool “Casual Game” - SNAKE - in 10 minutes:
3 movieclips:• Snake’s head• Snake’s body piece• Apple
Then just call snakeAlive()Function on onEnterFrame.
Function snakeAlive() {
if (MyMng.isInPause) { return; }
If (KeyMng.isRight) { snake.goRight(); } else if (KeyMng.isLeft) { snake.goLeft(); } …
If (snake.isOnApple) { MyMng.scoring(1); snake.addBody(); }
}
Your Template should manages‘saves’ and ‘records’ for you.
Use MyMng.scoring(x), andit will be automatically saved.
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Developing the Game
10 minutes after …
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Developing the Game
… and after graphic design
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252006 Adobe Systems Incorporated. All Rights Reserved.
Testing and Optimizing the GameThe « Mobile » Reality
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262006 Adobe Systems Incorporated. All Rights Reserved.
Does not reflect the handset capabilities> colors, speed, latency…
Debugging Tool
Testing
How your game really runs on mobile
Devices do not react the same
That’s why it is important to test on all targeted devices
Simulator Devices
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272006 Adobe Systems Incorporated. All Rights Reserved.
Optimizing
Significant optimizations from Mobitween’s experience:
Do not use too much vectors, prefer bitmaps when possible
Use the right bitmap format JPEG vs. PNG
Optimize shapes and outlines
Avoid animating lot of movie clips at the same time
Avoid complex uses of Math and loops
Avoid many code in the same frame
See the excellent « Optimizing content for Flash Lite 2.0 »
from Josh Ulm, Adobe
www.adobe.com/devnet/devices/articles/flash_lite_optimization.pdf
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Publishing and DeliveringThe Real Power of your Template
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Publishing & Delivering
Click‘n Publish From a unique FLA file SWF publications Handsets fragmentation
Click‘n Deliver
From SWF to Content that the end-user receive on his device
Archive delivery
Q&A
“Ready to use” Datas for deployment
XML Flow
Web Services
Carriers Aggregators
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302006 Adobe Systems Incorporated. All Rights Reserved.
ConclusionFlash Lite Games
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Development Conclusion
Provide a new look & feel and appeal to your content
●Capitalize on Flash strengths
Reduced Fragmentation still leads to a on-going reflection
●Deployment issue remains a challenge
Development & Deployment Framework
is key to success
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322006 Adobe Systems Incorporated. All Rights Reserved.
Market Conclusion
“Casual Games make most use of the inherent advantages of the mobile platform.
People want to fill 'dead time' with easy to use, but fun games”.Bruce Gibson, Research Director with Juniper Research.
Mobitween has developed several years of strong expertisein Development, Deployment and Publishing
●Our goal is to become a leading Developer and Publisher for handheld devices
leveraging Adobe’s Flash Lite technology●
Benefit from our tools and know-how
let’s engage on mobile!
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thank you