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.html
ADOBE MAX 2006 - "Developing Flash Lite Games" Conference - by Didier Agani (Mobitween)
1. 2006 Adobe Systems Incorporated. All Rights Reserved.
1
MAX 2006
Beyond Boundaries
Developing
Flash Lite Games
Didier Agani
Flash Team Leader
Marc Alloul
Executive Vice President
Mobitween
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2006 Adobe Systems Incorporated. All Rights Reserved.
Developing Flash Lite Games
Mobitween Overview
Common Games vs. Mobile Games
Thinking Flash Lite
Getting Started - Creating a Game Template
Developing & Integrating the Game
Testing & Optimizing
Publishing & Delivering
Conclusion & Discussion
Jani Karlsson
Head of Technology & Strategy at Nokia
World of Mobile Game Conference - London - June 2006
« Flash is the missing piece in the Mobile Industry »
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2006 Adobe Systems Incorporated. All Rights Reserved.
Mobitween Overview
An Innovative Developer and Publisher of Mobile Games
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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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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 Games
Introduction to Flash Lite
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Video Games over the Ages
00’s
80’s 90’s
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Common Games vs. Mobile Games
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Common Games vs. Mobile Games
Same Gameplay
Different technology
Today Mobile device can be seen
as 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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2006 Adobe Systems Incorporated. All Rights Reserved.
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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2006 Adobe Systems Incorporated. All Rights Reserved.
Thinking Flash Lite
Better By AdobeTM
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2006 Adobe Systems Incorporated. All Rights Reserved.
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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2006 Adobe Systems Incorporated. All Rights Reserved.
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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2006 Adobe Systems Incorporated. All Rights Reserved.
Too much graphics can slow down the framerate
Too much code can overload the memory
Balance
Graphics vs. Actions
Low
Graphics & Script
High
Graphics & Script
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2006 Adobe Systems Incorporated. All Rights Reserved.
Getting Started
Creating a Game Template
Write Once, Run Anywhere
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2006 Adobe Systems Incorporated. All Rights Reserved.
Getting Started - Creating a Game Template
Made to simplify the development
Made to improve the productivity
Made to hold many games
Main
Template
Interactivities
Core Game
Graphics
Write once
Run anywhere
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2006 Adobe Systems Incorporated. All Rights Reserved.
Creating a Game Template - Example
KeyManager.isRightKeyDown()
No Template Template
Test Player
Check and Return Boolean
Test
Keypad ‘6’
Compare via Keys Database
Key.getAscii()Key.getCode()
Test
Joystick Right
Building a robust Template
allows you to keep focused
on your Game Development
KeyManager Object
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2006 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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Developing and Integrating the Game
From 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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2006 Adobe Systems Incorporated. All Rights Reserved.
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), and
it 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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Testing and Optimizing the Game
The « Mobile » Reality
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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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2006 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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2006 Adobe Systems Incorporated. All Rights Reserved.
Publishing and Delivering
The Real Power of your Template
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2006 Adobe Systems Incorporated. All Rights Reserved.
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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Conclusion
Flash Lite Games
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2006 Adobe Systems Incorporated. All Rights Reserved.
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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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 expertise
in 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!