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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
2
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 »
3
2006 Adobe Systems Incorporated. All Rights Reserved.
Mobitween Overview
An Innovative Developer and Publisher of Mobile Games
4
2006 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
5
2006 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
6
2006 Adobe Systems Incorporated. All Rights Reserved.
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
7
2006 Adobe Systems Incorporated. All Rights Reserved.
Common Games vs. Mobile Games
Introduction to Flash Lite
8
2006 Adobe Systems Incorporated. All Rights Reserved.
Video Games over the Ages
00’s
80’s 90’s
9
2006 Adobe Systems Incorporated. All Rights Reserved.
Common Games vs. Mobile Games
10
2006 Adobe Systems Incorporated. All Rights Reserved.
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
11
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
12
2006 Adobe Systems Incorporated. All Rights Reserved.
Thinking Flash Lite
Better By AdobeTM
13
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
14
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
15
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
16
2006 Adobe Systems Incorporated. All Rights Reserved.
Getting Started
Creating a Game Template
Write Once, Run Anywhere
17
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
18
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
19
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
20
2006 Adobe Systems Incorporated. All Rights Reserved.
Developing and Integrating the Game
From Template to Concrete
21
2006 Adobe Systems Incorporated. All Rights Reserved.
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
22
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.
23
2006 Adobe Systems Incorporated. All Rights Reserved.
Developing the Game
10 minutes after …
24
2006 Adobe Systems Incorporated. All Rights Reserved.
Developing the Game
… and after graphic design
25
2006 Adobe Systems Incorporated. All Rights Reserved.
Testing and Optimizing the Game
The « Mobile » Reality
26
2006 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
27
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
28
2006 Adobe Systems Incorporated. All Rights Reserved.
Publishing and Delivering
The Real Power of your Template
29
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
30
2006 Adobe Systems Incorporated. All Rights Reserved.
Conclusion
Flash Lite Games
31
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
32
2006 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 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!
33
2006 Adobe Systems Incorporated. All Rights Reserved.
thank you

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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
  • 2. 2 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 »
  • 3. 3 2006 Adobe Systems Incorporated. All Rights Reserved. Mobitween Overview An Innovative Developer and Publisher of Mobile Games
  • 4. 4 2006 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
  • 5. 5 2006 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
  • 6. 6 2006 Adobe Systems Incorporated. All Rights Reserved. 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
  • 7. 7 2006 Adobe Systems Incorporated. All Rights Reserved. Common Games vs. Mobile Games Introduction to Flash Lite
  • 8. 8 2006 Adobe Systems Incorporated. All Rights Reserved. Video Games over the Ages 00’s 80’s 90’s
  • 9. 9 2006 Adobe Systems Incorporated. All Rights Reserved. Common Games vs. Mobile Games
  • 10. 10 2006 Adobe Systems Incorporated. All Rights Reserved. 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
  • 11. 11 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
  • 12. 12 2006 Adobe Systems Incorporated. All Rights Reserved. Thinking Flash Lite Better By AdobeTM
  • 13. 13 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
  • 14. 14 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
  • 15. 15 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
  • 16. 16 2006 Adobe Systems Incorporated. All Rights Reserved. Getting Started Creating a Game Template Write Once, Run Anywhere
  • 17. 17 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
  • 18. 18 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
  • 19. 19 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
  • 20. 20 2006 Adobe Systems Incorporated. All Rights Reserved. Developing and Integrating the Game From Template to Concrete
  • 21. 21 2006 Adobe Systems Incorporated. All Rights Reserved. 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
  • 22. 22 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.
  • 23. 23 2006 Adobe Systems Incorporated. All Rights Reserved. Developing the Game 10 minutes after …
  • 24. 24 2006 Adobe Systems Incorporated. All Rights Reserved. Developing the Game … and after graphic design
  • 25. 25 2006 Adobe Systems Incorporated. All Rights Reserved. Testing and Optimizing the Game The « Mobile » Reality
  • 26. 26 2006 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
  • 27. 27 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
  • 28. 28 2006 Adobe Systems Incorporated. All Rights Reserved. Publishing and Delivering The Real Power of your Template
  • 29. 29 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
  • 30. 30 2006 Adobe Systems Incorporated. All Rights Reserved. Conclusion Flash Lite Games
  • 31. 31 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
  • 32. 32 2006 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 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!
  • 33. 33 2006 Adobe Systems Incorporated. All Rights Reserved. thank you