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#1 Old isoj2me: isometric engine for j2me... - 2004-05-28, 16:18

Join Date: Jan 2004
Posts: 7
realdarkwave
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Hi,
we developed and released the alpha 0.3 of our isoj2me that is
"An engine/framework for isometric games (like japanese RPGs) for mobile devices supporting J2ME (MIDP 1.0). This engine will manage maps, objects and characters."

Here you find the source code of the the library:

http://sourceforge.net/projects/isoj2me

And here a demo application running on Nokia 3510i (my phone) and also its source code:
http://www.mondonerd.com
(also full of videa, animated gifs and screenshots! :) )

The whole project is under LGPL (http://www.gnu.org) and so can be used also in closed source project (read license details).

Hope to receive some comments and critiques.

ciao,
dw
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#2 Old 2004-05-28, 19:00

Join Date: May 2003
Posts: 72
sam.hendley
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This looks pretty cool, a few recommendations:
*Either use filmstrips or somesort of concatinated of multiple images for each object, individual pictures are very wasteful of jar space plus it would make managment of the files easier.
*Same idea, use a single map file, maybe seperating the layers with special characters or something, again this saves a lot of space.
*Thread the whole deal so you can animate the objects (flickering flames) and have the people walk from square to square rather than jump.
*If it was me I would try to define a few differnent tile sizes, small, medium, large and custom so that you could put these images into filmstrips and save more space.
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#3 Old 2004-05-28, 20:29

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realdarkwave
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We have planed to had a filmstrip or similar mechanism too... because we know PNG files waste a lot of space with headers...

About map files: are you sure 3 files of 10kb are bigger than 1 file of 30kb?
I mean: there is something in the mobile devices file system that make them different from an hard drive? Maybe the fact that a new filename (node?) waste some bytes?

Animated object and characters are already supported (more frames make animation smooth)... about walking routines: we will implement a subdivision of map cells...
...the cell (0,0), for example, will have a sub units (for example the number of pixels in the width of the tile) so you can move a character/object to (0.1,0) then (0.2, 0) and so on... this will make animation smooth and cool...

Anyway the developer will be able to choose what to do because if there is a lot of graphics the rendering will be too slow...

thank you for suggestions.

ciao,
dw
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#4 Old 2004-05-28, 20:33

Join Date: May 2003
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sam.hendley
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Yeah they absolutley do take up more jar space, check out this discussion I had with a guy called calvin-c. If you look past the banter there is actually a lot of good info in this thread.

http://www.j2me.org/yabbse/index.php...;threadid=1153
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#5 Old 2004-05-29, 14:25

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realdarkwave
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thank you for the useful tips.

I'll have a look.

ciao,
dw
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