Wednesday, February 25, 2009
Wireless Game Development in Java with MIDP 2.0
Product Description
Designed for programmers who want to capitalize on the growing mobile game market, Wireless Game Development in Java with MIDP 2.0 illustrates the programming and development of games for wireless phones using J2ME and MIDP 2.0. The foundations of J2ME and MIDP, as well as discussions of the Game API and support for tiles, sprites, animation, and MIDI music, are presented, along with a complete example of a working game.
* Explore the features of the MIDP Game API that ease the game development process.
* Discover how to display bitmap graphics, draw text, and create geometric primitives.
* Uncover the basics of wireless networking with both HTTP and TCP/IP.
* Learn about various tools to help you optimize your code.
* Find out what channels are available for distributing your game.
Product Details
* Amazon Sales Rank: #326607 in Books
* Published on: 2004-10-25
* Original language: English
* Number of items: 1
* Binding: Paperback
* 500 pages
Editorial Reviews
About the Author
Ralph Barbagallo is a professional game developer who has worked on such games as Ion Storm’s Anachronox as well as various other PC and console projects. He currently runs FLARB LLC, a game development company specializing in wireless entertainment, and is the author of Wireless Game Development in C/C++ with BREW.
Customer Reviews
Could have been much better2
This book is confusing and should be improved (a lot) if there is ever a second edition. First, the book starts by discussing the mobile game market and ends by comparing J2ME to Brew. Both chapters are a waste of time (and money, as you pay for them anyway). Next it starts to dissect MIDP2.0 and the game API. Whereas in some sections the book hits the spot, it has some serious flaws. For instance, it starts teaching animation using basic MIDP1.0 techniques, whereas MIPD2.0 have easier and more effective ways to do the same through the Game API. Once you learn the GameCanvas and Sprite classes you will ask why he did that to you in a MIDP2.0 book.
One mixed bag is the chapter discussing the TiledLayer. The author does a great job, and indicates a great free map editor (Mappy, a great tool to design tilemaps and 2D game levels). However, it ruins this chapter by indicating that you need to subtract 1 from each tile in the map so it will be offseted to the correct value. Later he contradicts himself when showing how to load a .MAP file as a resource, where he says you don't need to subtract anything (which is correct, as a TiledLayer image consider the first tile in the image as 1).
The example game is poor, he could have used the two wasted chapters to develop a more complex example, or a second example. The book has some good info on it, but beware, it has many downsides that even at 27.95 it is quite expensive.
not suitable for serious game programming2
The reviewer Pierce is spot on. The book has little to distinguish it from other books already out on MIDP 2. Much of the text concerns low level and simple material. Basically walking through the classes that are in MIDP and explaining how to use them.But in a very elementary manner.
I guess the value of this book depends on your background. If you have never used MIDP [any version], then it does have some merit. You will certainly learn how to craft basic graphics and a user interface. But if you have already used MIDP and want an advanced guide, that will actually help you code a sophisticated game, then look elsewhere.
Lacking serious depth2
Its clear from reading through the book that the author has some insight into MIDP2.0 games programming and the business of getting them running well and published, however this book ultimately fails to convey this information to the user.
The author starts out saying that he's not going to spend much time explaining game programming because there are many books on the subject, yet wastes precious time explaining MIDP itself - a topic for which there are considerable numbers of books available. For a book on MIDP game programming, the book actually wastes a considerable number of pages not actually building games. By the time it actually gets to the Game API (Chapter 9 on page 137/334) nearly half the book is over. Once we finish with the one "solid" chapter on the Game API all one will gain is a sampling of information about the general operation of the Game API and layers but it is explained in such little detail that you'll end up having to buy another book to get details about it.
One of the biggest letdowns of this book once it DOES start talking about the Game API occurs when attempting to discuss working with worlds larger than the handset size - something fundamental to most games and crucial to understand for building performant games. The Author covers this entire topic in 2 paragraphs and doesn't even provide a line of code to explain it.
So misguided is parts of the book that it wastes 10 pages trying to discuss JBUilder Mobile Edition and 4 discussing Brew. These wouldn't be such outrageous wastes if the author had actually been more forthcoming in the chapter on the GameAPI in actually telling and showing people what they needed to know in order to use the Game API effectively.
Didn't actually learn anything more about the Game API than I already knew just reading the Sun website. But hey, I do know some more information about the PNG file format history. Look elsewhere. As a professional programmer in this space I found this book to be greatly disappointing.
Labels:
Games,
Ralph Barbagallo

