Source: SP Forum
Author: fdsa
Mobile game planning started:
As a mobile phone planner, you must first have a certain understanding of its platform-mobile phone. We will analyze the basic performance of mobile phones.
Image:
(1) screen size: currently, there are several common screen sizes. We need to take into account the game porting model to let the artist make a picture. For example, the game needs to make a 120*147 and 120*130 screen backgrounds, so we can consider first 120*147, and then use 120*147 for 120*130. We also need to consider the gaming requirements because some screens also have a great impact on the game. For example, 128*128 screens are square, while 176*220 is a rectangle, you need to determine whether these changes have an impact on your game and later porting Based on every step of the game.
128*128 (s40 series Nokia series 40 Nokia n3100, n3108, n3200, n3300, n3510i, n3530, n5100, n5140, n6100, n6108, n6220, n6610, n6800, n6820, n7200, n7210, n7250, n6230)
120*130 (sharp gx10 gx12 Motorola v750)
120*147 (sharp xera gz100)
176*204 (Motorola v300, v303, v400, v500, v600, v80, e398)
176*208 phase element (s60 series: Nokia series 60 Nokia n7650 n3650, n3660, n6600, n6620, n7610)
176*220 (s60 sonyericssonk700 z1010 Siemens SX1)
176*200 phase element (3G series: lg 8110 NEC 313 616 Motorola a835 176*206 phase element)
240*260 (sharp gx20 gx22 gx30 gx32)
240*260 (Vodafone P4 P5 P6 W Japanese mobile phone foma240 * 265)
(2) Game slicing: in mobile games, except for the special background, other images are spelled out using slices. There are a lot of tips in the slice preparation process to make the slice size smaller by the artist.
First, use the compression tool image optimizer to minimize the number of colors without affecting the screen.
Second, sometimes you have to do a lot of actions. Some of these actions are the same. For example, when walking, the character's head is not moving, and the body is not separated, which is a waste, it is necessary to break down all parts, which saves a lot of space and can make the movements of the characters very smooth. However, this process is more complicated, because each slice requires a fixed coordinate and size. These things seem simple but complicated to do. You can choose whether to do this as needed.
Note: extending the vertices at the top and left of a slice can cross them (that is, the upper left corner of each slice). We usually designate this as the coordinate point of the slice, the position in the game is the coordinates of the slice.
Third, when each slice type is the same, try to splice them into a large image. However, when splicing, note that the effective areas of the two slice should not overlap. The valid areas are: place the slice in the smallest rectangle, which is the valid area.
Fourth: Use slice as reasonably as possible, and understand the loading and use of slice with programmers. It is best to cooperate with programs and work in the United States.
Fifth, slice is generally divided into background/terrain. The background/terrain slice should be selected based on the game itself, if the image needs to be smooth and quickly displayed, for example, in a sports game, the background/terrain slice should be larger. Generally, it is about 4 slices of a single screen background, if the image needs to be refined and the display speed is not high, the square slice of the background/terrain needs to be smaller. The actual size depends on the model and game.
(3) image loading: the mobile phone needs to load images in advance when displaying the next screen (it needs to be sliced from the main storage of the mobile phone (equivalent to the hard disk of the computer) it is adjusted to IM (equivalent to the memory of the computer) and then processed. However, during the game, be sure not to load images during the game. When the slice is not used, it can be released. Generally, loading and releasing slice occurs when the game starts or passes through the game. Therefore, when planning to play games, pay attention to the image loading and release issues, and try to avoid loading too many slices at a time.
Image reference (Prince of Persian)
Operation:
(1) key settings: generally divided into navigation buttons and digital buttons, navigation keys are divided into: Up, down, left, right, OK, number keys 0-9 their settings are 2 up 4 left 6 right 8 down 5 OK 1 menu 0 view.
(2) about the operation of mobile games is recognized as rotten, basically one-hand operation (except N-GAGE ). In a screen-based game, people walk on their own, and aircraft shooting is also an automatic shooting. I think this shortcoming can be remedied only by the quality and gameplay of the picture. If you do these chronic operations, you don't have to worry about them.
(3) Multi-Key mobile phone, which is the advantage of mobile phone games. However, if too many buttons are set, it will cause headaches for the family. Therefore, it is necessary to properly set the key position.
(4) from the game perspective, if we want to make some real-time games with relatively strong operations, we need to make some changes to the game, such as adding game props, and change the walking route of the characters in the game, and try to avoid direct enemy encounters. Because mobile games are mobile games that have their own characteristics, I think these changes are necessary.
Space:
(1) s40 and small-screen games can be 64 kB in size at most, but only 59kb in space can be reserved for games, the artist can slice about 25 KB (excluding the 2-5 kb boot screen, and the rest is the space for sound effects and programs.
(2) s60 series and big screen games (with a screen larger than 176x200) can support a maximum of around 95kb, and artist images can be around 50 kb.
Performance:
Sound Effects:
Network:
Features: anytime, anywhere, and portable. It is more suitable for people's leisure and entertainment on the move.
Games: