Monday 11 May 2015

game adaptations

Task.1
Android
A mobile game is a video game played on a feature phone, smartphones, smartwatches, PDA, tablet computer, portable media player or calculator, often using touch screen and built in speakers.
Limitations of android:
·         Screen size 93.8x55.3
·         Resolution 480x800
·         CPU: Arm Cortex A9 Dual Core Processor
·         GPU:
·         Memory: microSD( up to 32 GB), Internal 16/32 GB, 1 GB RAM
·         HCI : Touch screen
·         Audio output: mono

How this will affect my game:
Screen size
The phones screen size is considerably smaller than that of a computer monitor, this means I will have to down scale the room size and sprite sizes so they fit the dimensions without distorting. Also, possible increase the size of any text so it is easily visible on the screen.
I may also have to change to position of objects in the room as it will be a different aspect ratio.
Resolution
As the screen is a different resolution to a computer monitor, it would be ideal to have an option in the menu to set the resolution of the game, so the sprites can match the resolution of the phone. Although, as both resolutions are low already it should make much of a difference.
CPU & GPU
The phones processors are not as powerful as that of a computer. If my game was graphically intense, I would consider lowing the quality of the sprites used and lowering the resolution so it would be easier for the phone to run. Also, to lower the processing power needed I could pre-render things like each player had or optimise my code better so it runs faster and smoother. As my game is fairly easy to run anyway I don’t think I will need to modify anything to compensate the processing power of the phone.
Memory
The internal memory and external cards are smaller and slower than a standard hard drive, SSD and RAM. My game does not have the ability to save to any storage so the size and speed of the SD card is irrelevant. However, the RAM may factor in as it is the memory used to run the game.
HCI
This phone has three buttons and a touch screen, the buttons cannot be used in game as they operate functions on the phone like showing the home screen etc. Because the player will need to interact with the screen to use the controls, I will have to add virtual buttons that will be displayed on the phone’s screen for twisting and sticking. Plus I will add a virtual button for exiting the game.
Audio
Unless using ear/headphones, the phone only has one audio channel so will only play mono sound. My game sounds are currently stereo but it will convert to mono when played so I will not have to change anything. The format for my sound files are wav, this is compatible with the phone.


























Task.2
HTML
A browser game is a computer game that is played over the Internet using a web browser.
Limitations of HTML:
·         Audio: MP3s, supports mono, stereo and surround sound
·         View on screen: has black border in window
·         Cross platform: can be accessed by other consoles and phones
·         Needs host
How this will affect my game
Audio
Google chrome is compatible with MP3 audio files, this is the file format my game sounds are in already so I won’t need to re-format them.
Screen
Screen is a computer monitor, as it is still being played through a PC. I will not need to change any of the resolution settings or room/sprite sizes. However, by default a web browser window will be full screen and put the room view in the top left hand side of this window with a black boarder around the left and bottom sides. I will need to move the room view to the centre of the window and set the default size to that of my room view.
Cross platform controls
Web browser games can be accessed by any console with an internet connection and a search engine. To ensure and consoles HCI can interact with the game and control it, I will used virtual buttons like in the android port.
Host
As this game will be played on the web, it will need to be hosted on a website and server so people can run in in browser without having a game launcher.












Task.3
What I did:
Html 5-

To make the game easier to play and to cover other platforms controls when play my game in browser, I added virtual buttons to control twisting, sticking, going to the next round and restarting the game.
First, I made sprites for the twist and stick buttons as I did not have these buttons on the windows version.








I then made objects for both twist and stick (I already have a next round and restart button). I these object I assigned the virtual keys, enter for twist, backspace for stick.
I also made virtual keys for the next room and restart buttons.

All of these virtual keys are the same dimensions and positions as the buttons they relate to (self.x, self.y , sprite_width, sprite_height)
Next I edited the code in the twist, stick, next and restart functions I already had in the room so they would work with the new virtual keys.
Twist:

Stick:



Next:
Restart:

Finally I edited the view of the game in the window so that it was central and the port on the screen was only as large as the room so there were no black boarders.
What I did:
Android –
As the controls I added in html are cross platform and phone friendly, I did not need to make any major changes for this port.
The main change was to the room size and scaling the sprites down to fit on a 5” phone screen.
Then I added a button to close the game, as on phones the game is not in windowed form and cannot be closed.
http://farm8.staticflickr.com/7153/6852073179_00961ba267.jpg

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