Aug 5, 2008
MAX 2008 Attendee Information
This website is the united effort of the local Adobe User Group Managers.
Mariam
Aug 4, 2008
In conversation with Kevin Lynch and Adobe's plan on the mobile space
Om: What about Flash in mobiles? I know there have been some efforts to marry Flash at the interface level with mobile operating systems like Java.
Lynch: Mobile is really happening right now. There are a lot of screens in our lives right now and to make information accessible across these devices is important. There is no consistent runtime across these devices.
Right now, there is no single technology that has a dominant reach. I think that’s going to change over next three to four years. We are working on that, and have initiated an Open Screen Project that will make designing for multiple screens less of a challenge.
Om: You seem to have strong views about mobile and how we need to think differently about mobile as an opportunity.
Lynch: People will start to think about the small screen first, and that is a sea change. Mobile is central to the future of computing and I think all software and web companies need to look at mobile first and then from there, extend to PCs.
Om: So you like these “mobile Internet devices?”
Lynch: I am a big fan of the MIDs. I think the form factor is the sweet spot and there will be some experimentation (on design) going forward. The big challenge there is power, and batteries are a big drain.
You can read the full interview here.
Mariam
Aug 2, 2008
Things NOT to do while developing Flash Lite mobile games
40 Ways to Make Us HATE Your Flash Lite Game
- Add loud and annoying sound effects to your game
- Don’t add sound control options so we have to listen to your loud and annoying sound effects
- Make your game ridiculously hard
- Have a confusing menu system
- Forget to embed all of your dynamic textfields
- Don’t optimize your code
- Add a bunch of cool effects that require lots of processing power and slow down the gaming experience
- Don’t fix the bugs
- Have long animations that we can’t skip
- Don’t give us a clear goal to beat the game
- Add glow effects to everything
- Make confusing controls
- Make the instructions all text with no explanatory pictures/diagrams
- Make a storyline without graphics to explain it
- Make it easy for us to cheat
- Create an ugly color scheme
- Make the text unreadable
- Don’t let the buttons look like buttons, we’ll obviously find them very easily
- Don’t fix the typos
- Very repetitive game-play
- Don’t let us pause the game
- Add pointless features that add a lot of file size
- Make a really long menu system
- Make us have to navigate through the entire menu system after we lose the game
- Camouflage the enemies so we can’t see them until we randomly begin losing health or lose the game
- Don’t put rollOver functions onto your buttons
- Make game-play really slow
- Make loss inevitable
- Don’t put in a scoring system. We don’t want to know how well we did
- Make stupid computer AI
- Make the description of the game really short or really obscure
- Design a game-play that has been exploited by multiple game designers before
- Design graphics that have an uneven quality when seen on a mobile screen
- When run on multiple devices, game scales non uniformly showing objects off screen
- Don't worry about rectifying text that looks blurred
- Advanced levels with really short and easy game-play
- Don't let us change game options like sound control and quality during a game-play
- A bad copy of a popular game
- A cluttered HUD (Heads-Up Display)
- Game which are not self explanatory, makes me want to refer to help even after starting playing the game
I would not say that this list is the best checklist while developing games. What a gamer might like or not like in a game is a very subjective choice, but considering the practices adapted by mobile game developers over the years, avoiding the above points seem to get the closest to a great mobile gaming experience.
Mariam