Hi everyone.

Ever since I 'met' the OpenMoko I wanted one. And since it has AGPS on
board, it could be even more usefull to me.
I love riding a motorcycle and was hoping that this thingy could be turned
into a TomTom rider equivalent. Meaning that I need large buttons when using
gloves.
Looks like there are already people here with a _lot_ of UI experience.
Things are looking good :-)

Marc.

On 1/16/07, Engin Erenturk <[EMAIL PROTECTED]> wrote:

hi again;

the main problem with touch screen controls is you cannot give the user
"my hands fits on this button" feeling. this feeling makes the players
comfortable about controlling the characters, etc. on th screen.
as i said before, also virrtual keypads can be used, or just touching can
be a great idea for games... we had some experiences with touchscreen
gaming, and the users mainly don't like to playimg doom-like games with a
touchscreen, they feel more comfortable with arcade style games... gamers
mostly used to a controlling device like joypads, mouse, or keyboards
nowadays. and as we experienced, gamers like the analog joysticks of
gamepads most. because it gives the feeling of really controlling the
character on the screen. but with ipod usage, people used to control simple
and touch input device... and now they like mainly no button idea. so that
this is an advantage for touch screen games. and also people nowadays like
playing arcade games on every playform (even the next-gen gaming consoles).
maybe another problem is the response time of the touch screens. this
could effect the gameplay experience.
the main problem can be the usage of the screen. this is what Nokia N-Gage
bumps onto wall. they didn't used a psp like widescreenish screen for
gaming. and this became a huge limitation for game developers. If there is a
vertical usage oportunity in games, then the games can be more attractive
for people. i want to tell you about one of my experiences. we've developed
two soccer games for mobile phones (a j2me game, not a s60 game). in the
first edition we used the screen as n-gage used, people liked the game but
in the second edition we usd the screen in vertical position. then the
number pad became like a joypad for right hand. and the area of usage became
incredibly beatiful. it triple the first edition downloads and people
returned incredibly beatiful comments to us. because there was no (maybe 1-2
more) games that uses the screen of mobile phones vertical.

sorry for the long mail :) but i'm really curious about this device. i'm
curious about the graphics capabilities, i'm curious about the shape in the
hand (as i said before, if i use it veritcal will it be comfortable in my
hand?), i'm curious about the marketing strategy of the product
(distribution of the content), and i'm curious about nearly everything about
this thing :) i'm not against of playing games on touch screens, but there
are not much examples of this kind of games in the market. with iphone i
think there will be a market for touch screen games on itunes, as i said not
too complex games, mostly arcades.

when openmoko is in the market i'll get one and trye every possibility on
it for gaming. maybe it could be a good platform for games too. because
today's mobile phones suck with gaming  capabilities (in graphics and gaming
experience) ....

*Christopher Heiny <[EMAIL PROTECTED]>* wrote:

On Tuesday 16 January 2007 10:20, Gabriel Ambuehl scribbled in crayon on
the
back of a kid's menu:
> On Tuesday 16 January 2007 18:51, Engin Erenturk wrote:
> > Hi, I'm Engin;
> >
> > I'm a game developer from Istanbul/Turkey. the thing i wonder most
> > about open openmoko is the gaming oportunities. as i read from mails
> > today, it will have a 640x480 vga screen. Is there any predictions
> > about the gamşing oportunities of this device?
>
> Unless your game can be controlled with a touchscreen, you won't like it
> as gaming device.

What don't you like about game control with touchscreen phones? If we know

that, we can improve it for OpenMoko.

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