Tzer2 wrote:Well, see, that's the problem. If there's no single source for a game IMHO there's not a huge point in reviewing it as it's impossible to know where to get it. No one is going to switch networks just to download a game, and even on the same network you may see different games on different models.Even on SIM-free phones you see totally different line-ups in the Download! app depending on which model it is, even when the phones have the same version of S60.
Well the website that I linked to says it's available "In Europe" on Download!, and "Coming soon" in USA. It listed the USA providers separately.
Tzer2 wrote:This is why the mobile games industry needs things like N-Gage and the iPhone store, they're central points where all compatible devices can get the games. Nokia's Download! is a bit too random to serve this purpose because you can't rely on it having a comprehensive selection of apps.
Understood and I agree 😊
Tzer2 wrote:Also, I'm guessing CNK is a Java game?
Oh no! Not at all! It is _very_ smooth and fast. Natively 3D accelerated, as I've said in many posts! It looks like Jamster/Jamba (depending on where you are in Europe) also sells it. They show a couple of screenshots from the 3D version as well as one from the featurephone version here.
For an example video, see here. While it doesn't say what phone that is, it looks like that and runs just as smoothly on my N95.
The version on Download! only shows the feature phone screenshot. Hmm. It's possible that isn't the 3D version?
Tzer2 wrote:Actually there is. 😊There's been an official accelerometer S60 API for a couple of years now, since the Nokia 5500 introduced the feature to S60 way back in 2006, and that has been used in games (including the 5500's own built-in game).
That was 5500 specific though 😊
When I first got my N95, the accelerometer was either completely unavailable to user applications, or only available via a number that indicated what direction it was rotated, in the Sensor API. A very crude measurement (e.g. 1, 2, 3, 4 or something - I don't recall the specifics).
The full access that we see now was made available thanks to the people at Nokia Research Center that were working on Activity Monitor who released the Accelerometer plug-in package and the MovingBall application here. From the notes at the bottom, it appears that newer N95 firmwares may have this natively available from the Sensor API now (I'm not sure if that is the same API as the 5500 uses - could be).
Tzer2 wrote:
Unfortunately most S60 devices don't have an accelerometer because they're no real use to most people, which means devs don't really want to make games that depend on it being present.
True, but being part of the Sensor API, it's detectable at runtime. As they already had the steering code for the iPhone, it could have been ported for devices supporting it. Ah well.
Tzer2 wrote:
Funny you mention it, the smoothness of Sola Rola is what impressed me most about its graphics. The environments and characters bobbed about and scrolled very smoothly indeed, far better than most other J2ME games. It made me realise just how good Java can be if it's used properly (which it rarely is unfortunately).
It's certainly great for a Java "action" title, but think how much better it could have been if someone had put the same effort and care in to a native port?
Edit:
The page here is from the people who made the game. They say supported platforms are Series 60, NGI, Brew and iPhone. Is NGI the new version of N-Gage? If so, it should be coming soon! Maybe they're waiting for the 3D accelerated SDK before releasing.