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Brambino Posts: 58

Hi,

Glad you like it, im actually quite suprised that it works on P800, but if it does then thats a real bonus, no idea whether the layout is correct or if all the command keys work, looks alright in emulator but thats not normally a good guide.

Buying the game basically removes the 1/4 season limitation and entitles you to get all future updates of the game for free. In theory the code is designed so that it goes on indefinitely, but i would imagine most people would get bored after about 4-5 seasons.

Brambino


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Posted: 2004-04-06 16:14:59
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dalewinterstein Posts: 93

Works on my p900 too !!
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Posted: 2004-04-06 16:48:48
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Brambino Posts: 58

Cool, is there any chance of some screen shots of it running on P900/800, im intrigued as to what it looks like..... I imagine it looks fairly plain and bland but maybe it uses the theme in the same way that it does on T610 etc.

Brambino


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Posted: 2004-04-06 17:02:36
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bedroomdjchoice Posts: 45

ill sort some when i get home friday ... a pc editor for real names woulb be cool not sure if possible though,

Results seem pretty well balanced too apart from a 5 5 draw i had lol
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Posted: 2004-04-07 00:43:00
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Brambino Posts: 58

Yeah, in version 1.1 mate , problem is the game is starting to get a little large .

I wanted to add a names editor so that people could use real names should they wish, problem is i cant supply game with real names cus it will probably upset folk on copyrights etc... I dont even know if I can use the team names, but can you copyright the name of a town/city?

Brambino


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Posted: 2004-04-07 16:10:08
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stevos Posts: 32

Any chances of a transfer system within future versions?
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Posted: 2004-04-07 17:32:45
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Brambino Posts: 58

Yeah, I have got the basic framwork in place at the moment, as you will see each player has a transfer value. Unfortunately i was running out of memory space for the game so I had to cut that bit out. I am planning a re-design of the code that should make it more efficient, this will give me more scope for further enhancements.

Ideally in the end i want to have a full on database of players, so each team in the league has its own players, each of which has its own skill values. The user could then look at another teams players and put in bids and offers for other players, likewise other teams would try and poach players off the user.

Thats probably going to be version 2.0

Brambino

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Posted: 2004-04-07 17:50:38
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stevos Posts: 32

What is the memory limitation on the t6xx and how large is the game data at the moment (including saves, etc).

What coding program are you using (visual studio, code warrior, etc).


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Posted: 2004-04-07 22:38:13
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Brambino Posts: 58

Game is currently 71kb in the JAR form, rms storage is only about 3-4kb i think. Already this limits the phones that it can run on as many insist on jar files smaller than 50Kbs

Memory heap on Txx is limited to 256kb, and there is a separate video memory (about 80kb i think), however memory fragmentation is a big problem for me, even though i always have about 130kb free and use the garbage collector, eventually the program runs out of memory after long periods of play due to the sheer amount of data processing and object creation and destruction. Still working on cleaning this part up.

All coding is done in Forte for Java, and compiled and emulated using the the J2ME SDK2 kit (KT toolbar).

Brambino


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[ This Message was edited by: Brambino on 2004-04-08 00:02 ]
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Posted: 2004-04-08 00:58:29
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bedroomdjchoice Posts: 45

I think names like manchester united are copyrighted ... manchester wouldnt tho.

An editor would not be a copyright breach pes does it
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Posted: 2004-04-08 01:45:00
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