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1  Discussions / Jobs and Resumes / Re: Wanted: J2ME Game Programmer on: 2004-08-08 18:05:15
I signed up with Handango (I'm from the UK) and uploaded a game for people to buy for a few dollars for the Sharp Zaurus - it's not made loads of money (okay, I realise now that people don't want another version of space invaders) but it still sold. A bit. Wink

You still have to agree to their Software Partner Agreement, which means you have to offer bug fixes and make sure the code doesn't contain easter eggs and suchlike. They take 25% commision for handling, hosting and payment processing, plus they take a wodge off in tax (and VAT, for some reason - perhaps I should be claiming that back) but they seem to do a fair amount of business.

I think Handango do MIDP games as well. There are probably other distributors on the net.

If I was doing it for a living, and I used Handango (and other distributors), games seem to sell better for Palm and Pocket PC - probably the wider market of users - so you have a choice of MIDP and SuperWaba for Palm - and I guess PersonalJava, or some other third-party Java spin-off for PocketPC. I'd go for SuperWaba.

At the end of the day, games are games are games. It's all about making a fun game, and like you mentioned, selling in volume. Tiny throw-away games in mass volume, just like a hamburger is throw-away food (but then again, it's the distributors, not the producers who make the most money in both cases it seems). Most of the time, the best selling games are just straight single-screen puzzlers (e.g. Bejewelled on Palm).

I've considered doing code-locked shareware - it gets your game downloaded - because it's free - and hopefully people get hooked. Plus people don't mind paying a bit of money for "shareware."

You could also argue that indie games have more personality in them - just look at Jeff Minter and Llamasoft. He did okay. I think in some respects, making software shareware, or some-other "try-before-you-buy"-ware can help. Although I might be wittering and disappearing up my own backside here. Roll Eyes

Getting a game on a coverdisk of a magazine - or getting a review in a magazine - would be a good way of getting some free publicity for a game.

I would only consider doing premium SMS / reverse billing if I was a big company with enough cash, and I was sure I had a good recognisable "license" (blerrgh...*shivver*) or good game publicity.

The holy grail would be to cut out distributors and have m-commerce software embedded in games themselves. But that's probably another topic altogether.  Huh
2  Discussions / Jobs and Resumes / Re: Wanted: J2ME Game Programmer on: 2004-08-05 20:59:43
The best way I found of learning how to program games was to just sit down with a good book explaining Java programming, work through web tutorials and just get on with some simple games and demos like space invaders in my spare time.

I'd done some scripting in lingo and knew some simple programming before starting Java - and in three months or so I'd made a scrolling space game demo with animated sprites and collision detection etc.

That demo, together with my previous experience, got me a job as a games developer for a year or so, working in Java, until the company went *pop* and then I went back to university (but that's another story.)

My advice to anyone interested is just to get on with it, post your stuff off to a company on CD, or put it up on a website (or even better, upload it to a distribution website for PDAs and MIDP phones and try and make some cash) and just enjoy doing it and be thankful you're not having to program J2EE apps.
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