Table of ContentsIntroductionWho Are You?

What's in the Book?

This book will show you how to code games using J2ME, with a clear focus on creating games for mobile phones (the bulk of the J2ME device marketplace). The chapters in this book are intended to be read sequentially, so if you're already familiar with the content covered in a particular section, I recommend you skim over it rather than skipping it entirelyjust pick out the funny bits along the way.

Part I will give you an introduction to the world of J2ME, including its origins and current position in the marketplace. You'll also take a look at a range of typical J2ME devices and see the sort of gear for which you'll be developing.

In Part II you'll grab all the tools you need and set up your environment for development. Then you'll review the APIs provided as part of Sun's J2ME SDK, along with the added features available with device-specific libraries. At the end of this part, you'll put all these tools into action and create a small action game.

Part III covers what I'd call real project development. You'll look at how to refine game ideas into project plans before you embark on the development of a full-scale action game called Star Assault. Then, through nine chapters I'll cover all aspects of developing a commercial-quality game, including graphics, physics, environments, front ends, device-specific customization, and finally localization.

Part IV moves into the world of marketing and publishing your game. You'll look at how to create marketing material to promote your game, as well as how and where you can earn revenue.

Part V takes J2ME game development further by covering the features available in MIDP 2. I'll also show you how to create different types of games by developing both an isometric and 3D ray-casting engine. Finally, you'll explore networking with MIDP and how you can utilize it to create multiplayer games.

    Table of ContentsIntroductionWho Are You?