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GapiDraw now fully supports the new NGage SDK!


GapiDraw now fully supports the new NGage SDK!

Postby Johan » Mar 20, 2008 @ 11:44pm

GapiDraw source code licensees will as of today have full access to GapiDraw for the new NGage SDK, exactly the way it was successfully used in the award winning upcoming game Dirk Dagger developed by Jadestone and Nokia!

A GapiDraw source code license is just $2.995 and includes the full sourcecode for GapiDraw for Windows Mobile, Symbian, NGage2 and stationary computers. It may be used by any number of developers in a company, for any number of applications, for an unlimited time period. GapiDraw source code licenses are available for purchasing online at www.gapidraw.com

From the IMGAwards 2007,
http://www.imgawards.com/nominees2007_gameplay_02.php

Dirk Dagger awardes Best GamePlay Award!
"The core game-play of Dirk Dagger and the Fallen Idol is a classic point and click adventure game. The humorous story driven game combines simple minigames and harder puzzles in a very unique way. Innovative camera control provides the player an intuitive way of exploring the world. "

Image

The NGage 2 port of GapiDraw 3.6 is provided free of charge to all current source code licensees, and is available as of today.
Johan Sanneblad, M.Sc, Ph.D
GapiDraw Systems Architect
[http://www.gapidraw.com]
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Re: GapiDraw now fully supports the new NGage SDK!

Postby napoleondynamite » Mar 21, 2008 @ 11:04am

Johan wrote:(...) have full access to GapiDraw for the new NGage SDK, (...)


Johan,

I am wondering what this really means. What offers GapiDraw more than the N-Gage SDK itself? What exactly is GapiDraw supporting now? What is the big advantage of using GapiDraw if you want to create content for Nokia's N-Gage platform? Hope you can shed some light. Thanks!
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Postby PointOfLight » Mar 21, 2008 @ 4:42pm

Well this ever be available for those who don't own the source code license, or is there a technical reason that's not possible? Sorry if this is a stupid question, but I've never done any N-Gage development before.
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Postby Johan » Mar 21, 2008 @ 4:43pm

napoleondynamite wrote: What is the big advantage of using GapiDraw if you want to create content for Nokia's N-Gage platform?


Well if you have access to the Nokia N-Gage SDK (which I assume you do), you are probably aware of the limited 2D features the SDK provides by itself. So if you need high performance blitter operations that are also cross-platform with Windows Mobile you now have a very solid choice with GapiDraw. There is a reason Nokia owns a license themselves with the game Dirk Dagger.

Cheers
Johan
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Postby Johan » Mar 21, 2008 @ 4:48pm

PointOfLight wrote:Will this ever be available for those who don't own the source code license


Hi,

The actual process of getting an NGage launch title is itself fairly complex, where games have to be approved by Nokia or one of their third party approved vendors. If you have a launch title like this the cost of a source code license will probably be a marginal cost compared to the rest of your expenses.

This is the major reason we did this restriction. Those who want it can afford it, and having source code access gives them more flexibility for customizing the game and GapiDraw to exactly fit their needs...

Cheers
Johan
Johan Sanneblad, M.Sc, Ph.D
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Postby PointOfLight » Mar 21, 2008 @ 5:15pm

Thanks for the information. It really surprises me that some of these companies make it so hard for people to develop for their device(s). It makes it virtually impossible for a small time developer like myself to become well-rounded in his talents. Oh well...
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Postby napoleondynamite » Mar 22, 2008 @ 2:03pm

Johan wrote:Well if you have access to the Nokia N-Gage SDK (which I assume you do), you are probably aware of the limited 2D features the SDK provides by itself. So if you need high performance blitter operations that are also cross-platform with Windows Mobile you now have a very solid choice with GapiDraw.


Sorry, but I still don't get it. What is added to GapiDraw to make it "support the new NGage SDK"? What is new in GapiDraw now that wasn't available in GapiDraw before? I apologize beforehand if I am asking the obvious. :wink: Thanks!
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Postby napoleondynamite » Apr 2, 2008 @ 11:15pm

Johan? :)
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Postby Johan » Apr 3, 2008 @ 2:43pm

napoleondynamite wrote:Sorry, but I still don't get it. What is added to GapiDraw to make it "support the new NGage SDK"? What is new in GapiDraw now that wasn't available in GapiDraw before? I apologize beforehand if I am asking the obvious. :wink: Thanks!


Hey,

Sorry somehow this post appeared marked as read on my list here.

Q: What is added to GapiDraw to make it "support the new NGage SDK"?

It provides complete support for the NGage SDK to create cross-platform games between NGage and Windows Mobile devices. The NGage SDK provides tools for entering full screen mode and enabling button input, where GapiDraw takes control for the actual graphics operations.

Q: What is new in GapiDraw now that wasn't available in GapiDraw before?

We have done some modifications to the GapiDraw classes to make them work as effective as possible on the new NGage platform. So it's not new features as such, but there are modifications done to the current classes.

Sincerely
Johan
Johan Sanneblad, M.Sc, Ph.D
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Postby napoleondynamite » Apr 13, 2008 @ 7:39pm

Does that mean that Gapidraw supports Symbian S60v3 now?

Also, can you elaborate a little more on the modifications to the GapiDraw classes you mention?
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