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1038114 Posts in 41949 Topics- by 33561 Members - Latest Member: pixelone

September 01, 2014, 03:34:17 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)PlayStation Development Suite
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Author Topic: PlayStation Development Suite  (Read 9977 times)
InfiniteStateMachine
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« Reply #75 on: December 03, 2012, 03:51:47 PM »

yeah I've tried that. There is some ip restriction which apparently flagged my account so now my family cant even use my canadian credit card from within canada to add funds.

Anyways a supervisor got back to me today. I"m going to buy some PSN cards from Amazon and mail them to my sister and then walk her through adding the funds. Apparently if I mail them to myself and try to add them the ip restriction will block it.

I'm crossing my fingers  Smiley
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InfiniteStateMachine
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« Reply #76 on: December 04, 2012, 08:08:22 PM »

Posted part 1 of my next tutorial. This one covers the sony drawing something on the screen example.

Part 1 covers Shader Programs

http://levelism.com/psp-vita-opengl-tutorial-1-part-2-drawing-something-on-the-screen/
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InfiniteStateMachine
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« Reply #77 on: December 05, 2012, 06:38:01 PM »

Got my license stuff finally done today. Wont have a chance to download the key and test on the vita for the next couple days. Work stuffs.

But it's great to have the bearaucratic stuff out of the way. Hopefully the bank info stuff wont be so bad since it's a different system. I'll hold off on that since it's not like I have a completed game or anything.

It looks like tutorial #2 is going to be 6 parts all together. After that I'll move out of the theory and start writing some stuff that focuses more on getting a game working on PSM.
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Ouren
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« Reply #78 on: December 05, 2012, 07:24:11 PM »

Glad you managed to sort that out.
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InfiniteStateMachine
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« Reply #79 on: December 05, 2012, 08:18:13 PM »

will we be hearing about your vita game soon?
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Ouren
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« Reply #80 on: December 05, 2012, 08:41:20 PM »

God, I hope so.
I can't officially talk about it yet.
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hoverX
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« Reply #81 on: December 21, 2012, 10:28:48 PM »

Has the Playstation Mobile initiative basically killed off PS MInis? Are we going to still see both? I'd be more interested in developing something for PS3/Vita than Playstation branded android devices.
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InfiniteStateMachine
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« Reply #82 on: December 22, 2012, 02:17:36 AM »

You can still do minis AFAIK.

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kamac
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« Reply #83 on: December 22, 2012, 09:29:15 AM »

Does anybody have stats on what size PS Vita's store market is?
Like, if we can make some Hand Money Left out of it, without making the next minecraft?
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« Reply #84 on: December 22, 2012, 06:21:22 PM »

Last I saw, the PS Vita sales were around 2.2 million worldwide. The Mobile store in Canada is pretty empty right now, only around 20 or so games, so It's hard to tell how well things are going to sell.
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InfiniteStateMachine
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« Reply #85 on: December 22, 2012, 10:21:03 PM »

The super crate box guys said they had moderate sales.

The main reason I'm developing for the Vita isn't really for the money. It's because I love the hardware. Portable, great screen, great processor and GPU, C# interface. This is the platform I've always wanted to develop for since I was a child.

I hate touch screen games for the most part. Especially when used to make my favorite types of games (arcade games).
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hoverX
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« Reply #86 on: December 23, 2012, 05:10:48 PM »

How realistic is it to think that I"m going to get the simulator running well? I've got the dev environment running under a VM with 3/4GB RAM. I've tried out the "ActionGameDemo" and it runs really sluggish. I don't think i'll be able to dedicate any more RAM until I get a new iMac next month.
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InfiniteStateMachine
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« Reply #87 on: December 23, 2012, 07:12:42 PM »

mabye it's the vm. I run on a 3 year old laptop and get full framerate on the actiongame example
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Ouren
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« Reply #88 on: December 23, 2012, 07:51:25 PM »

Unfortunately, I think you'll want to dual boot in order to get the most consistent results.
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Serapth
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« Reply #89 on: December 25, 2012, 02:37:48 PM »

How realistic is it to think that I"m going to get the simulator running well? I've got the dev environment running under a VM with 3/4GB RAM. I've tried out the "ActionGameDemo" and it runs really sluggish. I don't think i'll be able to dedicate any more RAM until I get a new iMac next month.


Yeah, it is known to have problems running under emulation.  It runs just fine in a 2012 Macbook Air booted into Windows 7.  Under emulation... not so much.
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