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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)PlayStation Development Suite
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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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« 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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« 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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herror
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« Reply #90 on: December 26, 2012, 06:10:23 AM »

God, I hope so.
I can't officially talk about it yet.

because you're ashamed of it or because scamming people with it. (or both)
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FGG
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« Reply #91 on: December 28, 2012, 11:03:42 PM »

I just downloaded the sdk and look forward to trying it. And maybe releasing a small game to see what happens. I'm probably better off joining a team as a programmer or artist, come to think of it. We'll see what happens.
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Ouren
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« Reply #92 on: December 29, 2012, 09:59:37 AM »

I just downloaded the sdk and look forward to trying it. And maybe releasing a small game to see what happens. I'm probably better off joining a team as a programmer or artist, come to think of it. We'll see what happens.

Cool.
Let us know what happens.  Coffee
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InfiniteStateMachine
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« Reply #93 on: January 04, 2013, 08:09:02 PM »

Added next part to tutorial 2.

Vita PSM Tutorial #2 Part 2 : Drawing Something on the Screen : Verticies, Indicies and Vertex Colors

http://levelism.com/vita-psm-tutorial-2-part-2-drawing-something-on-the-screen-verticies-indicies-and-vertex-colors/
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InfiniteStateMachine
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« Reply #94 on: January 21, 2013, 06:24:05 PM »

Added part 3 of the tutorial focus on UV Coordinates.

http://levelism.com/psp-vita-opengl-tutorial-2-part-3-drawing-something-on-the-screen-texture-coordinates/

Also announced the first game I'm working on

http://levelism.com/preview-01-of-my-new-psmvita-game-neko-rush/
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Ouren
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« Reply #95 on: January 22, 2013, 05:19:05 PM »

Wonderful.
We should be able to talk about our stuff real soon guys!
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InfiniteStateMachine
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« Reply #96 on: February 12, 2013, 09:47:39 PM »

Cool looking forward to hearing about it Smiley


Also have another tutorial up. Quick one on vertex buffers (since most everything else that derives from it has been covered in previous tutorials.

Only the wrapup tutorial left then I'll get into something more interesting. Possibly realted to my PSM 2d engine.

http://levelism.com/psp-vita-opengl-tutorial-2-part-4-drawing-something-on-the-screen-vertex-buffers/
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InfiniteStateMachine
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« Reply #97 on: February 26, 2013, 03:32:31 PM »

Finished series 2 of the tutorials Smiley

last one in the series :

http://levelism.com/psp-vita-opengl-tutorial-2-part-4-drawing-something-on-the-screen-wrapping-it-up/



The engine I'm working on for the vita is starting to mature. I'll probably try to get my current game out the door first just to make sure there's no issues on any of the other psm devices before releasing it. I get a little nervous when I see the Xperia pre-processor #if's in the gameengine2d code

screen from the first game I'm working on:

« Last Edit: February 26, 2013, 03:39:07 PM by InfiniteStateMachine » Logged

Ouren
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« Reply #98 on: February 26, 2013, 06:44:54 PM »

Have a little thing ..
EDIT: Oh sorry, it's a mockup with some of our assets.

« Last Edit: February 26, 2013, 06:57:25 PM by Ouren » Logged

InfiniteStateMachine
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« Reply #99 on: February 26, 2013, 06:52:43 PM »

Ohh I like the sky effect Smiley Pixel shader?
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