A look inside the PlayStation Suite SDK
Wish I could upvote posts in "Your Announcements" This looks like a great resource for anyone wanting to do Vita homebrew
Wish I could upvote posts in "Your Announcements" This looks like a great resource for anyone wanting to do Vita homebrew
Thank you. I quasi-necroed a thread in the game programming section on this topic. Again, I am astounded by the lack of interest/exposure to PS SDK, as it really is the perfect thing for homebrew/indie developers. Sony have done a pretty solid job, and hopefully their follow through is better than Microsoft's. Even if it isn't, there isn't an easier way to actually have code running on a console class device without a price tag ( yet ) or need to have an expensive SDK.
Another two part tutorial.
Part one covers making a GUI in UI Composer and the code required to display it
Part two puts the GUI to work in a networked client/server leaderboard, using JSON, UDP and Node ( Javascript ).
At the end, you will have a fully functioning high score client and server with a crappy gui.
Part one covers making a GUI in UI Composer and the code required to display it
Part two puts the GUI to work in a networked client/server leaderboard, using JSON, UDP and Node ( Javascript ).
At the end, you will have a fully functioning high score client and server with a crappy gui.
Integrating the FarSeer physics engine:
http://www.gamefromscratch.com/post/2012/05/18/Applying-FarSeer-Physics-to-PSSDK.aspx
http://www.gamefromscratch.com/post/2012/05/18/Applying-FarSeer-Physics-to-PSSDK.aspx
Yet another tutorial, I guess you should call this one a PlayStation Mobile tutorial now.....
Anyways, this tutorial covers using SpriteList, which is PSS's ( er, PSM? ) equivalent to XNA's SpriteBatch. It does make a huge difference in performance, as you can see from the linked video. Along the way the code also demonstrates how to use multiple scenes, as well as creating a UI using code.
Anyways, this tutorial covers using SpriteList, which is PSS's ( er, PSM? ) equivalent to XNA's SpriteBatch. It does make a huge difference in performance, as you can see from the linked video. Along the way the code also demonstrates how to use multiple scenes, as well as creating a UI using code.
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