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PlayStation Suite Developer Program SDK Now Open Beta, FAQ Out

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  • PlayStation Suite Developer Program SDK Now Open Beta, FAQ Out

    Sony has officially launched the PlayStation Suite SDK v0.98 as Open Beta alongside a FAQ.

    The PlayStation Suite SDK had previously been in Closed Beta since November last year, but now the free SDK is available for anyone to download, and one notable addition to the Open Beta is that it allows for content to be developed for the PS Vita too.

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    The Hackmaster

  • #2
    Sony recently released the PlayStation Suite SDK to open beta. Using PSS, people are able to write games for various PlayStation certified devices in a C#/Mono based environment. This post takes a look at what's included in the SDK, which, surprisingly, is quite a bit.
    The Hackmaster

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    • #3
      PlayStation Studio SDK Tutorial 1: Hello World
      The Hackmaster

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      • #4
        PlayStation Studio SDK Tutorial 2: Hello World2, Hello Harder!
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        • #5
          Debugging PlayStation Suite Applications on your Vita device

          Walks through the process of debugging on an actual PlayStation Vita device, including both on the PS Vita itself as well as in PS Studio.

          Debugging PlayStation Suite Applications on your Vita device
          The Hackmaster

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          • #6
            This thread is about using sprite sheets with PS Studio. For those of you unfamiliar with the term, a spritesheet is a single image with multiple sprites. You generally group your sprites together on a single sheet as it is much more efficient for loading, and generally performs better than loading one texture per sprite.

            Working with sprite sheets
            The Hackmaster

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            • #7
              Handling updates in GameEngine2D

              In the last tutorial Working with Sprite Sheets I said that I would cover updating your scene in an upcoming tutorial. This is that tutorial.

              In this tutorial we are going to cover three different ways that you can update your scene. As you saw earlier it is possible to update things directly inside your game loop, either directly or using a timer. However GameEngine2D has a number of superior scheduling options built in, and we will look at 3 different options.

              The first is using a Node’s Schedule method, the second is to derive from Node and override Update() and using the Scheduler singleton. The last is to declare a ActionBase derived object, to create a re-usable updater. We are going to create 3 bouncing smiling faces, each controlled by a different system.

              Handling updates in GameEngine2D
              The Hackmaster

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              • #8
                UI Composer and Networking Part 1

                This part of the tutorial is going to look at using UIComposer to create a simple UI, then the code to actually run the resulting GUI. This two part tutorial was originally just one part, covering how to make a UDP socket request. However, in putting together the required code, I had to build an interface, which resulted in a rather long post. Therefore I have split this into two parts. This part covers creating the UI, the next part covers wiring up the UI to actually do something and of course, the networking.

                UI Composer and Networking Part 1
                The Hackmaster

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                • #9
                  UI Composer and Networking Part 2

                  In Part 1 we covered creating and displaying our UI. Now we are going to do something with it. We are going to cover quite a bit of different material in this tutorial. First and foremost we are going to need a server to talk to, lucky enough, I already have one!

                  UI Composer and Networking Part 2
                  The Hackmaster

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                  • #10
                    Applying FarSeer Physics to PSSDK

                    Applying FarSeer Physics to PSSDK
                    The Hackmaster

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                    • #11
                      All things audio

                      In this tutorial we are going to look at playing audio with the PlayStation Suite SDK. This chapter is pretty simple over all, so it will be rather short. In the end you will have a UI driven application that can play sound effects and songs.

                      All things audio
                      The Hackmaster

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                      • #12
                        Using SpriteLists

                        In this tutorial we are going to look at SpriteList and show how it can result in a massive increase in performance. Along the way, we are going to create two custom Scene classes, one that performs poorly, and one the does not.

                        Along the way we are going to demonstrate dynamically generating a UI and how UI scenes and GameEngine2D scenes can co-exist.

                        Using SpriteLists
                        Last edited by dlevere; 06-05-2012, 06:39:57 AM.
                        The Hackmaster

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                        • #13
                          PlayStation Mobile Tutorial: Pinching, Tapping, Dragging and Flicking

                          In this tutorial we are going to look at the various Gesture detectors built into the UI layer of the PlayStation Mobile SDK. They all work fairly consistently, so this tutorial is going to be pretty light in explanation.
                          The Hackmaster

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                          • #14
                            PlayStation Mobile Tutorial: Creating scene transitions

                            This tutorial is going to cover creating transition effects between your GameEngine2D scenes. It is actually going to be rather short and mostly code, as the subject is actually quite simple and consistent between different effects.
                            The Hackmaster

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                            • #15
                              Working with sprite sheets in PS Mobile
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