It is currently impossible to get hold of free codes to distribute for people to review. I think this is incredibly important - as it is a good way to get people to hear about your title, as people on the most part are not going to pay to review a game... It would be great if we could get codes to distribute in all of the stores that we provide to.
This is regarding the developers who have already paid the 100$ for a developers license. I'm personally not interested in a refund of any sort, in fact I'm very glad Sony is actively looking for ways to increase the size of the PSM development community.
I do however feel that existing developers should at least have their license expiry date extended from the period of the free PSM license which would be September 2014.
Developers could just sign up for a second account to get the benefits of an extension (2 accounts) but I would much rather have only one PSM account that's also tied to my primary PSN account.
I tried going to the psmdev site to "re-register" in hopes it would extend my expiry date but that didn't work.
Is the PSM team considering this issue? Will there be an annoucement soon in regards to how the recent free PSM release affects existing PSM developers who have paid a license fee?
When you're game gets approved, you have no idea how long it will take between 'preparing for release' and being on the store. This really hurts; how can I promote my game/patch if I don't know when it will be out?
In this interview http://www.eurogamer.net/articles/digitalfoundry-oddworld-vs-playstation-vita it is mentioned that optimal performance on the Vita required offloading rendering commands from the main thread to worker thread(s). To me this isn't much of a surprise (doing this on Windows and XBox 360 is definitely a win where possible) but it underscores the need for a way to do this in PSM. Currently all the Graphics APIs seem to require you to call them from the main thread, which means you can't even create a 'graphics thread' that is off the main thread and responsible for all your rendering - it has to happen on the same thread as your input.
If any of the existing Graphics APIs are thread-safe, please document that clearly in the SDK so we know we can safely use them.
In addition to this, please consider adding either the ability to change the 'graphics thread' so that it isn't the main thread, or allow use of certain APIs from other threads - we don't need the ability to use the graphics APIs from multiple threads at the same time, just the ability to offload work.
In particular, I think the following operations would be big wins if we can offload them to worker threads safely, even if it prevents use of the graphics device from other threads:
Vertex/Index Buffer uploads
Framebuffer readback (ReadPixels)
And in particular being able to call SwapBuffers on a thread will be a big win since you don't let us disable vsync. Doing that will make it trivial for a game to start running logic for the next frame while it's waiting for vsync.
There are serious timout issues with the master package upload process using PsmStudio. Unless you have a very small game or a very fast upload speed, the upload process will time out before it completes.
On a 1Mb connection, I had to reduce my master package size to just over 8MB before it would upload without timing out.
Alternatively (and maybe preferably), you could allow uploading of master packages via the web, or perhaps via FTP for very large files.
At present both the 'unsafe' keyword and the GCHandle class are disabled in the PSM Simulator and on-device runtime. This is a mistake, and here's why:
Without access to 'unsafe', certain forms of IO are impossible to perform efficiently - for example, loading an array of any type other than byte.
Without access to 'unsafe', tight computation loops to do things like fill vertex buffers or procedurally generate textures suffer the cost of additional array bounds checks and multiplications for each index.
Given that this is a platform targeting mobile devices, it is unacceptable to waste customers' time (by making them wait for slower non-unsafe C# implementations of algorithms) and waste their battery as well just because this feature is disabled.
Turning these features on will not compromise the security of the PSM platform or the devices running these games; if you doubt this you need merely look at XBox Live Indie Games - games built for the XBox 360 were able to use unsafe and all related features to get maximum performance on the XBox 360 and this never resulted in a single compromise of their security architecture.
Hello, please add in NFC Support for Android Devices and PSN Message/Near Support for Vita so we can have players transfer different things (such as high scores or custom made content) to each other.
Also, right now, does PSM block the use of NFC if we implement our own code for it? We are making a rhtyhm game in Unity and hope to port it to PSM later this year, we promised Sony Mobile we'd make an Android build they could show off NFC with so we're hoping PSM won't block this or make it too difficult.
Some parts of the documentation are really lacking and obscure, with many descriptions made of few words, leaving us with many trial and error sessions to get the correct use of certain things. The documentation should be more exaustive and with little examples of use.
The image is not actually decoded immediately after Image is created from an image file. To decode the image, Decode() must be called. However, even if the image has not been decoded, it is still possible to obtain Size, for example. The currently supported image file formats are PNG, BMP, JPG, and GIF
Why something like this is not written in the description of decode() too?
As i said this is only an example, the documentation should be more in-depth.
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