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?
PlayStation Mobile SDK support for C/C++ as it is the game developing choice of language by developers.
Just like the other platforms.
I am using PSM SDK 1.11.01.
I would like to see a constructor for Sce.PlayStation.Core.Imaging.Font that takes a byte array instead of a filename.
File IO characteristics are undefined, especially for instancing the same TTF multiple times with different size and FontStyle parameters. This could be especially bad for large fonts.
Hello! I have some suggestions.
Hello PSM Team,
IS it possible to make the keyboard take part of the screen instead of whole, In the application I am developing it is important that the screen shows slightly.
Thank you very much!
In this interview http://www.eurogamer.net/articles/digitalfoundry-o
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:
Texture uploads
Vertex/Index Buffer uploads
Framebuffer readback (ReadPixels)
SwapBuffers
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, the memory size setting can not be used only 96MB.
I can not take advantage of this in the performance of a high-performance Android.
Xperia Z : 1.5GHz quad-core "APQ8064".
Display 1920x1080.
Even though it is equipped with 2GB of main memory, allows only 96MB is very disappointing.
We desire raising of a memory use maximum, in order to make the game of rich graphics.
現状ではメモリサイズ設定が96MBしか使用出来ません。
これでは今後登場するAndroid端末の性能が生かしきれません。
新しく対応したXperia Zは1.5GHzクアッドコア「APQ8064」を搭載。
ディスプレイ解像度は1920x1080です。
メインメモリは2GB搭載なのに、たった96MBしか使用できないのはとても残念です。
よりリッチなグラフィックなゲームが登場できるように、メモリ使用上限の引き上げを望みます。
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.
Just an example:
(in the Image class)
| void | Decode () |
| Decodes image. |
| Image | ( | string | filename | ) |
Image constructor (from filename)
Parameters:| filename | Image filename |
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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登録後はフォーラムと
PSM DevPortalを一度ログアウトし、再度ログインしてください。


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