Suggestions

New Message

Download Codes.

by Beta Tester kinggizmo on ‎15-05-2013 02:21 PM

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?

 

Prompt for update of a released PSM title

Status: Implemented
by XMPTGames on ‎10-05-2013 06:23 PM

Can we have the ability for a user to check for updates of a released title, either under the covers automatically or via a button?

Status: Implemented
There is always a prompt for the user to update when a newer version is available. If they chose not to do so then they can run the old version.

PlayStation Mobile SDK support for C/C++ as it is the game developing choice of language by developers.

 

Just like the other platforms.

LiveAreaの装飾や制御

by c_replus on ‎10-05-2013 02:37 PM

LiveAreaの装飾や制御も多少設定できるようになると嬉しいです。

ETA on release

by carrot1401 on ‎01-05-2013 09:24 PM

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?

Remove the requirement to purchase a $99 yearly license just to test a game on a physical device.

  • 自動スリープの制限(動画再生中やニコニコ動画アプリ、Youtubeアプリのように)
  • PSボタンの制限(押しても反応しないようにする)
  • PSMアプリケーションからホーム画面などへのPUSH通知

などを、できるようにしてほしいです。

これらのことができれば、アプリのアイデアや活用の幅も広がります。

 

また、ハイレベルUIのパフォーマンスも改善してほしいです。

初回の操作で反応があるまでにラグがあるのが気になります。アプリ起動時にロードしておいてほしいです。

やり方が悪いのかなと思いましたが、SONY Degitalのダイエットアプリなどを購入して試してみても同じだったので改善を希望します。

I want use the logo of the PlayStation Mobile at my website.
I hope that you provide image files and guidelines to us.

PSMのアプリを紹介するホームページでPlayStation Mobileのロゴを使用したいです。
利用可能な画像ファイルやガイドラインの提供をお願いします。

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.

 

  • Platform Specific Titles (PS Vita Only Titles)
  • Back Touch Panel Support
  • Increase the RAM Limit
  • Heavy Optimization of Mono VM on the Vita
  • Let us take advantage of the Vita's Full Power

 

 

 

Status: Under Consideration
Only Optimisation of Mono VM is under consideration. The rest are not planned

フォーラムとは別に、バグID・カテゴリ・概要・詳細・対応状況といった項目でリスト化したBug Trackerサイトを作って欲しい。

 

  • どのようなバグがあるのか?
  • 対応状況は?
  • 対応を待たずに回避する方法はあるのか?

そういった情報をまとめて閲覧したいです。

現状のフォーラムではバグ報告をしてもそれが開発チームに伝わっているのかもわかりません。

 

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-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:

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.

 

 

Fix timeout issues with master package upload

Status: Planned
by laadron on ‎07-03-2013 02:08 AM

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.

Status: Planned

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.

NFC and Near/PSN Message Support

by Zookey on ‎01-05-2013 06:15 PM

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.

Allow notification when game is minimized

by laadron on ‎19-03-2013 08:31 PM

There is currently an event to use to be notified when the game is restored from a minimized state, but no way to no when the game is minimized in the first place.

 

This is important to allow the game to save data in case it is terminated later.

More exaustive documentation

Status: Planned
by emanuevil81 on ‎07-12-2012 08:14 PM

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)

 
voidDecode ()
 Decodes image.
What does this mean?
The answer is in the image constructor desciption:
 
Image(stringfilename) 

Image constructor (from filename)

Parameters:
filenameImage 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.

Status: Planned
Announcements

Welcome to the PlayStation Mobile Developer Forums


This is a community for the discussion of technical topics with other developers and SCE engineers. Posting ideas/requests are also appreciated. Join the discussion!

PlayStation®Mobile開発者フォーラムでは世界中の開発者の皆様と一緒に、議論や情報交換が可能です。SCEも議論に参加し、皆様の開発をサポートします。アイデアやリクエストも大歓迎です。ぜひご参加ください。

PSM Developer Registration (for free) on PSM DevPortal is required to post on the forum.
Please sign out then sign in again to the forum and PSM DevPortal after you have completed the registration.

フォーラムへ投稿をするにはPSM DevPortalへの登録(無料)が必要です。
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。






Labels
Top Kudoed Authors
User Kudos Count
1