The following is a complete list of the PS Suite tutorials and how-to documents on GameFromScratch.com. Additional PlayStation Suite related posts may be available under the PSSDK tag.
These tutorials cover a beta product, so changes are going to occur. Read this guide to cover any changes that may have happened since these tutorials were written. So far, the changes are quite minor.
Walks you through what is in the PS SDK, where everything is located and what each thing does. It also contains a C# class library infographic. If you’ve just downloaded the SDK and are trying to figure things out, start here.
Shows you how to use PS Studio to create, configure and run a new project as well as creating an app.cfg file. Demonstrates programming the code to create a “Hello World” sprite and display it full screen on your display. Introduces the GameEngine2D library.
This post builds on Tutorial 1 and illustrates the various ways to programmatically access the gamepad. It adds the ability to scale and rotate your hello world sprite using the gamepad. Shows how to manually handle the GameEngine2D game loop.
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.
This tutorial, part one of two, covers creating a model in Blender, UV mapping, texturing and exporting it in COLLADA format for use in PlayStation Suite.
This tutorial, part two of two, covers converting the model into a Vita compatible format, importing your model into PlayStation Suite as well as code to display your model in 3D.
This tutorial covers playing sound effects as well as background music. It also demonstrates using a UI created in UI Composer.
This tutorial covers creating an animation sprite sheet, and the code required to use it in PlayStation suite, resulting in a simple walk cycle.
This tutorial demonstrates the various ways to handling updates using GameEngine2D. Covers Schedule(), overriding Update() as well as creating an ActionBase class.
This two part tutorial will cover creating a networking GUI client that accesses a high score server over the network. This part handles creating the GUI and the code to display it.
Part two of the UI/Networking tutorial, this one covers wiring up the UI to actually do something, as well as the networking calls. Also covers creating/link projects and using JSON.
This isn’t actually a tutorial like the rest so far, but is still relevant. This “not-tutorial” shows you how to add the FarSeer physics engine. It doesn’t *actually* cover using the Far Seer library though, expect that in a later tutorial.
This tutorial covers using SpriteList to greatly speed up Sprite rendering. It also shows how to create a GUI dynamically.
This tutorial covers pinching, tapping, dragging and flicking an ImageBox all around the screen. Covers working with all of the Gesture detectors built into the SDK.
This tutorial covers using transition effects between scenes. It shows how to replace scenes, then add a bit of graphical flare with a fade and cross fade effect.
This tutorial illustrates how to manipulate a SpriteUV’s UV coordinates, to translate, crop or rotate a sprite’s texture. Also a small primer on UV coordinates if the topic is new to you.
In this multi-part tutorial, we create a complete physics based Pong clone, putting together all of what you have learned from earlier tutorials and a little bit more. Showing how to develop a complete game using the PSM SDK.