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21. April 2012

 

 

I am really enjoying the PS Suite and compared to the Android emulator, the PlayStation Suite Simulator is extremely fast, but also extremely limited.  Perhaps most annoying, the joystick is actually handled using the keyboard.  I had sort of pictured being able to plug in a joystick on my development PC, but sadly this isn’t true.  Hopefully this is a feature they will add soon.

 

 

So, long story short, I went out today and picked up a PS Vita, so expect to see a series of tutorials after all! Winking smile

 

 

First thing I encountered was the process of getting debugging working on device.  It’s not actually that difficult, just a bit non-intuitive, so I figured I would document the process here.

 

 

First I assume you have installed the PlayStation Suite Studio already.  Be sure that you install the USB driver at the end of the install process.

 

 

Now on your Vita, open Browser and navigate to http://www.playstation.com/pss/developer/openbeta/index_e.html and click the PlayStation Suite Development Assistant download link like such:

 

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You will now be redirected to the PS Store.  What is extremely odd, I went to the PlayStation Store and did a search for “Development Assistant” and found nothing!  It appears you really do need to click the link above using your browser.  Odd. Click download again:

 

 

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If everything went correctly, you will now have an icon for PS Suite Dev.  Click it

 

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Now we have to fire up PlayStation Suite Studio, load your project, or a one of the demos ( which are located at “C:\Users\Public\Documents\Pss\sample” on my PC).  Make sure your Vita is connected to your PC via USB cable.  One thing to note here, I had it connected initially to a USB3 port and it didn’t work correctly until I switched to a standard USB2 port.

 

 

Now that Studio is loaded and your Vita is connected with PS Suite Dev is running on it, navigate to Project Menu in Studio and select PlayStation Suite Device Target –> Your Device, like this:

 

 

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If your Vita doesn’t show up, try unplugging and plugging back in the USB cable.  Now to actually run your application, if you want to debug simply choose Run->“Start Debugging” or hit F5.  If you want to start without the debugger, choose Run->Run With->Your Vita, like this:

 

 

image

 

 

 

And voila, your application running on your device!

 

 

 

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At this point, you can ( if you chose Start Debugging or hit F5 ) now debug like normal, set breakpoints, etc… just like running on the simulator.  I have to say, debugging on the device is very smooth; much nicer than many other environments I have worked with.

 

 

I have some code related tutorials coming soon.  Please let me know if there are specific things you are interested in me covering in the future.

General , ,

19. April 2012

 

 

 

Just finished adding another book to the Unity Book round-up, this one being “Game UnityBook18Development for iOS with Unity.  As always the write-up includes book description, key links, the table of contents, etc.  The book is a few months from publication, here is the publisher description:

 

This hands-on guide delivers production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch full 3D games for the iPhone, iPod, or iPad all the way to the Apple app store. It walks you through all the necessary procedures and features two iOS-ready games to explore, adapt, and play. The text presents all of the information necessary for beginning and intermediate users to build and publish iOS games using Unity Beginner. Topics covered include game design, 3D graphics, debugging, script optimization, and optimizing assets for file size and performance.

 

Full details in round-up here.

 

 

I intend to keep the book list as comprehensive as possible, so if you’ve written a book, or know one I’ve missed, let me know!

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11. April 2012
Just a pair of quick notes. It was recently pointed out to me a recent change I made broke the comment system. Oops. Thanks for pointing that out, it has now been fixed.
Also I am going to be away in a place without internet until Sunday, so if I'm slow to reply, that is why.

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5. April 2012

 

 

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Uggh.  Create a new Ice Cream Sandwich ( Android 4 ) emulator in AVD Manager, hit run and KABOOM! “emulator-arm.exe has stopped working”.  Lovely.

 

Still haven’t figured out exactly what the problem is, but I do know disabling the camera “fixes” the problem.  The most confusing part, creating an emulator that runs ICS, but uses a different screen resolution than WXGA and everything works just fine.

 

So, if you are trying to run the Android emulator using WXGA resolution and it keeps crashing, try disabling the camera.  I’ll update if I ever figure out exactly what is causing the problem.  I found this thread, which suggested disabling ATI Tray tools, however, my machine is nVidia based so that isn’t going to do it.

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3. April 2012

 

 

No.

 

 

Well, sorta, just not for free.  Since my earlier post about trying to get Blackberry working with Appcelerator Titanium, I’ve gotten a number of messages, emails and search requests asking exactly this question. “Does Titanium Studio support Blackberry?”.  It is understandable why, Appcelerator sure doesn’t make it easy to figure out!

 

 

So, to actually answer the question, the free version of Titanium does not, and cannot currently be made to support Blackberry development.  It looks like it does, and you can download all the Blackberry SDKs ( except one ), but other than wasting a lot of time, this will accomplish absolutely nothing.

 

 

However, as you can see following this link, you can target Blackberry if you download the Blackberry Beta SDK from Appcelerator.  The catch, in order to have access to that download, you need to be a paying subscriber.

 

 

So,  yes, it supports Blackberry development.

 

 

However… you have to pay.

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Two new libraries added to the HTML5 game development links
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5. July 2012

 

I have recently been contacted by members on the development teams of two (completely!) different HTML game related libraries for inclusion on the HTML 5 Development links page.

 

 

The first is the Pulse Engine, a traditional HTML5 Canvas based library.  Perhaps best of all, it has complete documentation (woot!).  I am taking a closer look at this when time permits, and will post something shortly.

 

 

 

The second is Clay.io, which is more of a supporting library.  It provides leaderboards, payment processing, social integration and more.  They are a commercial library and take a 20% cut of payments processed.  It is documented as well, and contains a developer sandbox to test in.  I do have one suggestion for the developers… make the features more prominent on your home page. The details were there, but they were below the fold ( on my 1920x1280 screen! ).  You will be amazed how many people you will lose because it was immediately obvious what service you provide! If you need to add these features to your game, clay.io is certainly a place to start.

 

 

If you have developed and HTML5 related game library, or are a big fan of a library I missed on my list, let me know! 

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