Diddy with PSM

Monkey Targets Forums/PSM/Diddy with PSM

Soap(Posted 2012) [#1]
I'm going to be journaling until our project using Diddy is ready for PSM. Testing for Vita. The store opens for submissions October 3rd?

MonkeyPro66. Downloaded the latest source of Diddy and renamed diddy.pss.cs to diddy.psm.cs. Compiled Diddy project OK, but when running in simulator or device I get: psm\MonkeyGame.cs(20,20): Error CS1061: 'monkeygame.gxtkSurface' does not contain a definition for 'Loaded' and no extension method 'Loaded' accepting a first argument of type 'monkeygame.gxtkSurface' could be found (are you missing a using directive or an assembly reference?) (CS1061) (MonkeyGame)

The GUI example for Diddy does compile and runs on the Vita device, although it only runs at 15FPS. :(

bouncyaliens compiled and runs on device at 36FPS with 100 images, 25 images = 41FPS.


Samah(Posted 2012) [#2]
Try the new storyboard stuff. It runs really smoothly on my Android phone (Galaxy S3).


Soap(Posted 2012) [#3]
Storyboard runs very smoothly on PS Vita. Depending on where it is on the timeline the FPS is lower. 00:19:627 it drops to 49 FSP - lowest I can get it to go to.


therevills(Posted 2012) [#4]
I believe the main cause of the slow down with the GUI example is the amount of Drawtext calls...

We could now try to create images based off the text so that it is only one image drawn per word instead of Drawtext where it is one image per character. Something to think about...


Samah(Posted 2012) [#5]
Got a video of storyboard on Vita? I'm curious to see how it runs, but I don't have one myself.