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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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August 21st, 2009, 16:26 Posted By: wraggster
GameStop has said that the entry of competitors such as Best Buy and Wal-Mart into the used games market has had no "meaningful impact" on its own second-hand sales.
Yesterday, the company said that used games were a bright spot in an otherwise disappointing quarter, growing 19 per cent compared to last year and accounting for 32 per cent of sales.
"We follow very closely every single location where competitors are involved in trades," detailed Julian Paul Raines, COO of GameStop. "So on all of these latest competitor tests, we have not really seen any meaningful impact from those.
"Certainly we will continue to watch that and we just continue to try to get better and better at using that currency but have not seen any impact yet competitively from those."
And with the launch of the new digital PSPgo, GameStop said that it saw an opportunity to capitalise on consumers trading in their old UMD titles which will no longer work on the new handheld.
"It will be a strong contributor to our trade-in process where you have people that will have UMD games that will no longer work on that platform that will fuel additional currency for GameStop," commented Tony Bartel, executive VP for GameStop.
http://www.gamesindustry.biz/article...at-to-gamestop
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August 21st, 2009, 16:23 Posted By: wraggster
Despite a seemingly strong positive reaction from the industry following Sony's long-awaited announcement of a price cut for the PlayStation 3 - and the impending launch of the PS3 Slim - shares in the Corporation continued to fall yesterday, continuing a steady descent from their two-month peak at the beginning of last week.
The stock closed down by 1.4 per cent today on the Tokyo Stock Exchange to sit at JPY 2445 (USD 26.02), declining yet further from its peak of over JPY 2770 (USD 29.48) on August 10 - a drop of around 12 per cent in total.
Investors took exception to the price cut announcement - despite the likelihood that the move will spur console sales for the company globally - with a 3.9 per cent fall in the price coming on Wednesday, the day after the press conference reveal in Cologne.
There is some agreement that if the Western markets, particularly the US, UK, France and Germany, continue to show some signs of macro-economic recovery in the next few months the USD 299 / EUR 299 / GBP 249 price points should fuel sales spikes.
However, if recovery stalls and consumer spending falls apart once again, its numbers are likely to be somewhat less spectacular.
Ubisoft CEO Yves Guillemot and EA Games president Frank Gibeau both told GamesIndustry.biz this week that they believed the price cut was a very good move for the market.
http://www.gamesindustry.biz/article...ny-stock-slide
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August 21st, 2009, 12:44 Posted By: wraggster
LuMa has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: LuMa
Project name : TibiaPSP
From : Germany
Division : PSP GAME
Original entry : Yes
Support Motion : NO
In last NEO Compo this project have won in the top 10 : Yes (4)
Hi,
On the occasion of the Neoflash-contest, I'm going to release the third version of the long-expected (MMO)RPG-Game (TibiaPSP).
The most important/interesting new innovations are a Save/Load function, mini-map, chat module, skills, NPCs, editor ...
I would also like to present my brand new TibiaPSP Forum(tibiapsp.iphpbb3.com).
Because the complete changelog is too long, I will only list the most important points.
Changelog
New Map (300x200 fields)
Added chat-module
Added Save/Load Function
Added Mini-Map
Added Tutorial
Added NPCs (Trader. ..)
Added in-game editor
Added new types of weapons (bows, wands)
Added 11 creatures types (total 16)
Added ca. 35 weapons (total 55)
Updated In-game MP3 player
Added Help screen
Added new formulas for calculating damage
Added Skills
Added weather (fog, night)
Added about 70 new objects
Many bugs fixed
And much more ...
Online-Mode
The basic features of the online mode are already functionating, but still the necessary stability and the server are missing, so the online mode isn't available in this version.
I could need your help for the future server costs, I would like to collect money.
If you like my game and you want to support it, you can donate some money (via Pay-Pal):
Control
Now you can learn the control in tutorial or in options in the Help window in this version.
InGame-Editor
To use the editor you have to create a new character and name it GM Editor. If you choose this character it will take some time to create a random map ,then you can edit it. If you save (you'll have to set a save point first) your Map will be saved, too. Because the editor originally wasn't meant for public use, there might be some errors. Please ask further questions in the TibiaPSP Forum.
Keyboard shortcuts in the editor:
Open/close the editor-menu with L+R
Selecting a field/object like the weapon selection
Switch to an other group to delete current selection
For the next major release, you will have to wait slightly longer (approximately 3-4 months).
The next version will be worth the waiting, it is going to contain many new features and of course a playable online-Mode.
If you have any questions, please write to me in the forum
or send an e-mail to LuMa_PSP@web.de.
I'm going to be on vacation for the next 3 weeks, so please don't expect an immediate answer during that time.
I hope you'll enjoy testing TibiaPSP as much as I did enjoy creating it
LuMa
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August 21st, 2009, 12:37 Posted By: wraggster
A_Noob has updated his entry into the Neoflash Summer 2009 coding comp:
Nickname: A_Nub
Project name : Cubic Zombies
From : USA
Division : PSP GAME
Original entry : Yes
Support Motion : NO
Hey someone asked if I would enter neoflash again, at the time I laughed, pssh only 20days xD. But hey I decded 5 days ago I would give it a go haha, soorry for the bad game quality.
Enjoy.
Controls, analog, to spin/aim, buttons to strife, shoulders to shoot, start to restart when dead.
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August 21st, 2009, 12:32 Posted By: wraggster
Kasumi has updated his entry into the Neoflash Summer 2009 coding comp:
Nickname: Kasumi
Projet name: Lakeside
From: United States
Division: PSP GAME
Support Motion: NO
Original entry: YES
In last NEO Compo this project have won in the top 10: NO
General Description
Lakeside is a project I've been working on for a while now. I couldn't get a full demo done in time, but it's a nice map editor right now. It's mostly about decision making.
A video of one of the maps.:
A video of the sprite Editor:
There are videos of other parts of the map editor, but they're much different now.
There are two included maps, Mapset 0, map 1 is a way to see the tiles in each set. Mapset 0, map 2 is my script test room. (After you load it, you have to disable the map editor to talk to the sprites in it. You can't talk to sprites with the map editor active as it would make it much easier to lose unsaved work.)
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August 21st, 2009, 00:15 Posted By: wraggster
Walar has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: walar
Projet name : Box Destroyer
From : France
Division : PSP Game
Original enter : NO (Neo Summer Coding Compo 2008)
Support Motion : NO
In last NEO Compo this project have won in the top 10: YES (4th of Neo Summer Coding Compo 2008)
Box Destroyer is a PSP clone of the flash game "Totem Destroyer" by Gabriel Ochsenhofer. It's a physics-based puzzle game with 14 levels, to win you must destroy the required number of blocks in each level without letting the little blue block(s) fall into the ground. Click on a white or green block to destroy it (blacks blocks cannot be destroyed).
Update from last version:
recoding all the game with JGE++ engine
better physic
new graphics
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August 20th, 2009, 23:09 Posted By: wraggster
Gefa has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: Gefa
Project name : ImpGAME
From : Italia (Italy)
Division : PSP GAME
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
This is a hangman game for PSP.
ImpGAME supports 5 languages (italiano, english, fracais, espanol, german), with around 3500 words for each language.
You can also write a personalized list of word. Read the readme file for more info about that.
Game modes:
Default Game: ImpGAME will choose a random word from the default dictionary (it contains about 3500 words for each language, for a total of 3500*5=17500 words)
Choose Dictionary: Choose a list of words that you've written and play with it. By default, I inserted two dictionaries in english language (words about animals and national capitals)
Language: Choose the language you want to play the Default Game.
Exit: Exit from the game
Installation:
Copy the "python" and "PSP" directories in the root of your memory stick.
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August 20th, 2009, 23:00 Posted By: Zack
Via RetroEmu.com - Home Of LuaPlayer Euphoria
A little update regarding LuaPlayer Euphoria aka LPE.
I will be referring to LuaPlayer Euphoria as LPE throughout this post.
The source :
From now onwards each release of LPE will be accompanied with the source code. I apologize for not doing so to date. I'm not usually one to break GPL, (my Wolfenstein 3D releases were always accompanied with source code), so I won't be doing it anymore.
I would also like the chance to explain why I didn't release the source from the offset.
The reason why I didn't release the source was because of me adding new features in such a rush, that the implementation of some of them was sloppy to say the least and I didn't want anyone gaining a false opinion of my coding credentials by looking at rushed sloppy code.
I am going to pretty much "gut" what I have done so far (bar speed optimizations, as they were done right) and redo them in a proper manner.
The Future :
I have so many things that I have planned to add to LPE it's not even funny.
bar the obvious ones such as : Mp3 Playback via Me, Math on VPFU etc. I plan to finish implementing all Sony System functions (Osk, Netprompt etc) and much more. I am always open to new requests and features so please don't hesitate to ask.
As for release schedules :
I pretty much work on this when and if I please. You have to understand that I work 5 days a week, have a social life now and then (too complex to go into here ) and also work on my own applications and games.
I go though phases were I work on something non-stop, then like to move onto another project, then return to the previous one. It's how I roll.
Please never assume that if you don't hear from me regarding LPE, or I don't post frequently for a substantial period of time that LPE is dead. It will never be dead until it is finished. Take Wolfenstein 3D as proof of that. Sure it took forever to finish (due to my nature of jumping between projects) but it got done in the end. (although I still need to add custom control mapping support ).
LPE vs HM/PGE
Another thing I would like to bring up. I often hear people say "which is the best?", for me there isn't a best. At the moment HM and PGE are way more feature filled than LPE sure, that won't stay like that forever. Another thing to note, is that I am not doing this to spite HM/PGE or for any competition whatsoever. The goal of this project is to finish what was started and keep LuaPlayer as LuaPlayer, and not to make things confusing.
Whichever you choose to use is fine by me. For me the philosophy behind the LuaPlayer project is : "We provide the interpreter, you make the program".
PGE and HM's goals are more inline with taking out some of the things required for making programs (in my opinion). Such as built in TileMaps and Animation functions. That is fine, and great for lua programmers to use. It does however take away experience in learning for yourself (which is my philosophy behind LPE at least). You could argue "why reinvent the wheel when the wheel already exists?". My argument to that would be "if you don't reinvent the wheel, can you truly understand how the wheel works?".
Anywhoo that's getting into a much bigger topic that I don't plan on covering here.
To Finalize :
So that's it. I hope that filled you guys in on the source code issue, the LPE vs PGE/HM argument, and the future of LPE.
Thanks for all your support so far and thanks for coming to retroEmu.com and supporting the site also.
Kudos!
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August 20th, 2009, 21:10 Posted By: wraggster
A newsposters work is never done and heres another release
Sektor has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: Sektor
Project name: DiggerPSP Neoflash Edition
Division: PSP GAME
Original enter: Yes
Support Motion: No
In last NEO Compo this project have won in the top 10: No
Project description: It's Digger on the PSP! Eat the emeralds and the gold. Avoid the bad guys or terminate them by squishing with the gold bags or eating them after you get the magical cherry powerup.
Controls:
Analog nub or dpad to move
Cross to shoot
Square to increase game speed
Circle to decrease game speed
Start to pause
No your speakers aren't broken, I just haven't added any sound or music yet.
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August 20th, 2009, 20:42 Posted By: wraggster
News/release from lilmnm
lilmnm-kamikaze here again with another Release of DayPR!
This Release Will include Remotejoylite, Configuration, themes, Bold Text, a even better looking GUI, and an updated Game's Name code that shows the Real name of the game you are playing along with the Game's ID.
I have two PRXs One with RemoteJoyLite and one without it. The one with out RemoteJoy Has no major bugs, but the one with it RemoteJoy May cause your PSP to Freeze and Crash. Please let me know right away if there are any bugs that i didnt get so i can fix them right away.
Before i give the links i wanna say thanx to the creator of RemoteJoyLite for if it wasnt for him it wouldnt be possible to have it into DayPR.
well here it is.
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August 20th, 2009, 20:37 Posted By: wraggster
Bloody hell the releases keep on coming
News/release from mootjeuh
that's right! finally, after weeks of work, I've progressed just a little bit xD
I've made some to changes to the lib so that it loads faster and added some functions. I've tried to work on the intraFont functions, they are all done (after all, they're just like 5-6) but don't seem to work, even though everything compiles well. All right, here's the changelog:
Changelog:
Improved speed
New way of coding
Ability to load other PRXs
vsh_iLoad was added, used to load an image
vsh_blit was fixed just a little bit, it sucks less than the previous one though :P
vsh_putPixel was added
vsh_drawLine was added
vsh_message was fixed
vsh_intraFont functions were added, but don't work
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August 20th, 2009, 20:01 Posted By: wraggster
news via psphacks
Quake sent word late last night with Extreme Link 1.6.3 attached, which boasts an all-new feature called Guide+. This new Extreme Link counterpart replaces PNG Imager allowing you to create fashionable guides for use in PSOne/POPS emulated games. And Extreme Link 1.6.3 v2 arrived this morning correcting a minor bug as detailed in the change log below. Good lookin’ out, Quake.
1.6.3:
Extreme Link: Main
FIXED: ReName Error 52 – Displays bad file name Error message for \ / : * ? ” < >
Extreme Link: PNG Imager
REMOVED, DELETED, 86′ed, No longer Available
Extreme Link: Guide+
ADDED: ALL NEW Features and Abilities
Easily make professional guides with these new features.
Extreme Link: Options
FINISHED: Opacity, Main – Explorer – Records – Ciso – Guide+
1.6.3 v2:
Extreme Link: Guide+
Fixed: Fontstyle replace bug
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August 20th, 2009, 19:59 Posted By: wraggster
Shadow and the rest of the team have released a new version of the PSP Emulator for WIndows written in java that plays some commercial games and also Homebrew.
Heres whats new:
Rev1147: Fix for NullPointerException in Profiler.logCode
Rev1146: Added a basic text-based search function to the disassembler frame:
Under Misc.
Rev1145: 2 more patterns for "Race Driver 2006 - USA - ULUS10096"
Rev1144: A lot of new native code sequences based on the profile logs posted by
BlackDaemon
Rev1143: Fix for ArrayIndexOutOfBoundsException in FastMemory.memset
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August 20th, 2009, 19:55 Posted By: wraggster
Freshmilk has posted an entry into the Neoflash Summer 2009 coding comp:
Nickname: Freshmilk
Project name : PSP Spirograph
From : Englang
Division : PSP APP
Original entry : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Description:
A simple PSP application that allows you to draw spirographs. Colours and variables may be edited to create a wide vareity of vivid, bright, and colourful patterns, which can then be saved to the 'PHOTO' folder on your PSP for further use. Enjoy.
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August 20th, 2009, 19:03 Posted By: wraggster
Sony is gunning for games — not "apps" — on its new Mini download PSP store, the company told Kotaku about the October-launching service. What it couldn't tell Kotaku is the answer to the biggest burning October PSP question.
John Koller, head of marketing for Sony Computer Entertainment of America told me yesterday that the PSP manufacturer is receiving "strong interest" from publishers about its new Minis program. The Minis will be sub-100MB games offered for download to the PSP starting October 1.
But, Koller said, "it's absolutely not an app store." Expect Minis to all be games games. "We're not going to have, 'Find Your Parked Car' and those kinds of things," he said.
The result will be a "constant stream of content," he hoped, something that ought to please PSP owners looking for novelty.
I can't conclude a conversation with a Sony exec about the PSPgo — the disc-drive-free October 1 version of the PSP — without asking the one question that keeps popping up in our comments sections: How is the PSPgo going to accommodate people who already own disc-based PSP games, which physically don't work with the go?
"No new update on that," he said. "We do realize that there is a very strong legacy and we have a strong historical relationship with those who have purchased PSP but we really have nothing to announce quite yet on that."
Here's hoping Tokyo Game Show in late September clears up what seems to be the most vexing issue about Sony's new PSP.
http://kotaku.com/5341110/sony-psp-m...ransfer-update
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August 20th, 2009, 18:56 Posted By: wraggster
Sony's slimmed-down PS3 is a cute little ugly duckling, and not without its concessions. From fewer USB ports to an over-priced vertical stand, and its removed "Install Other OS" feature, here's what you should know before picking one up.
I actually plan to buy a PS3 Slim myself. I like that the new matte finish is more scratch and fingerprint resistant, even if it comes over as a little retro Chinese knock-off. In the same vein, these 10 considerations may not affect how you plan to use the Slim—but knowing is half the battle, right?
1. Available September 1, Prices Already Dropped (North America)
If you prefer your PS3 fat and glossy, the existing 80GB model has now dropped to $300—that's how much the new 120GB PS3 Slim will be in September. (The current 160GB PS3 has also been reduced, to $400.) And be on the look for bargains as retailers wind down stock: Today's Gadget Deals of the Day has an 80GB bundle that includes LittleBigPlanet and a Blu-ray copy of Wall-E for $299 (normally $400).
2. You'll Probably Want the Stand
As Jason said in his hands on, the Slim isn't really stable enough to balance vertically without its stand. Problem is, the stand is sold separately, and at $24, seems over priced. You also won't be able to pick one up until 2 days after the PS3 Slim first goes on sale. Expect to eventually see third-party alternatives in a Skittles-rainbow of colors.
3. Hard Drive Upgrades
As we've mentioned, FCC records indicate that Sony may also have plans for 150GB and 250GB versions of the 120GB PS3 Slim. Either way, it only takes two screws (now located on the front instead of the side) to swap in your own SATA laptop hard disk
4. PS3 3.0 Firmware Not Initially Pre-Installed
That's because it's released on September 1, the same day the Slim goes on sale. So to get the 3.0 Firmware goodness, you'll need to sit through a software update out of the box. Sony says it'll preinstall 3.x in later units. Sounds fair to me.
5. It Won't Play Your Old PlayStation 2 Games
Likely not a big deal unless you've got a massive collection of PS2 titles that you don't want to part with. If so, the launch PS3s with hardware PS2 Emotion Engine are your best bet (for greater compatibility), but the second-generation 60- and 80GB models will also play PS2 games using software emulation.
6. No Linux for You!
In its infinite wisdom, Sony has removed the "Install Other OS" feature (Settings -> System Settings -> Install Other OS) and official Linux support along with it. The current 80- and 160GB PS3s support Linux, but Sony's cut the cord on the Slim because it wants to "standardize" the OS. Counting down to open-source hack in 3, 2…
7. No On-Off Switch
The Slim has no on-off switch at the back, so now relies on the standby power button at the front. Both the power and eject buttons are no longer touch-style; they've been changed to physical buttons.
8. No Media Card Reader
No surprise here: PS3s haven't had media card slots for ages. Why not just stream photos from your laptop to the PS3 wirelessly, or copy them to a USB drive? Speaking of which…
9. Two USB Ports, Not Four
Not what we had hoped for, but again, not surprising. Not only is this a slimmed-down model, but all third-generation PS3s have only 2 USB ports (and skip the media card reader).
10. Bravia Sync
Connect the PS3 Slim to a Bravia Sync-capable Sony HDTV (via HDMI) and you'll be able to control the XMB interface with your TV remote. The TV will even automatically power down the PS3 when it gets turned off.
11. It Plays The Same PS3 Games!
Slim or not, it's still a freakin' PS3 and will play the same PS3 games you throw at it!
http://gizmodo.com/5341207/10-things...t-the-ps3-slim
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August 20th, 2009, 18:54 Posted By: wraggster
Frankly, you've probably had enough PlayStation news to last you a bit, but just in case the PS3 Slim, firmware 3.0, and PSP Minis weren't enough, the company revealed today an update to Home. Like everything else it seems, version 1.3 is also due out in September, and in addition to things like in-store item previews, cameras, and other new objects, you'll now have the option to launch any game from inside Home itself. Some titles like MotorStorm and Far Cry 2 that fully support the universal game launching have their own special icons and multiplayer functionality, while others will simply open up to the main menu. We're interested in what integration those fully supported games might enable, but either way, that's still one less excuse for avoiding Home. Now if they could only do something about all those annoying avatars...
http://www.engadget.com/2009/08/19/p...rom-inside-th/
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August 20th, 2009, 18:50 Posted By: wraggster
If you've been on the fence with that new console purchase then maybe this bit of information will push you over. Not only is the $299 PS3 Slim a skinnier version than its fat bro, it also features a new upgraded Cell processor (jointly developed by IBM, Toshiba, and Sony), according to an IBM spokesman, that uses smaller, more efficient, and less costly 45-nm processes first hinted at back in February of 2008. IBM doesn't specify the clock speed. The 45-nm Cell is 34 percent smaller and requires 40% less power than the original 65-nm processor according to earlier accounts. Any changes to the graphics in the PS3 Slim are still unknown -- the GPU is simply listed as the NVIDIA RSX like the ol' chubster before it. Nevertheless, the IDG New Service says the PS3 Slim "adds hardware enhancements that make it speedier."
What's odd is that Sony didn't make any claims of the PS3 slim being faster at launch and the "boost" in processing speed in the IDG article quoting IBM doesn't seem to come from the IBM spokesman. As such, we're not sure if this is just an improvement in performance-per-watt or something the gamer will actually notice during play. We're still working on the review but rest assured, that's one question we're determined to answer.
http://www.engadget.com/2009/08/20/p...-faster-maybe/
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August 20th, 2009, 18:45 Posted By: wraggster
Sony is seeing the beginnings of what it hopes is a vast migration of iPhone developers to PSPgo projects. During its Gamescom press conference, Sony revealed that its new Minis range – PSPgo games, sized under 100MB, sold cheap – has already courted enough small developers to create about 50 Mini-games by the end of the year.
One of those developers was revealed to be HoneySlug, a three-man studio based in London. HoneySlug has already created two games for the iPhone – Ric Rococo and Balloon Headed Boy – but the team is now focusing its efforts on Sony’s new disc-less handheld.
Further accelerating Sony’s push into a market that has downloaded over 1 billion iPhone Apps, the firm is partnering with Canadian studio Frima to develop Zombie Tycoon; “a thinking man’s zombie game”.
Frima had previously made two iPhone titles – GalaXseeds Tuber Shooter and iBrain Fit-IQ – but the group is, at least for now, putting down its iPhone SDK.
Part of the appeal in developing Minis as opposed to iPhone Apps may indeed be the popularity of the latter.
The App store is now flooded with cheap games, and many developers are struggling to stand out from the crowd. However many Mini-games the PSPgo has by the end of twelve months may indeed be symptomatic of this saturation point.
http://www.casualgaming.biz/news/290...er-iPhone-devs
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