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psp
Sept 29, 2013 8:09:05 GMT
Post by madalex on Sept 29, 2013 8:09:05 GMT
bonjour
je pense que ce serait vraiment pas mal de porter ce jeu sur psp car j adore ce jeu mais le seul problème c'est que l on ne peut pas y jouer partout car étant en internat je ne peut y jouer que le week end ce qui m énerve un peu.Donc voila.
merci de votre compréhension
un fan de rogue survivor
Hello
I think that it would really not bad be to carry(wear) this game(set,play) on psp because j adore this game(set,play) but the only problem it is that l we cannot play it everywhere because being in boarding school(internship) I cannot play it that the weekend what m irritates little. Thus here is.
Thank you for your understanding
A fan of rogue survivor
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psp
Sept 29, 2013 13:22:35 GMT
Post by enemby on Sept 29, 2013 13:22:35 GMT
Unfortunately, it would be extremely difficult to port Rogue Survivor to run on a PSP.
Tu ne peut pas joue sur PSP.
(Excuse my french, that class was a long time ago.)
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nope
Member
Posts: 150
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psp
Sept 30, 2013 4:26:47 GMT
Post by nope on Sept 30, 2013 4:26:47 GMT
You would need far more buttons for RS than would normally be present on a normal PSP
Well, I suppose some button could turn on some menu or something, but, even if it's portable, I don't think I want a game to require about ten buttons just to do much of anything.
Thought I suppose condensing all the buttons into a few and just giving the more advanced ones a menu would work.
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psp
Oct 7, 2013 19:37:13 GMT
Post by tao on Oct 7, 2013 19:37:13 GMT
Too many buttons isn't a giant issue. The problem stems from the design, and the rogue like roots of the game. A lot of the interaction can be reduced to a few context sensitive buttons/combinations, and the creation of limited but appropriately powerful menus (such as a radial system).
The real issue is learning a new language, becoming familiar with the hardware, getting used to the toolchain, and understanding how the spec limitations effect the mechanics, how many features you can have, and the rendering. For example, how many moving sprites can you have per scanline? How does the cache and hardware capabilities effect level streaming? How does screen resolution interact with the clarity of the artwork? etc.
The actual coding part, learning a language that will run on PSP is pretty much a non-issue. I could plug in C++, C, Freepascal, or a range of other languages and do up a quick and dirty hack if I wanted to...and maybe I will.
But thats 8-12 months down the line if I have the time. I *am* interested in coding on limited platforms, and have entertained thoughts about picking up GBA programming again in C, but I'm not getting ahead of myself. The Windows version (I'll port to mono on linux later if there is a demand) has to come first.
Of course a year down the line, when we have a final release for windows, if I decide to do a port, it will be GBA. And the GBA has an emulator for a variety of systems, including the PSP. So yeah, don't hold your breathe.
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