PSP Game Maker
Re_Animate has got a brilliant idea and he’d like to share it to you, guys. Basically, this concept is for a PSP Game Maker, maybe in VB or C# or C or C++ (we told you it’s still just a concept).
Anyhow, you might be wondering how come we’re posting an idea instead of an end-product. Well obviously, this guy’s new at developing stuff for the brew community, but that doesn’t mean we should just ignore his ideas. Besides, that’s what this is all about: encouraging and supporting budding brewers. So, be nice, patient, and check out what he’s got to say. You never know, your critique might do him a whole lot of good for this project.
Here are his concept sketches:
And here are his ideas for the custom Lua code for “advanced people”:
- pressing add sprite would be like: first copy the file to the games temp folder then add the code to the beginning of the index.lua code its editing
- load.image(“data/sprite.png”)
- or something
Okay, so we’re not so sure what “or something” would actually entail, but still… Anyway, he’s also thinking if it could be possible to use the source for the Lua player for windows and mod it to fit here for testing the game. And then maybe, use a precompiled case that needs a index.lua file that it follows.
Or, OR! (excited ramble to follow suit) if you want, Re_Animate says, “we can (maybe) incorporate the Lua encrypter to encrypt the .lua code you make so no one can take it. With this software, just about anyone could make a homebrew! (applause and hootcalls).
So, what do you guys think? If you’ve got any suggestions or comments, feel free to voice them out right here, or over at the forums, we’re sure Re_Animate’s there eager for feedback.
Download: PSP Game Maker
Discuss: PSP Development Forum
Re_Animate has got a brilliant idea and he’d like to share it to you, guys. Basically, this concept is for a PSP Game Maker, maybe in VB or C# or C or C++ (we told you it’s still just a concept).
Anyhow, you might be wondering how come we’re posting an idea instead of an end-product. Well obviously, this guy’s new at developing stuff for the brew community, but that doesn’t mean we should just ignore his ideas. Besides, that’s what this is all about: encouraging and supporting budding brewers. So, be nice, patient, and check out what he’s got to say. You never know, your critique might do him a whole lot of good for this project.
Here are his concept sketches:
And here are his ideas for the custom Lua code for “advanced people”:
- pressing add sprite would be like: first copy the file to the games temp folder then add the code to the beginning of the index.lua code its editing
- load.image(“data/sprite.png”)
- or something
Okay, so we’re not so sure what “or something” would actually entail, but still… Anyway, he’s also thinking if it could be possible to use the source for the Lua player for windows and mod it to fit here for testing the game. And then maybe, use a precompiled case that needs a index.lua file that it follows.
Or, OR! (excited ramble to follow suit) if you want, Re_Animate says, “we can (maybe) incorporate the Lua encrypter to encrypt the .lua code you make so no one can take it. With this software, just about anyone could make a homebrew! (applause and hootcalls).
So, what do you guys think? If you’ve got any suggestions or comments, feel free to voice them out right here, or over at the forums, we’re sure Re_Animate’s there eager for feedback.
Download: PSP Game Maker
Discuss: PSP Development Forum