Poll

Should I continue to work on this game?

Yes
141 (91%)
No
14 (9%)

Total Members Voted: 66

Author Topic: Blockland Portable Alpha 1 for PSP  (Read 24284 times)

I'm just going to be adding colors and release soon, think this is good enough for posting on psp homebrew sites?

Try www.qj.net. Make sure you tell them about the Blockland site when give it to them.
I don't want custom firmware. I like my PSP as it is kthnx.
Me too.
Poking around in my PSP sounds fun and all, but it would be a 300 dollar mistake if I screwed something up. I'd suggest some research before doing it though. But having portable Blockland does have its appeal though.

I was nervous when I first was installing CFW, but it pays off BIG TIME.

This game is awesome, excellent job so far if your still working on it :)

He said he's taking a long break on it. I might try to pick up where he left off, if that's ok with (MoA) Shaun.

I hope you spend more time updating the core gameplay elements and less time on other side features like music and menus and such.

He said he's taking a long break on it. I might try to pick up where he left off, if that's ok with (MoA) Shaun.
Its ok with me.

A basic player model should be easy to do, I think I'll try that first.

I'm going to work a little bit on this on my 1 day at sea.


I'm going to work a little bit on this on my 1 day at sea.

Where are you going?

mexico, cayman islands, on carnival cruise line.
Leaving tomorrow.

mexico, cayman islands, on carnival cruise line.
Leaving tomorrow.

Lucky... Have fun!

UPDATE:
After much thought and reading the pspsdk while on a boat in the middle of nowhere I decided to remake the project in c++ for several main reasons.

1. PGE (phoenix game engine) lua is behind schedule and will not be released with 3d capabilities. The current lua player (hm 7) I'm using can't handle the project.

2. The lua player hm 7 does not support .obj or any other type of models.

3. Memory usage is greatly reduced compared to lua.

4. Lua player's blitz for sky boxes is so loving horrible.

The plan is to cull objects will a system similar to the way collision is being done (to prevent 1 giant 100x100 base plate from being culled)
Since the blocks are low polly, I'm not going to waste CPU cycles by culling just pollys, only the whole block.

Right now I'm working on getting several librarys I imported to work.

Update:
Working with the development environment has been the worst bitch ever.
Tool chain was designed for linux not windows :( So after 13 long hours I have my libraries installed and every thing set up.
The only good model viewer was an on MD2 one, but that still sucked to, as it used a port of opengl, not the psp's GU system. People who recoded it with GU are being richards and not releasing.
The plan is to make a raw model with texture using the psp's GU.
This will be the least cpu intensive but will have a larger file size.
Since there will only be 1 player model this shouldn't be an issue even on  a phat PSP.

Coding is going to be a pseudo c++ / lua combo.
Going to use lua for tables, control structures, and other random crap that I want people to edit and c++ for collision, lighting, models, and other random engine stuff (odds are I'm going to just put the c++ code in the eboot because the loading time would be too long).

Lighting may or may not be only on slim PSPs do to memory limitation.

Everything is working nicely so far.
all the gu functions are somewhat similar to the lua gu functions.
It would be awesome if someone made a low poly blockland player model and export it to text. I'm going to be hand coding in the frames for the animations frame by frame.

edit:
color for the player model is going to be through the gu, not a texture (I may add the decal things later).
« Last Edit: August 20, 2008, 07:32:14 PM by (MoA) Shaun »