Hello,
Over the past few months I've been running a development team building a new game (Outer Empires - the link is below) - it's a space MMO in a browser, but a little different to other browser based games in that you actually fly around.. it requires no plugins (just a javascript enabled browser).
Last night I got a chance to get my hands on a Shift and decided to point the game at our test site to see how it fared. To cut a long story short, it worked and worked well.. you could fly around in game visit space stations, do jobs, etc.
The only down side was that the game is current formatted for 800x600 screens... so, this post is really to guage what the interest would be in a version of the game for the Shift (or other 800x480 res devices).
So - would anyone here be a) interested in playing and, if so, b) interested in testing a version?
For reference the address for the game is : http://outer-empires.com
Regards,
Paul Hutson
but the shift can easily change res to 1024x600 with a click of a button then we can easily run the game.
N_M_S said:
but the shift can easily change res to 1024x600 with a click of a button then we can easily run the game.
Click to expand...
Click to collapse
Ah - yes, true (having looked again that is indeed the case) - it's ever so slightly blurry though.
On another note, there is a short video of some of the browser bits working, here which you may be interested in :
http://www.youtube.com/watch?v=lAj2KYuFV2g
** I haven't been around to keep this thread updated. Thankfully, AriStar has done a great job maintaining an extension of this thread over on the developers board. For the most updated status, please follow this link: http://forum.xda-developers.com/showthread.php?t=1097428 **
I'm looking start up a bounty to get a development effort going around the Native PSX Emulator that comes on the Xperia PLAY.
The preloaded Crash Bandicoot as well as the selection of PSX games available from Sony use this native emulator, the performance in which is PERFECT, compared to FPse and PSX4Droid which have sound and choppiness issues at times.
Some discussion on this topic is in another thread, here: http://forum.xda-developers.com/showthread.php?t=1044755 . We can see the psx image on the SD card with little effort, however the formatting of this image and the steps required to inject our own images is still unknown.
My ultimate goal here is to be able to run FF7 in the Native PSX emulator and support the disc changes needed. (From the PSX Emulator menus, disc swapping looks to be included, but as no multi-disc games are released, this may be tricky).
I'd like to throw in $20 to start this bounty and get discussion going.
Please post under this thread if you can contribute either to the bounty or to the development effort. If you have any requirements attached to your bounty contribution (ie: "Must be able to play FF7") then please include those as well.
Bounty now up to (or over): $280 + Xperia X1
Levistras said:
My ultimate goal here is to be able to run FF7 in the Native PSX emulator and support the disc changes needed. (From the PSX Emulator menus, disc swapping looks to be included, but as no multi-disc games are released, this may be tricky).
Click to expand...
Click to collapse
Disc swapping is probably less of an issue than it sounds - you only have to swap discs once every 10-12 hours for most games, and almost every single game that has a disc swap also lets you save after completing the disc and before the swap, so in theory if the PSX Emulator only allows for once disc at a time, you just make a wrapped image of each disc, save when you hit the end of one disc, and boot the image for the second/third/etc disc and voila.
While ultimately it would be a great feature, it's probably not strictly necessary and will amount to a minor nuisance in the short term.
Also, put me down for $10CDN towards the bounty as well.
10 Euro more. As long as it works, I'm cool with it.
Nice idea.
But my games run perfect in fpse.
Tell me what games you find choppy and i'll test them for you. So far i've played -
Time Crisis (touch screen as light gun, dam awesome)
Demolition Derby
Rampage Universal Tour
Point Blank (touch screen as light gun, dam awesome)
Strider 2
Die Hard Trilogy
and they all run flawlessly.
Would of tried more but i've been hooked on the nes/snes/master system/genesis and native xperia play games (backstab/nova2 etc) for the last month.
dsswoosh said:
Nice idea.
But my games run perfect in fpse.
Tell me what games you find choppy and i'll test them for you. So far i've played -
Time Crisis (touch screen as light gun, dam awesome)
Demolition Derby
Rampage Universal Tour
Point Blank (touch screen as light gun, dam awesome)
Strider 2
Die Hard Trilogy
and they all run flawlessly.
Would of tried more but i've been hooked on the nes/snes/master system/genesis and native xperia play games (backstab/nova2 etc) for the last month.
Click to expand...
Click to collapse
The one I care most about is Final Fantasy 7. Battle sequences tend to be choppy, the sound slows to a crawl when coming into and out of battle. The music sound sync in general also just isn't perfect. It's "good enough" for the most part, but stammers a bit, feels like a beginner drummer that can't really keep time.
Levistras said:
The one I care most about is Final Fantasy 7. Battle sequences tend to be choppy, the sound slows to a crawl when coming into and out of battle. The music sound sync in general also just isn't perfect. It's "good enough" for the most part, but stammers a bit, feels like a beginner drummer that can't really keep time.
Click to expand...
Click to collapse
Yeah sound emulation is more difficult to do than it seems. A ton of emulators (even today's Gamecube/Wii emulator, or the PS2 one) have sound issues more than anything else.
Also, I'll throw in $20 CAD for this. Hopefully it's actually possible and Sony's emulator is actually already complete. It'd be a shame to crack it but only find out it needs to be patched by Sony anyway.
Levistras said:
The one I care most about is Final Fantasy 7. Battle sequences tend to be choppy, the sound slows to a crawl when coming into and out of battle. The music sound sync in general also just isn't perfect. It's "good enough" for the most part, but stammers a bit, feels like a beginner drummer that can't really keep time.
Click to expand...
Click to collapse
final fantasy VII runs pefect to me on fpse, did you turn the sound sync and boost mode on?
AndroHero said:
final fantasy VII runs pefect to me on fpse, did you turn the sound sync and boost mode on?
Click to expand...
Click to collapse
Yeah ive turned on sound sync. It helps but the sound is not accurate. It eliminates the stutter but the actual sounds are inaccurate, plus the graphics arent smoothed and are overly sharp and a bit ugly. Compared to the smoothed graphics of the official Sony emu they look poor. PSX games run at 1/2 the res of the Xperia screen so smoothing is essential. Fpse slows to a crawl when smoothed
Fpse is good, but still has a way to go before its good enough for me to use for everything.
Sent from my R800a using XDA App
I'll throw in £5 UK into the bounty.
Thats about $5000 US isn't it?!
illuminerdi said:
Yeah ive turned on sound sync. It helps but the sound is not accurate. It eliminates the stutter but the actual sounds are inaccurate, plus the graphics arent smoothed and are overly sharp and a bit ugly. Compared to the smoothed graphics of the official Sony emu they look poor. PSX games run at 1/2 the res of the Xperia screen so smoothing is essential. Fpse slows to a crawl when smoothed
Fpse is good, but still has a way to go before its good enough for me to use for everything.
Sent from my R800a using XDA App
Click to expand...
Click to collapse
Does the XPlays native emulator really have smoothing? I did think that Crash looked better than I remembered but put that down to the small screen and the fact that last time I played crash 1 was on a large HDTV.
I dont think it does, sony erricson has already done alot of things in an attempt to save the phones battery life (like the whole no autobrightness off thing)
I doubt they would add smoothing as it would get use up more of the CPU thus draining more battery life.
The only advantage I see with the official ps1 emulator is that fram rates are excellent and there are no graphical glitches.
Correct me if Im wrong, wouldn't one advantage be that Fpse doesn't really support the dual touch pads, but the native app should support them for any game launched through it.
Also for an update,
bounty is at 20CAD+10CAD+10Euro+20CAD+5GBP
50 CAD+10 EUR +5GBP
or about
75 US Dollars if u think in those terms .
bubblegumballon said:
I dont think it does, sony erricson has already done alot of things in an attempt to save the phones battery life (like the whole no autobrightness off thing)
I doubt they would add smoothing as it would get use up more of the CPU thus draining more battery life.
The only advantage I see with the official ps1 emulator is that fram rates are excellent and there are no graphical glitches.
Click to expand...
Click to collapse
It does smooth, trust me - playing Wild Arms is proof enough for me - the graphics are softer and less pixellated than in FF7 via FPSE.
I'll see if I can take some comparative screenshots of Wild Arms in the Sony Emu vs FPSE (as I do have WA on CD as well) just to be 100% sure, but I'm already 99% sure it smooths (is that a word?).
Besides, smoothing wouldn't add that much hit to the battery - you're basically just talking about the bilinear interpolation function of the graphics chip, which is a pretty minor hit overall.
The reason FPSE chugs when smoothing is because FPSE is a generic Android app, written to work on ANY Android phone - so it probably has NO hardware GPU access at all - which in my opinion is pretty lame and shoddy programming. There are, what, like 30 different graphics chips currently used by Android devices? If I'm correct, they'd basically have to write in detection and calls for every chip into FPSE.
Whereas the Sony emulator was written explicitly for the Xperia Play and its hardware (the Adreno GPU). That's why it's 10x more efficient and faster than FPSE, and why it can turn on smoothing and still run better than FPSE does.
I know, my first post but trust me Im good for $10CAD
count me in for $10 CAD
put me in for $20USD
put me in for 10 AUD
illuminerdi said:
It does smooth, trust me - playing Wild Arms is proof enough for me - the graphics are softer and less pixellated than in FF7 via FPSE.
I'll see if I can take some comparative screenshots of Wild Arms in the Sony Emu vs FPSE (as I do have WA on CD as well) just to be 100% sure, but I'm already 99% sure it smooths (is that a word?).
Besides, smoothing wouldn't add that much hit to the battery - you're basically just talking about the bilinear interpolation function of the graphics chip, which is a pretty minor hit overall.
The reason FPSE chugs when smoothing is because FPSE is a generic Android app, written to work on ANY Android phone - so it probably has NO hardware GPU access at all - which in my opinion is pretty lame and shoddy programming. There are, what, like 30 different graphics chips currently used by Android devices? If I'm correct, they'd basically have to write in detection and calls for every chip into FPSE.
Whereas the Sony emulator was written explicitly for the Xperia Play and its hardware (the Adreno GPU). That's why it's 10x more efficient and faster than FPSE, and why it can turn on smoothing and still run better than FPSE does.
Click to expand...
Click to collapse
Opengl should solcem ost of the problems of the multitude of gpu chips there are as the calls to all the gpu's would become the same.
Also, to reply to an earlier post, the touchpads will probably be supported in a future version of fpse, probably the devs don't have an xperia play just yet.
The game ISO is in a file called image.ps and appears to be encrypted. That encryption will need to be cracked before we can do any sort of injection of PSX ISOs.
ill throw in £5 GBP ive tied reverse engineering the app, tried and failed; i dont know what source code their using, but i cant get it recognized by anything so far!
No story is complete without its origins. We love to share with you the very first white-box environment of XnO!
XnO began its origins from the name "Ice Breakers", the way the cylindrical blocks were breaking. We had 3 walls couple of boxes from unity asset packages. And began the journey. We wanted to take a simple idea and implement in it all the possible depths.
When we began majority of the games were 2D or side scrollers, that never gave the player full satisfaction of real life interaction with physics of the objects. So we chose a 3D engine, as to why "unity" - the amount of tutorials, community support and ease of start was a key factor in choosing that engine.
To be a team you would need atleast 3 components to begin with - programmer, 2D/3D artist and level designer. Not to say one person can handle more than one aspect. As a team we were all on the same page, we want to make a physics based game with focus on gameplay first.
We followed the following steps:
i) Create first level - We used very basic components - rectangle, sphere, cylinder to create a game play scenario.
ii) Create a flow through of the game - Main Menu, Options and Level Select Screens. Once this was done adding new levels was very easy.
iii) In Game HUD - To enter and exit from any level
iv) Uploaded a web version for our friends/family to play.
Once we had all the pieces then we focussed on exploring all the possible depths and variations in the gameplay that can be achieved to make the game engaging and fun. In our case - target variations, introducing obstacles, power-ups, use of accelerometer to enhance gameplay. Once we had built the key features in, we explored on how to increase difficulty of the levels as the game progressed. At this stage we made some of our models, used some from unity and still used royalty free music.
Once we had good 20 levels working with all the above, we started showing it to people who either played a lot of games or were in gaming. This gave us a good insight on how improve.
As an indie developer it was so much easier for us to do the white-box the way we did because we focussed on Gameplay and Game Design, not so much on the art in the beginning. So when we got the feedback to change, it was so much easier to do it. We were never set in stone.
XnO is our attempt at making a 3D game with as close as possible to real physics without sacrificing the gameplay and memory footprint of the game. XnO is now available on Google Play and Amazon App Store.
Hi everyone,
Thanks for all your feedback from our earlier posts on the MantaMod driver release with dynamic texture replacement and unlocked free-camera capability.
Here's an update for the community that we've just released MantaMod v1.3 which features the ability to convert games to stereoscopic 3D. So if you have an Nvidia Shield, and will like to play Angry Birds or Dead Trigger on your 3D TV, in full stereoscopic 3D, you can now do so with the MantaMod driver.
As with other MantaMod features, there is no need to change the original game APK package at all, because MantaMod seamlessly handles all the 2D to 3D conversion at the graphics driver layer before drawing the images on screen.
If there's any particular game you'd like to try out in stereoscopic 3D, we'll be happy to support it, drop us a note to let us know.
www.mantamod.com
Cheers
the MantaMod team
[email protected]
Very interesting work!
I don't have much use for it, but I hope that you/your team will figure out lots of other cool things in the future! :good:
How about oculus support
Sent from my LG-D959 using Tapatalk
Sess said:
How about oculus support
Sent from my LG-D959 using Tapatalk
Click to expand...
Click to collapse
We'll definitely be interested to do something with the Oculus Rift, but haven't had a chance to look into that possibility in detail so far.
Anyone know if the Oculus is going to be released running Android as a standalone device? Saw some news about that, though not definitive. If it is, it should be straightforward for us to get the MantaMod drivers running on it.
mantamod said:
Hi everyone,
Thanks for all your feedback from our earlier posts on the MantaMod driver release with dynamic texture replacement and unlocked free-camera capability.
Here's an update for the community that we've just released MantaMod v1.3 which features the ability to convert games to stereoscopic 3D. So if you have an Nvidia Shield, and will like to play Angry Birds or Dead Trigger on your 3D TV, in full stereoscopic 3D, you can now do so with the MantaMod driver.
As with other MantaMod features, there is no need to change the original game APK package at all, because MantaMod seamlessly handles all the 2D to 3D conversion at the graphics driver layer before drawing the images on screen.
If there's any particular game you'd like to try out in stereoscopic 3D, we'll be happy to support it, drop us a note to let us know.
www.mantamod.com
Cheers
the MantaMod team
[email protected]
Click to expand...
Click to collapse
This is great cant wait to try it!
I love 3d movies, photos and gaming.
Will most games work in 3d or does it have to be supported by the driver?
Some games is like to see riptide 1 and 2, afterburner, maybe some emulators n64 or ps1(retroarch),FPse(psx), reicast(dreamcast) Doom GLES
Dead trigger gives me only yellow buggy screen.
Can you do more games in side by side mode? Or even emulators? This is great vor VR headsets like the dive!
acem77 said:
This is great cant wait to try it!
I love 3d movies, photos and gaming.
Will most games work in 3d or does it have to be supported by the driver?
Some games is like to see riptide 1 and 2, afterburner, maybe some emulators n64 or ps1(retroarch),FPse(psx), reicast(dreamcast) Doom GLES
Click to expand...
Click to collapse
I don't think PS1 emulators will work well in stereo 3D with the way the rendering works on the PS1.
There is no real z-depth like we know from most PC games.
This would work for the Google Cardboard right?
At Google I/O, they made a super-budget VR headset similar to the Dive, called Cardboard. This headset would work for MantaMod correct? And if so, which version of it, because I am confused as to how it would integrate with say Limelight for example. If this does work, with Limelight, with the Cardboard Dive-alternative, I'm going to suggest it to everybody I know. It would be great to see that happen. The Viiwok Deva HMD that looked pretty cool, was essentially a Dive headset too, but Cardboard is a real worthy addition to this mod if it works with any application.
https://developers.google.com/cardboard/
where is be downloaded it has been taken off google market and aso no where on the net had links to the download as the links are all dead ?
hate it when good software is released and then it just disappears as though it never existed ?????
thanks
steve
Hey everyone!
I've just released a new game. It's a avoider game in the style of old arcade vector graphics games. Feedback is appreciated!
Features :
- Gradual increase in difficulty. The more you stay alive, the more enemies appear. How much will you manage to survive?
- Simple, yet colourful vector graphics with a sleek neon feel of old arcade and atari titles.
- Responsive and easy to use touch based control system.
- Share your score with your friends.
- Compete against other players with Google Play Achievments and Leaderboards!
- This game uses in-game ads on the menu sections only!
play.google.com/store/apps/details?id=com.QGames.NeonVector