Version v1.01 of Catch Up TV Film Guide has an advanced mode that allows you to write your own config to retrieve and display TV listings from many services. This article aims to tell you how to do this.
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Sunday, 28 June 2015
Thursday, 11 June 2015
Catch Up TV Film Guide - Bug and Fix
Anyone using Catch Up TV Film Guide may have noticed the Refresh button had stopped working recently. I've looked into this and submitted a fix, hopefully this will be available to everyone as a patch within the next few weeks.
I've also added an Advanced Mode, which allows the app to download the latest definitions for gathering the programme data. This way no one has to wait for a patch to be prepared and released, the latest definitions can be downloaded at will.
By default it will fetch definitions for films, same as the regular mode, but this is user configurable and I'll share more details about updating the definitions at a later date.
I've also added an Advanced Mode, which allows the app to download the latest definitions for gathering the programme data. This way no one has to wait for a patch to be prepared and released, the latest definitions can be downloaded at will.
By default it will fetch definitions for films, same as the regular mode, but this is user configurable and I'll share more details about updating the definitions at a later date.
Thursday, 23 April 2015
About Turn Out Now
About Turn is a game where you have to line ducks up in a row against the clock.
About Turn for PlayStation®Mobile-compatible Devices is out now in all supported regions.
Play by tapping on the ducks to turn them around. When a row of ducks all face same direction the row is cleared and points are awarded.
Wednesday, 25 March 2015
Thursday, 28 August 2014
PSM Development: Shovel Shuffle Regional Downloads Breakdown
So I was going through the sales figures for Shovel Shuffle, which includes the number of downloads since it's free to play and I made another chart. It shows downloads per region as a percentage, where all regions combined make 100% and a region relates to where in the world the game is available.
I've compared it to each region's population and it looks fairly consistent. The only exception being GB, FR and ES regions having higher than normal download rates for their population. This could just be down to noise, or perhaps western Europeans are just more into games than the rest of the world.
As of June 2014 Shovel Shuffle is also available in Austria, India and Switzerland. I haven't include these in the chart since it would skew the results. Unfortunately players in those regions were never able to taste success on the scoreboards because they were patched out in the same month.
I've compared it to each region's population and it looks fairly consistent. The only exception being GB, FR and ES regions having higher than normal download rates for their population. This could just be down to noise, or perhaps western Europeans are just more into games than the rest of the world.
As of June 2014 Shovel Shuffle is also available in Austria, India and Switzerland. I haven't include these in the chart since it would skew the results. Unfortunately players in those regions were never able to taste success on the scoreboards because they were patched out in the same month.
Sunday, 27 July 2014
PSM Development: Shovel Shuffle Time Breakdown
I thought I'd make another development time breakdown post like I did last time with Touch Treasure. Overall it took nearly a year of occasional evenings and weekends to get Shovel Shuffle to where it is now.
Tuesday, 29 April 2014
Shovel Shuffle Scoreboards
Unfortunately the scoreboard feature is going to be removed from Shovel Shuffle in the next month or so for reasons beyond my control. I don't have any plans for providing a replacement at this time.
Wednesday, 19 March 2014
Shovel Shuffle Stage Sizes
Shovel Shuffle is a free download from the PlayStation®Store. You can play the smallest stage for free.
There are two more stages, medium and large, available as a single in-app purchase.
There are two more stages, medium and large, available as a single in-app purchase.
Wednesday, 12 March 2014
Touch Treasure Region Update
Better late than never, since December 18 2013,
Touch Treasure for PlayStation®Mobile is now available in Belgium, Ireland, Mexico, Netherlands and New Zealand. This brings the total number of regions to 14.
If anyone can help provide Danish, Finnish, Norwegian or Swedish translations please get in touch. Corrections to the existing translations are always welcome too.
Touch Treasure for PlayStation®Mobile is now available in Belgium, Ireland, Mexico, Netherlands and New Zealand. This brings the total number of regions to 14.
Shovel Shuffle Out Now
Shovel Shuffle for PlayStation®Mobile has been released. It's a number puzzle set in an underground mine. The objective is to dig as much as you can without crossing your path.
You dig by selecting a square in the direction you want to travel. The distance you travel is the same as the number written on the square.
It's available in Australia, Belgium, Canada, France, Germany, Ireland, Italy, Japan, Mexico, Netherlands, New Zealand, Spain, UK and US for PlayStation®Mobile-compatible Devices.
You dig by selecting a square in the direction you want to travel. The distance you travel is the same as the number written on the square.
Thursday, 19 December 2013
Shovel Shuffle: Dev. Update
It's quite obvious now that Shovel Shuffle won't be released this year. It failed submission last month and there hasn't been much movement on a solution. It may or may not be scoreboard related.
If I can't get it sorted out by the end of January I'll consider taking scoreboards out, which is a shame because it took about 10 evenings across about a month and a half to put it in. I was making improvements to other parts of the game at the same time, so it's not a total loss.
On the flip side there's time for the art to be changed. Does anyone want to make a little bit of 2D art? I don't think I have anything of value to offer in return.
If I can't get it sorted out by the end of January I'll consider taking scoreboards out, which is a shame because it took about 10 evenings across about a month and a half to put it in. I was making improvements to other parts of the game at the same time, so it's not a total loss.
On the flip side there's time for the art to be changed. Does anyone want to make a little bit of 2D art? I don't think I have anything of value to offer in return.
Monday, 25 November 2013
Introducing Shovel Shuffle
I can now reveal my second PlayStation®Mobile game is called Shovel Shuffle. It's a number puzzle set in an underground mine. The objective is to dig as much as you can without crossing your path.
You dig by selecting a square in the direction you want to travel. The distance you travel is the same as the number written on the square.
I think this is a game for all ages. You can try it for free. If you like it, consider buying the larger stages.
Stay tuned for more details.
You dig by selecting a square in the direction you want to travel. The distance you travel is the same as the number written on the square.
I think this is a game for all ages. You can try it for free. If you like it, consider buying the larger stages.
Stay tuned for more details.
Tuesday, 5 November 2013
Next Game Progress Update
Good news, I've got to the point where my next PSM game is almost ready for release.
Bad news, I jumped on the scoreboard bandwagon and like a few other developers I'm sitting on my hands waiting for the next SDK update because scoreboards are slightly broken at the moment.
Sunday, 6 October 2013
Text Rendering Optimisation
I finally got round to optimising the text rendering in my PSM game. I was seeing around 75 ms frame time on my text heavy stats screen because of the large amount of text, it's now down to around 3 ms.
Saturday, 21 September 2013
Still here
I'm continuing to make slow progress on my next game. All the core game mechanics have been completed.
I'm now trying to figure out the best way to display scores and various other stats for the user while making it as simple as possible to develop. I thinking of some kind of split between online/offline stats like Vita's trophies app. Fiddling with UI placement is so time consuming. In comparison the UI in Touch Treasure only lets you choose the game mode or proceed to the next screen.
The game is quite ambitious for my attention span but I think it's still possible it will see a release. There's so much left to do. I was going to list it all but ended up deleting that part of the post because it looks like too much work.
I'm now trying to figure out the best way to display scores and various other stats for the user while making it as simple as possible to develop. I thinking of some kind of split between online/offline stats like Vita's trophies app. Fiddling with UI placement is so time consuming. In comparison the UI in Touch Treasure only lets you choose the game mode or proceed to the next screen.
The game is quite ambitious for my attention span but I think it's still possible it will see a release. There's so much left to do. I was going to list it all but ended up deleting that part of the post because it looks like too much work.
Wednesday, 14 August 2013
Touch Treasure: One Month On
One month has passed since Touch Treasure was released. It's definitely exceeded expectations and higher ones will be set next time.
Progress is slowly being made on a new PSM game. It's not feature complete so there isn't much to show yet. It will probably be freemium. A timed trial sounds nice, but it's probably unenforceable because this is not built into PSM and the system clock can be changed by the user.
Progress is slowly being made on a new PSM game. It's not feature complete so there isn't much to show yet. It will probably be freemium. A timed trial sounds nice, but it's probably unenforceable because this is not built into PSM and the system clock can be changed by the user.
Monday, 15 July 2013
PSM Development: Time
I've seen some people describe PSM games as "looks like it took less than a month to make". Well, the "looks" part is probably true for Touch Treasure but it did take longer than a month to make.
Here's a breakdown of where the time was spent making Touch Treasure.
You can see a small proportion of time was spent on creating and tweaking the actual game play Putting together all the supporting elements like results screen, mode select screen, statistics tracking and save data took longer when combined together.
About half the time was spent on the framework and optimisation. Not particularly surprising since it was my first PSM game. The framework should make a good starting point for future games.
Here's a breakdown of where the time was spent making Touch Treasure.
You can see a small proportion of time was spent on creating and tweaking the actual game play Putting together all the supporting elements like results screen, mode select screen, statistics tracking and save data took longer when combined together.
About half the time was spent on the framework and optimisation. Not particularly surprising since it was my first PSM game. The framework should make a good starting point for future games.
Monday, 8 July 2013
Introducing Touch Treasure
Touch Treasure is a simple touch-only game where you have to touch as many treasure boxes as possible while avoiding the bombs.
You can play against the clock or for as long as you can before you run out of lives.
Touch Treasure will be released Summer 2013 for PlayStation®Mobile in Australia, Canada, France, Germany, Italy, Japan, Spain, UK and US.
Post titles are so hard to think of
My first game for PlayStation®Mobile-compatible devices should be appearing on the PlayStation®Store shortly.
In addition to announcing games I'm thinking of using this blog to share some of my progress with PSM development.
To begin with I'll explain where I'm coming from. When I came across PSM it looked like a good way to have some fun making games and sharing them with others all while making good use of my PS Vita.
I'm more interested in the programming side of things and from my experience this usually ends up with lots of unfinished ideas and projects that never get a public release. So for my first game I tried to keep it as simple as possible so it stood a chance of getting released.
Hopefully at least one person can have as much fun with my games as I do making them.
In addition to announcing games I'm thinking of using this blog to share some of my progress with PSM development.
To begin with I'll explain where I'm coming from. When I came across PSM it looked like a good way to have some fun making games and sharing them with others all while making good use of my PS Vita.
I'm more interested in the programming side of things and from my experience this usually ends up with lots of unfinished ideas and projects that never get a public release. So for my first game I tried to keep it as simple as possible so it stood a chance of getting released.
Hopefully at least one person can have as much fun with my games as I do making them.
Saturday, 15 June 2013
Welcome
Hello! You've managed to come across my blog. I'm not quite sure how this thing works yet so please be patient!
I'm going to be using this as part of the PlayStation®Mobile Developer Program (a website is required to publish).
I plan to release something simple on PSM soon.
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