QUOTE (Andres Bordeu @ Apr 13 2012, 01:30 PM)

Unfortunately it is our fault for the most part.
Not from my point of view. Yes, the bugs are created by you XD, but it just takes SOOOOOO LONG for Sony to test your bugfixes.
QUOTE (Andres Bordeu @ Apr 13 2012, 01:30 PM)

This is our first PlayStation 3 game so the development was quite more difficult than expected. I expect future titles we develop will be ported much faster to the platform now that we're past the learning curve.
Well, isn't that the problem, the fact that the game is being ported? I'm nobody to talk, but I believe game developpers should write games in C/C++, instead of C# (for X360 and PC). I have no idea what code you're running behind, but from what I know (learned at school) XBox360 and PC get Awesome performance from XNA-Game-Studio, using C# and DirectX, and AFAIK the PS3 only had a C/C++ SDK (basing this guess on the leaked PSP SDK a couple years back).
C++ may be harder to use (unmanaged, lack of libraries, too open, easy to make mistakes), but a good old C application with OpenGL instead of DirectX will run almost unchanged on lots and lots of platforms.
I'm not trying to lecture, or even give advice... Just stating my opinion... I'm guessing that Rock of Ages (in its planning stages) started off as a PC game, so it was started in XNA-Game Studio (or some similar flavor). Since you can just map alternative controls and compile it for XBox, that's probably what was done. But to not look like a Microsoft-exclusive company, decided to release for PS3 as well, but lacking the C# and DirectX libraries, it's almost a complete game remake, which is why it's taking 6+ months (If it was written in C, it would have worked out-of-the-box on all 3 platforms

).
I've seen that the PSVita has many DLL files, and it's very strange how the UI is called "Live" Area. I also heard that the hole PSVita SDK is in c#... Maybe Sony got tired of not having games ported for similar issues to what you're having?