Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Finally got an ouya. Played a bit with it, understood my errors in implementing the joystick control. Will standardize it a little more. And also input events probably should not be added to global ouya object, because they won't be removed with scenes and still function.
Well basically understood lots of design flaws, which I will remake next week While porting Mashballs to OUYA
PS. And plussed all the game mentioned here before. Anyone else also published a Gideros game to OUYA ?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Updated OUYA player project and OUYA Player with latest Gideros SDK Updated OUYA SDK to 1.0.7 Fixed triggers triggerring on their own Fixed Joystick behavior of sometimes outputting same values Fixed incorrect values passed from Right joystick Fixed angle calculation to match Gideros Cartesian coordinate system Now right is 0, down is 90, left is 180, up is 270. Basically it completely matches Vpad plugin and is easy to port from it
And a very interesting new addition/experiment: Implemented OUYALayer.lua Allows you to make any your click/touch scene to DPAD selectable Ouya compatible scene just use it as scene base class or layer on the scene All you need to do is additionally to adding selectable objects as child or any level subchild of the OUYALayer, you additionally need to call OUYALayer:addObject(sprite) on every selectable object As ouya object is global, all added events are kept with it, but adding ouya events to OUYALayer, it will automatically manage them for specific scenes/layers Implement :back() method to ouya layer to be automatically called uppon OUYA_A button call
Here is a video with couple of minimal changes in code porting Mashballs to OUYA:
@ar2sawseen - the Ouya layer looks good, maybe makes it easy to convert touch games to a pad control.
@MobAmuse - Shame about that. Where are all the people who have supposed to have bought an Ouya? Are they not even downloading free stuff?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
btw I've updated with your new plugin, updated my logo and resubmitted to the Ouya store.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Well a competition between us Gideros users, which Gideros app will have most downloads or thumbs up till let's say the end of October. Or something like that. Just a thought, anyone interested?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@SinisterSoft I don't know we can decide on the rules, I just wanted to see if anyone else interested. Maybe we could get @atilim to through in some licenses for Gideros
Additions Some optimizations Enabling/disabling OUYA layer (to work with sublayers) selected event on object select option to order objects by providing order number with :addObject method dispatching also touch events on selected objects fixed bug with infinite loop (when you had only single invisible element) Added navigation also with Left Joystick Fixed bug when double elements where accidentally added
Basically I would say OUYALayer is quite stable and really helps to port existing apps.
OUYA Plugin Controller part seems to be also quite stable. Only thing is left to test more thoroughly is in-apps to move the plugin to stable
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
Likes: MobAmuse
https://deluxepixel.com
Likes: SinisterSoft
Played a bit with it, understood my errors in implementing the joystick control. Will standardize it a little more. And also input events probably should not be added to global ouya object, because they won't be removed with scenes and still function.
Well basically understood lots of design flaws, which I will remake next week
While porting Mashballs to OUYA
PS.
And plussed all the game mentioned here before. Anyone else also published a Gideros game to OUYA ?
Likes: MobAmuse, SinisterSoft
Likes: SinisterSoft
https://deluxepixel.com
Updated OUYA player project and OUYA Player with latest Gideros SDK
Updated OUYA SDK to 1.0.7
Fixed triggers triggerring on their own
Fixed Joystick behavior of sometimes outputting same values
Fixed incorrect values passed from Right joystick
Fixed angle calculation to match Gideros Cartesian coordinate system
Now right is 0, down is 90, left is 180, up is 270.
Basically it completely matches Vpad plugin and is easy to port from it
And a very interesting new addition/experiment:
Implemented OUYALayer.lua
Allows you to make any your click/touch scene to DPAD selectable Ouya compatible scene just use it as scene base class or layer on the scene
All you need to do is additionally to adding selectable objects as child or any level subchild of the OUYALayer, you additionally need to call OUYALayer:addObject(sprite) on every selectable object
As ouya object is global, all added events are kept with it, but adding ouya events to OUYALayer, it will automatically manage them for specific scenes/layers
Implement :back() method to ouya layer to be automatically called uppon OUYA_A button call
Here is a video with couple of minimal changes in code porting Mashballs to OUYA:
Likes: MobAmuse
Likes: fxone
@MobAmuse - Shame about that. Where are all the people who have supposed to have bought an Ouya? Are they not even downloading free stuff?
https://deluxepixel.com
Hmm, how about an internal friendly competition?
btw I've updated with your new plugin, updated my logo and resubmitted to the Ouya store.
https://deluxepixel.com
Just a thought, anyone interested?
Likes: SinisterSoft, MobAmuse
I'm making a new game now that I want to finish in the next few days that I'll use for the competition...
Likes: MobAmuse
https://deluxepixel.com
Additions
Some optimizations
Enabling/disabling OUYA layer (to work with sublayers)
selected event on object select
option to order objects by providing order number with :addObject method
dispatching also touch events on selected objects
fixed bug with infinite loop (when you had only single invisible element)
Added navigation also with Left Joystick
Fixed bug when double elements where accidentally added
Basically I would say OUYALayer is quite stable and really helps to port existing apps.
OUYA Plugin Controller part seems to be also quite stable. Only thing is left to test more thoroughly is in-apps to move the plugin to stable
Likes: SinisterSoft, fxone, MobAmuse
fixed problems with left stick navigation
implemented directional navigation
Likes: MobAmuse, SinisterSoft
(Really busy with my reports program at present.)
https://deluxepixel.com
The new ODK seems incompatible with the ouya at gideros labs, i wonder if using the old ODK libs will do.
I'm still failing at building the apk, but probably still not trying enough.
Will try more after the game ported completely.
The included player apk work though.
What you need is Controller plugin for controller supports
And IAB plugin for OUYA inapps
and thats it
Likes: SinisterSoft
I tried with iab and controller, and it works great.
Thank you so much. :-h
Or simply two plugins as Controller and IAB that covers them all
https://github.com/ouya/docs/blob/master/upgrading_to_2_0.md
https://deluxepixel.com