I'm going to be at a game dev meetup next week, and Ouya is sponsoring this months meetup. I myself don't have much to ask, but I know there is an interest in seeing an Ouya exporter for MMF2, so maybe people have some technically questions related that that? If you're wondering anything, let me know and I'll do my best to get an answer for you.

I'll have a chance to talk to Ouya Devs, fyi
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
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Good stuff, j. I'd like to know if it's straight up signing an .APK differently or if you have to integrate a lot of SDK stuff. If its simply supporting the controller and signing it to their store like with Amazon then we can pretty much just export for OUYA from MMF2 with extensions. If not we will have to try and convince CT to get building an exporter.
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Good stuff, j. I'd like to know if it's straight up signing an .APK differently or if you have to integrate a lot of SDK stuff. If its simply supporting the controller and signing it to their store like with Amazon then we can pretty much just export for OUYA from MMF2 with extensions. If not we will have to try and convince CT to get building an exporter.
I'll pass that one along. I'm sure I'll have to explain what MMF is first though, but who knows. Considering people had gotten android games running on Ouya within a day or two of the dev units being delivered, I'm hopeful that it will be a pretty simple process. There is the IAP element of it though, since all games will be free to play.
It's actually Julie Uhrman who will be there.
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Well, more along the lines of just asking how something is built for Ouya, if it has to use a separate SDK or if it can just be signed for the Ouya store like with Amazon.
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Well they just released the Ouya SDK, so I'm assuming games need to be built and submitted through their system:
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But whether or not you could just output the typical android packaged version and open it in the Ouya SDK, I don't know.
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The exporter spits out a pre-made .apk file, but if you hold a key (I think shift) it renders source code for an Android compiler to work with, so it could work with the latter method...
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Does ClickTeam already have a Ouya?
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Yeah they posted on FB a while back they just received a dev kit i believe.
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Not a lot to report. They (unsurprisingly) don't know about MMF2. Basically, you'll have to use the Ouya ODK to implement stuff like their In App Purchasing platform. Whether or not that can be included in the android exporter is something only Clickteam can decide. I'm sure things like Ouya controller mapping could be included in the exporter at launch, or maybe in one of the updates. I guess they're probably watching Ouya to see how successful it is and whether it's worth the time and money investment to include those features, or whether to let a user develop an extension that handles those things.
She did say that retailers are very interested in carrying the Ouya, so that's a good sign as far as its success potential goes.
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Also, I'm sure you guys are aware of this, but Ouya games are required to run at 720 minimum. Obviously any game designed at a lower resolution in MMF gets upscaled on ios devices, but I think it's important that if I design a game at say 320x240, that when whoever receives it to do the approval at Ouya, it appears as if it is 720.
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I'm sure clickteam would use their global scaler to stretch the image to fit, there is already a bunch of low pixel looking games being developed for ouya, I think it's fine as long as the game will scale to fit the 720p output of the ouya.
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I don't have an OUYA yet, but I developed a Please login to see this link. for their gamejam and it seems to work without having added anything from their SDK. To get OUYA-specific features you need to use it but applications are not required to be OUYA-aware. I just used Xbox 360 controller bindings and it *almost* worked (the face buttons were a little jumbled but otherwise everything worked).
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Very good news.
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Since a straight-up APK will work, the OUYA features can probably be handled with extensions, or CT could add them easily to the Android exporter.
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I would presume that clickteam would make their MMF2 player inputs work automatically on an ouya pad, if your game only needs <4 buttons and a dpad you are already set, maybe.
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Well I went ahead and pre-ordered my Ouya so I can have it by april. Putting all my focus into an Ouya exclusive. Hopefully we'll get ouya support at the launch of the android exporter, but at the least I hope we can get it by the time Ouya hits retailers (june)
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Just waiting on the OUYA to arrive from CT USA, and then I'll be able to give you some more info on what we're going to support.
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