Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

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!

Clickteam.
  • Yeah, I was hoping to port my iphone games to OUYA, for some of them that is not going to happen. That doesn't mean I'm not gonna make games for the console, but it will be new games tailored to it.

    I'm not sure if the performance is entirely due to MMF's exporter. I would say about 50% of the 2D games on the OUYA performs very poor, especially side scrolling games. But I am sure most of these games were made before the developers got the console, so they had no way of knowing it was gonna be this bad.

    As a fulltime indie too, I'm interested if you have found any game sales stats as of yet? I'v been googling like crazy, but nothing has come up.

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    @Javira

  • posted this in another thread too, thought you might be interested:

    I found the OUYA's achilles heel. It's fillrate.

    Scaling, transparency, ink effects etc. has hardly any effect on performance.

    I found this out by rearranging my sidescrolling tiles to fit a 1080p resolution. Tiles are of 512 size.
    I did 4 tests in 1080p resolution, display mode set to center:

    1) Changed all tiles to 256 and scaled them runtime to fill the screen. 40 fps
    2) Kept the 512 tiles and scaled them runtime to fill the screen. 40fps
    3) Resized the tiles to 1024 so they fit the screen, no runtime scale. 40fps
    4) Kept the tiles at 512, no runtime scale, so they didn't fit the screen. Alot of black background visible. 60fps

    This is prob. also what is going on when you take a 1280p game and set the display mode to fit instead of center. The OUYA can't handle that many pixels.
    Also from this test I found that v-sync eats about 5fps.

    So no side scrollers with background tiles, I guess.

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    @Javira

  • Thanks....2-3% conversion rate is looking pretty good.

    I see that the GameStick is in preorder on Amazon, can't be long before it arrives. On the dev portal there is a PDF describing the mapping of the joypad. Keyboard and mouse presses responds to some of the keys, so it should be possible to port to it out of the box without any plugins.

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    @Javira

  • I cannot point to anything higher than 3.2 inside MMF. Even with API 14 installed and JDK 6.
    Can anyone see and build for 4.1 in MMF?


    You can't build for 4.1 in MMF2 yet. There was a bug during the beta (which I was apart of) where, whenever you built for Android version 4.1 (or even had that as the version you had tested your app against), then it would just show a black screen (I found (or confirmed, I forget which) the bug in the first place).

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • Happygreenfrog> That actually happes to me about 1/10 times on the OUYA. If I install the same apk again, it works. I just thought it was a OUYA glitch. I usually build for 3.2.

    James> Thought it might increase performance, since OUYA is running 4.1.

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    @Javira

  • I'm leaving default handling of my characters with the normal Joystick, which works only the reading of the right and the left, above and below does not work.

    Hi,

    Ive been following this thread since I got my Ouya.
    Did you ever figure out how to get the clickteam movements working properly?
    Im building a game that will use the 8 direction movement, would be nice if it was compatible with the Ouya controller.

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