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Thread: OUYA

  1. #41
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    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.

  2. #42
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    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.

  3. #43
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export Module
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    Koji_Kabuto's Avatar
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    Quote Originally Posted by Javira View Post
    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.
    Sales info here:
    http://forums.ouya.tv/discussion/119...s-downloads/p1

  4. #44
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    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.

  5. #45
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    Quote Originally Posted by Javira View Post
    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).

  6. #46
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Quote Originally Posted by Javira View Post
    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?
    Is there any reason you need to do this?

  7. #47
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export Module
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    Koji_Kabuto's Avatar
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    Quote Originally Posted by James View Post
    Is there any reason you need to do this?
    Hi James,

    The DEV FAQ of OUYA recommended compile games for 4.1!

  8. #48
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    Javira's Avatar
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    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.

  9. #49
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    pdsoft's Avatar
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    Quote Originally Posted by Koji_Kabuto View Post
    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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