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Thread: OUYA Storefront plugin??

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    OUYA Storefront plugin??

    Got my OUYA today complete with 4 controller. Should be great for making fun multiplayer games and porting iOS games to.
    Performace is similar to an iPhone4s if running at 1280x720, 1080p is a little too much for the small cube depending on the type of game of course.

    But, but...is someone working on a storefront solution?
    Right now it looks as if we can only make free games with Fusion?

    Also, maybe there should be a forum for OYUA discussions only, although it is an android plugin. Just to share experiences with publishing and future OUYA specific plugins.

    But please let me know about any storefront intergration planned.
    Status on Gamestick would also be cool.

    Cheers,

    Have attached a pic of my first OUYA demo, just for fun.

    OUYA demo.jpg

  2. #2
    Clickteam Clickteam
    Jeff's Avatar
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    Yes James is working on the OUYA in-app purchasing feature.
    Add your Android Serial to your profile and you can access the Android Owners Lounge and participate in the thread about it.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
    Javira's Avatar
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    Got it, thanks Jeff

  4. #4
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    How can you control if your game is running at 720 vs 1080? Ouya performance has been dissapointing thus far (sub ipod touch levels for me), although when I changed the display mode to "centered" the game ran much smoother... of course it was the size of a postage stamp on my TV.

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
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    It was probably running really bad, I just didn't realize at first because of the game type.

    Try installing JDK 6 and API14 SDK. Set target android to 3.2 in MMF, open GL to 1.1, disable V-Sync, Runtime fps to 60 and timebased movement to 60. Set display type to fit inside not stretch to fill.

    I got a significant performance boost when I did this....BUT

    Then I made a sidescrolling test, and nothing works but setting display to centered as you mention. Anything else and the performance suffers alot. If you can, maybe scale everything runtime and set resolution to 1080p. Let's hope the clickteam guys are able to fix this.

  6. #6
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    Yes the scrolling seems to be the issue. With multiple layers, I have the same substantial slowdown issues as I have on ios. As well as certain collision issues (I'll post about that later). When I bring it down to one layer plus a HUD layer, which is what I had to do with my ios games, it increases performance, but is still worse than on my ipod touch. It consistently dips into the 40fps territory. But this is an early version of the exporter, and the Ouya is more powerful than an ipod touch, so hopefully these things will improve with further releases. Unfortunately I was hoping to have a demo version in the ouya store this week.

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
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    Layers, haven't thought about that. But the side scrolling demo I made has just as many layers as the scooter demo, so it can't be that. Also the side scrolling demo has fewer objects, although most of them are bigger, but nothing crazy.

    He is what really gets me:
    The canvas for my sidescrolling game is 1280x720, not 6000x720 or something like that, which you would think for a sidescrolling game. What I do is, I move tiles in one direction and reposition them when the exit the canvas. Great way to make a continues scroller.

    If I had a large canvas say 6000x720 I could see why the game would behave differently. But they way I'v made it, I see no difference at all between the two games, so why the performance jump?

  8. #8
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleXNA Export Module
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    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.

  9. #9
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export Module
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    Hmm. The resolution of my game is 384x216...

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    I got no problems with the scrolling. using 450 x 300 to 720x480.

    actually instead of using centering you character,
    you should make a bouncing ball the center for scrolling

    and make that ball follow your player.

    also what color mode are you running the game at?

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