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Thread: Ouya export bug?

  1. #41
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    Well you can add me to your club now exactly the same problem here too now.

  2. #42
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    BiznessMan's Avatar
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    Pixeldriver, did you have any success previously? If so what did you change since then?

  3. #43
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
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    hey guys, I haven't had any issues building OUYA games with MMF2 or Click Fusion 2.5.

    Here is sample game I made, it has two levels. I tested it on my OUYA, works flawless.
    sparckman_plaformer.mfa

    here is the .APK you can run this on your OUYA
    sparckman_plaformer.apk

    let me know how it goes

    the apk was exported with ClickFusion 2.5

  4. #44
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    BiznessMan's Avatar
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    Loaded your APK on my Ouya and am getting the same crashes. Your older games do not crash for me though

  5. #45
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    I just ran it again to confirm, but It can't get this .apk to crash. Tested on 2 OUYAs a brand new ouya and the first version too.

    When OUYA is giving you problems, unplug the cord and plug it back in again, then turn the OUYA on again
    I get the app crashing problem not only with fusion games but just about everything
    that usually works.

    Also you can manually go to the settings and stop any app still running in the background, when you are developing
    sometimes these apps just get stuck and stay there running, especially if you forgot to put the ON SYSTEM DOUBLE TAP === EXIT APP
    on one of your OUYA tests.

  6. #46
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    BiznessMan's Avatar
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    I have decompiled the apk for both my Blast.apk and an older Ouya game that works. I am comparing the code trying to isolate where the problem is lying.
    If it helps any, the problem that is being caused is:
    E/ActivityManager( 319): ANR in com.bizzy.dog (com.bizzy.dog/.Main)
    E/ActivityManager( 319): Reason: keyDispatchingTimedOut
    .

    Looking around, this stand for Activity Not Responding (No response after 5 seconds). It would seem that one of the threads is getting caught up during initializing and is timing out on the Ouya. The problem also seems to only be relevant in the newer exporter and not the older one. I am at work right now so I cannot test anything on the console, but I'll play around with it when I get home and see if I can find out where the timeouts occur.

  7. #47
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Also it appears that a new OS update (Jackalope) is rolling out for the Ouya right now as well... so maybe that will fix some of the problems (or break).
    I guess we'll see when I get home

  8. #48
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    I was able to get a copy of MMF2 and will attempt to compare older versions of the exporter until I find the version that causes the Ouya to crash.
    Hopefully then we can compare what differences were made between versions and find out what is causing the Ouyas to crash. Hopefully we can figure this out so I can rest easy

  9. #49
    Clicker Fusion 2.5Android Export Module

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    Dude, I think I'm on to something. I think it's a problem the OUYA has with 8 direction movement. Unfortunately, I don't know how to fix it. Darksparck, did you use 8 direction movement with perl diver? Could you post the fusion file so we can investigate further? My platform games are working fine.

  10. #50
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Its not the 8 directional movement. I made a test that has 0 controls, just a counter which shows the framerate and it still was crashing. It has something to do with the Ouya controller sending a bunch of commands to the console when the applications are initialized. Ouya support told me that a bunch of Unity games were having the same problem.

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