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#51 Arusiasotto

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Posted 29 January 2013 - 10:26 AM

Unless the player 2 gamepad has seperate key assignments, don't expect too much there. At the moment, GMS doesn't actually read gamepad buttons as gamepad buttons, but as keyboard buttons that these gamepads have been mapped to. Without access to the entire Android Keymap, we are pretty much cutoff unless one of the java people can get a hackstention work around going.
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#52 Molinware

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Posted 30 January 2013 - 12:07 AM

Unless the player 2 gamepad has seperate key assignments, don't expect too much there. At the moment, GMS doesn't actually read gamepad buttons as gamepad buttons, but as keyboard buttons that these gamepads have been mapped to. Without access to the entire Android Keymap, we are pretty much cutoff unless one of the java people can get a hackstention work around going.



That's what I'm doing. I am messing around the runner, I have integrated the ouya sdk to game maker. But the sdk is not fully functional yet. This is what stand between me and the 4 controllers.

Edited by Molinware, 30 January 2013 - 11:58 PM.

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#53 jtn0514

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Posted 30 January 2013 - 02:29 PM

Molinware and i and even Manuel777 have been working on this here and there and the sdk has been able to be included but... nothing works just yet and im assuming its due to the anytime state polling issue Molinware has mentioned above. Currently the best we can do at the moment is 1 player and only use about 65-75 percent of the controller. Its better than nothing for now...

My worry is publishing even if we never figure out the other controller inputs and say you have a game that uses minimal input...

Connecting with the Ouya store to purchase the game is another hurdle as well. I know we do have IAP stuff within gamemaker to allow you to contact the google play store and any other setups. It looks like its requesting almost the exact same stuff that the OUYA IAP example is..

Personally i think the IAP stuff should be top priority because even if the game is finished and playable, it doesnt mean anything if you cant have users download it and purchase if they would like to.

Edited by jtn0514, 30 January 2013 - 02:30 PM.

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#54 Greg Squire

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Posted 07 February 2013 - 09:42 PM

OUYA to be sold in stores
It has been in the news lately that the OUYA will be sold in some prominent brick-n-mortar and online stores. This brings a lot of relevance to the console and increases it potential as a revenue producing platform for developers. I know nothing official has been announced as to YoYoGames supporting OUYA, but there are rumblings that this is in the works. I certainly hope that's true as this definitely would be a good thing for everyone (for YoYoGames, for GameMaker Developers, for OUYA, and for OUYA gamers).
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#55 jtn0514

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Posted 07 February 2013 - 10:05 PM

From everything ive heard they dont seem to consider it very important or something thats worth spending their time on, but this is just speculation based on all ive seen with previous threads and even submitted stuff to their mantis system....

Hopefully im wrong.....

Im sadly stuck here with an ouya dev console and a working game with no way to use half the controller and or payment stuff :(

Ive managed to figure out quite a bit already however to get it working but... GMS is limited in that it just cannot utilize the ouya ODK libraries unfortunately making it somewhat useless....
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#56 Derme

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Posted 08 February 2013 - 03:36 AM

From everything ive heard they dont seem to consider it very important or something thats worth spending their time on, but this is just speculation based on all ive seen with previous threads and even submitted stuff to their mantis system....

Hopefully im wrong.....

Im sadly stuck here with an ouya dev console and a working game with no way to use half the controller and or payment stuff :(

Ive managed to figure out quite a bit already however to get it working but... GMS is limited in that it just cannot utilize the ouya ODK libraries unfortunately making it somewhat useless....


I'm pretty sure Russel said that in upcoming update they'll add controller support to Android, which will be accessible with the GamePad features.
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#57 Manuel777

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Posted 08 February 2013 - 03:11 PM

I'm pretty sure Russel said that in upcoming update they'll add controller support to Android, which will be accessible with the GamePad features.

I'm pretty sure he didnt say that.. this functions were added to introduce PS3 and 360 gamepads compatibility, wich are widely used and GMS lacked support for. Android gamepads are not as important. Altrough I agree this is a step n the right direction before adding any sort of OUYA compatibility :thumbsup:
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#58 Arusiasotto

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Posted 08 February 2013 - 07:40 PM


I'm pretty sure Russel said that in upcoming update they'll add controller support to Android, which will be accessible with the GamePad features.

I'm pretty sure he didnt say that.. this functions were added to introduce PS3 and 360 gamepads compatibility, wich are widely used and GMS lacked support for. Android gamepads are not as important. Altrough I agree this is a step n the right direction before adding any sort of OUYA compatibility :thumbsup:/>


Xbox 360 Gamepads were always supported in windows using DirectInput. What they recently added was XInput support instead, which is a newer instruction set. PS3 gamepads as of yet don't support XInput either. As I have stated over and over, we don't need gamepad specific commands for android, since every other android gamepad is different. What we need is full hardware KEYBOARD support, which would allow us to let players assign keys on their gamepads.
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#59 mazimadu

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Posted 09 February 2013 - 12:25 AM

OUYA to be sold in stores
It has been in the news lately that the OUYA will be sold in some prominent brick-n-mortar and online stores. This brings a lot of relevance to the console and increases it potential as a revenue producing platform for developers. I know nothing official has been announced as to YoYoGames supporting OUYA, but there are rumblings that this is in the works. I certainly hope that's true as this definitely would be a good thing for everyone (for YoYoGames, for GameMaker Developers, for OUYA, and for OUYA gamers).


Initially I thought this was going to be a good thing until I remembered that it is Open-Source. Given how large US companies tend to add bloatware to their devices (Think Verizon and AT&T android phones), God knows what Gamestop and target would bundle onto their versions.
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#60 Manuel777

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Posted 09 February 2013 - 01:34 AM


OUYA to be sold in stores
It has been in the news lately that the OUYA will be sold in some prominent brick-n-mortar and online stores. This brings a lot of relevance to the console and increases it potential as a revenue producing platform for developers. I know nothing official has been announced as to YoYoGames supporting OUYA, but there are rumblings that this is in the works. I certainly hope that's true as this definitely would be a good thing for everyone (for YoYoGames, for GameMaker Developers, for OUYA, and for OUYA gamers).


Initially I thought this was going to be a good thing until I remembered that it is Open-Source. Given how large US companies tend to add bloatware to their devices (Think Verizon and AT&T android phones), God knows what Gamestop and target would bundle onto their versions.

Well, you can always root it and do whatever you want with it, most of the crap sellers add should be easily removable after rooting (or depending on how it works, rooting may not even be needed). Also devs already stated that they want users to mess around with the console. :thumbsup:
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#61 Derme

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Posted 09 February 2013 - 06:46 AM


I'm pretty sure Russel said that in upcoming update they'll add controller support to Android, which will be accessible with the GamePad features.

I'm pretty sure he didnt say that.. this functions were added to introduce PS3 and 360 gamepads compatibility, wich are widely used and GMS lacked support for. Android gamepads are not as important. Altrough I agree this is a step n the right direction before adding any sort of OUYA compatibility :thumbsup:/>/>/>/>


Sorry, I was reading Nocturne's post.

would love the ability to access joystick functions on Andoid :biggrin:



Audio will get fade functions in the next update (both for individual soounds and music I believe), with more things to come as it gets done. Remember the audio should be over-hauled and finished for the 1.2 update which isn't too far away. As for the joystick options, I'm not sure when they will be going in, but I'm sure it'll happen soon. However to say that the lack of joystick support is "crippling" you is an over-reaction I think! The majority of Android games do not support (or even need) joystick support which is probably why it has not has the same attention as other issues.


So I'm assuming it's on the menu for the near future. :)

Edited by Derme, 09 February 2013 - 06:49 AM.

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#62 jtn0514

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Posted 09 February 2013 - 05:39 PM



I'm pretty sure Russel said that in upcoming update they'll add controller support to Android, which will be accessible with the GamePad features.

I'm pretty sure he didnt say that.. this functions were added to introduce PS3 and 360 gamepads compatibility, wich are widely used and GMS lacked support for. Android gamepads are not as important. Altrough I agree this is a step n the right direction before adding any sort of OUYA compatibility :thumbsup:/>/>/>/>/>/>


Sorry, I was reading Nocturne's post.

would love the ability to access joystick functions on Andoid :biggrin:/>/>



Audio will get fade functions in the next update (both for individual soounds and music I believe), with more things to come as it gets done. Remember the audio should be over-hauled and finished for the 1.2 update which isn't too far away. As for the joystick options, I'm not sure when they will be going in, but I'm sure it'll happen soon. However to say that the lack of joystick support is "crippling" you is an over-reaction I think! The majority of Android games do not support (or even need) joystick support which is probably why it has not has the same attention as other issues.


So I'm assuming it's on the menu for the near future. :)/>/>


Dont get your hopes up....

Infact im fairly confident the users on this forum will have a fix before yoyogames releases one...

Currently myself and another member have made big progress last night and are able to detect all individual controller buttons pressed via the debug output but are working on a few obstacles still... So far so good!!! Looks like the payment stuff should be do-able as well but... like i said we still have a small hurdle at the moment...

Edited by jtn0514, 09 February 2013 - 06:19 PM.

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#63 Arusiasotto

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Posted 10 February 2013 - 08:57 AM

Keep up the excellent work jtn. I have always been a big advocate of people making software do what they want, not what it should do.
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#64 Manuel777

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Posted 10 February 2013 - 06:29 PM

If everything works properly, this week I might be uploading a tutorial on how to include the OUYA ODK and making the controllers work properly, do notice this is not simple stuff, as we had to 'hack' on the runner files to do it (wich is very unstable), and it may take a while to get it working as desired, even more if you have no idea what you are doing.

Also, I havent even considered adding IAP stuff yet, my priority is to get full controllers support before adding anything else, it also depends on the ammount of time me and jtn0514 have to test, as I dont have an OUYA and everything (even debugging!) is being done strough Skype :medieval:/>

Edited by Manuel777, 11 February 2013 - 12:05 AM.

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#65 jtn0514

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Posted 11 February 2013 - 04:20 AM

Ok guys, ill give a small update. Manuel777 and I were able to get a lot of work done tonight, and we got the entire controller working it seems so far... (But not 100 percent bug free..)

We have some small bugs but we are optimizing a few things to give customizable stuff (dead zones for analog joysticks) and a few other things.

We do have multiple controllers working as well, however testing on a windows or mac (using keyboard) to simulate all 4 controllers in a game might get kinda crazy with the multiple keyboard bindings or mappings....

Anyhow i think the controller stuff is fairly close to completion. Manuel has written quite a few scripts for testing and whatnot and i've been helping as well and loading the code to the ouya and giving him a clear (or atleast i think so) view of the debug window when running via skype and reporting back on program activity on the OUYA itself.

HOPEFULLY once this is done we can look into the payment code and see if it isnt too difficult to get working as well..

The controller modifications for now include the simple ouya-sdk.jar library and modification to the RunnerActivity file at the moment as well as a GMK with a few scripts... Both the ouya library and RunnerActivity files would have to be replaced manually when you update to a new version of GMS as they are erased during software updates.

Ill let manuel chime in with any further stuff if he wishes :)/>/>

Edited by jtn0514, 11 February 2013 - 04:26 AM.

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#66 jtn0514

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Posted 11 February 2013 - 04:22 AM

Found another issue for any of you GM OUYA devs out there...

newest version of GMS 1.1.805 has MAJOR slowdown issues with frame rate (severe)

previous version works perfectly fine (1.1.785)

Edited by jtn0514, 11 February 2013 - 05:00 AM.

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#67 jtn0514

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Posted 13 February 2013 - 10:51 PM

Found another issue for any of you GM OUYA devs out there...

newest version of GMS 1.1.805 has MAJOR slowdown issues with frame rate (severe)

previous version works perfectly fine (1.1.785)



Hello all.

Im sure as you've seen Manuel777 has posted a thread reguarding the initial release of the ouya controller support patch.

We did find a few bugs in this but have sorted them and also have an updated version of this patch to be released. We will post this soon.

The bug that initially was causing the x axis moving on its own under minimal touching of the left analog stick is actually due to bad hardware on one of the test controllers we were using which is in process of being sent back to ouya for replacement. We were seeing upwards of .50 deadzone to make the issue stop which was more than 50 percent of the analog stick resolution being lost!!!

Anyhow, all its working and i have incorporated this into my own games for ouya and is working great so far!!!

In app payment stuff is something we are tossing code at but, i dont know when or if that will be possible just yet. Having game maker studio extensions for android would be VERY helpfull and isnt too far off it looks like.

Stay tuned!

Edited by jtn0514, 13 February 2013 - 10:51 PM.

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#68 rafael_lima

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Posted 30 May 2013 - 06:57 AM

Manuel, thanx for your efforts, I got my Ouya today, i'll be trying to use your patch tomorrow.

In another note, any ideas of when GM:S will have oficial support for Ouya?At this moment, there's no other feature I want implemented more than this. And I have a feeling it shouldn't be *that* complicated to do it.


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#69 King Tetiro

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Posted 30 May 2013 - 12:14 PM

Manuel, thanx for your efforts, I got my Ouya today, i'll be trying to use your patch tomorrow.

In another note, any ideas of when GM:S will have oficial support for Ouya?At this moment, there's no other feature I want implemented more than this. And I have a feeling it shouldn't be *that* complicated to do it.

 

Manuel, thanx for your efforts, I got my Ouya today, i'll be trying to use your patch tomorrow.

In another note, any ideas of when GM:S will have oficial support for Ouya?At this moment, there's no other feature I want implemented more than this. And I have a feeling it shouldn't be *that* complicated to do it.

 

I'd like to know this as well actually. Though I'd have a guess it'll be a good couple of months before we see the Ouya and GameStick port (I can see YYG doing both ports together)

 

Mainly because Legena is going to the big screen and I'm eager to get started!

 

Plus I want to start producing some examples to help people develop for the consoles.


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#70 rafael_lima

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Posted 02 June 2013 - 02:29 AM

Hey, I managed to make my game work with your patch, Manuel and jtn0514. I could even upload it to the Developer section, and it appears on my "BUILDS" menu in my Ouya. You have to manually add the ouya_icon.png , but it works.

The analog sticks indeed arent't working, and I didn't test the IAP stuff.

It would be great if Yoyo Games could add Ouya support in the next update. If a couple of users could do it with some "hacking" (for the lack of a better word), I really believe the real developers of GM:S could do it pretty quickly.

Do it and let us test! I guess the Ouya community is ready to test stuff and give proper feedback instead of just whine when things don't work:D

I have a game basically fully read to release on Ouya made with GM:S , I'd just need to add the IAP stuff to sell the full game  :D

Anyway, I think I understood what Manuel did with the runner java files. I barely looked at the ODK , but tomorrow I'll try to look into everything and see if I can find out why the sticks aren't working anymore and if I can help at anything with the IAP stuff, though I doubt my Java skills are much better than Manuel's :D


Edited by rafael_lima, 02 June 2013 - 02:30 AM.

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#71 jtn0514

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Posted 05 June 2013 - 03:36 AM

 

Manuel, thanx for your efforts, I got my Ouya today, i'll be trying to use your patch tomorrow.

In another note, any ideas of when GM:S will have oficial support for Ouya?At this moment, there's no other feature I want implemented more than this. And I have a feeling it shouldn't be *that* complicated to do it.

 

Manuel, thanx for your efforts, I got my Ouya today, i'll be trying to use your patch tomorrow.

In another note, any ideas of when GM:S will have oficial support for Ouya?At this moment, there's no other feature I want implemented more than this. And I have a feeling it shouldn't be *that* complicated to do it.

 

I'd like to know this as well actually. Though I'd have a guess it'll be a good couple of months before we see the Ouya and GameStick port (I can see YYG doing both ports together)

 

Mainly because Legena is going to the big screen and I'm eager to get started!

 

Plus I want to start producing some examples to help people develop for the consoles.

 

 

Unfortunately many are in the same boat when it comes to publishing on OUYA with gm:s made games...  I personally have 2-3 titles i cant publish due to the issues we ran into with the IAP stuff... Just doesnt make sense to publish it if people cant buy it...

 

VERY agrivating to say the least. Only thing you can really do is tweak the patch yourself and or wait for YYG to release official support for OUYA.


Edited by jtn0514, 05 June 2013 - 03:40 AM.

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#72 gameland

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Posted 04 August 2013 - 11:01 AM

Hi.

 

I received my ouya last week. I adapted my game to ouya to upload it. but:

 

1.- I can play my game directly executing from Game maker studio. my game is istalled to OUYA main menu "MAKE" option.

2.- I can install my game directly by "Create Application" from Game maker studio and put my game in OUYA main menu "PLAY" option. If I put a ouya_icon.png (732 x 412) into "..AppData\Roaming\GameMaker-Studio\Android\runner\res\drawable-hdpi" this icon appears in ouya game icon.

 

BUT...

 

When I create an Application by "Create Application" to upload my game, APK generated doesn't had ouya_icon.png into drawable-hdpi directorie. how to put "automatically or not" ouya icon?

 

THANKS!!!

:)


Edited by gameland, 04 August 2013 - 11:02 AM.

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#73 jtn0514

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Posted 08 August 2013 - 09:30 AM

Hi.

 

I received my ouya last week. I adapted my game to ouya to upload it. but:

 

1.- I can play my game directly executing from Game maker studio. my game is istalled to OUYA main menu "MAKE" option.

2.- I can install my game directly by "Create Application" from Game maker studio and put my game in OUYA main menu "PLAY" option. If I put a ouya_icon.png (732 x 412) into "..AppData\Roaming\GameMaker-Studio\Android\runner\res\drawable-hdpi" this icon appears in ouya game icon.

 

BUT...

 

When I create an Application by "Create Application" to upload my game, APK generated doesn't had ouya_icon.png into drawable-hdpi directorie. how to put "automatically or not" ouya icon?

 

THANKS!!!

:)

 

make a folder in the res folder called drawable-xhdpi and put the ouya_icon.png file inside.

This should fix the issue when compiling to an APK file.


Edited by jtn0514, 08 August 2013 - 09:30 AM.

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