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Main forum => Off Topic => Topic started by: Ian Price on 2013-Apr-04

Title: So, OUYA. Will YA?
Post by: Ian Price on 2013-Apr-04
So is anybody planning to get an OUYA at any point? Did anyone buy into the KickStarter?

(http://www.blogcdn.com/www.engadget.com/media/2013/04/zshdsc08359.jpg)

I'm still on the side-lines, but if GLB supports it then I'll definitely take a punt.

It's shipping now, and early reviews are so-so, based on the early hard and software. Most criticism that I've read so far focuses on the controller and it's magnetic clip on facias.

(http://www.blogcdn.com/www.engadget.com/media/2013/04/zshdsc08400.jpg)

Review here - http://www.engadget.com/2013/04/03/ouya-review-founding-backer-edition/
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Apr-04
If gernot add real jelly bean support as a new platform, then it's would been pretty easy to fully support this console.

Also another issue you can only have one android profile in glbasic, which is quite annoying. That due that console require some changes to the java sdl file (and need one seperate build to Samsung Apps and Google Play, due drm implementing). But we can only have one version of it. Just possible to select a templete folder would been great and easy to add.


Yes it's can support android v2.2, but that mightbeen some issues as well property manifest features mightbeen unsupported? I'm looking on its when its released.
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Apr-04
I'd rather support a static-spec machine like OUYA than general Android devices personally. The specs will never/unlikely  change (anytime soon) and you don't have to try a bunch of different devices to ensure your app works.

I'm pretty much on the fringe of game/app development anyway, designing stuff for limited run handhelds, so even if OUYA fails, there's probably already a nice large market available (or will be). Development for OUYA is all down to Gernot really.

But have you considered getting one, whether or not GLB supports it though?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Apr-04
the ODK its self is seen to been very easy to been done. Its only require some changes to the SDLActivity.java for the analoge input controls as well require some javacalls to checkouts its input of them. Howover im are not about the rest of the system (in App purchase, ads system etc, the required changes to manifest.xml for aware of the console etc) will works due SDK 2.2? Here we need to wait.

So if Gernot doing one of the two things:
- Possible to change the main templateproj profile (the primary Android could have one, OUYA could have the second one example).
- Adding "Jelly Bean" as a new platform (the regular Android, NOT the OUYA, but its SDK OUYA is based on).

Then im would been happy to look to look on the ODK, and get the console soon its officially released in EU.

PS. Its a very cool console and seen the support of its is great, but we see what its happens around the release. But its very open anyway.
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Apr-04
ok the price is cheap ! but
i think this is an android device without sim and screen  whats all.
its too late for , because where is a lot new and better hardware flying around.
and compare it with playstation is like compare a trabant with an jaguar.

Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Apr-04
Spec-wise it won't be able to compete with PS, XBox etc. but it's not trying to. It's there to play Android apps. And there are millions of those - many are free (and apps developed for OUYA have to be free to play (ie demo first, with in-app purchase or whatever).

It doesn't compete price-wise with Android sticks either, but it will have better support and come with a dedicated (if poor?) controller.

So, yeah it shouldn't work and shouldn't really be worth a second look. But it's got a lot of people really excited - players and devs, so it's got to have something. With it's massive KickStarter campaign it will also have an awful lot of users - all eager to try out their new machines...
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Apr-04
For me, its looks very easy to been done, only require few changes to glBasic. Im also want to port Greedy Mouse to that console too.

And no, this console was never meant to been compete with thier big consoles and will never been. Its more like a public console, which all can play on it, and all can dev for it too, without high priced SDK's. This is why im like the console too, even the specs can been lower than the big console (and we should see a update every anyway).

Im do hope they get a good launch, unlike GameGadget, which got a very bad launch.

PS. Im did not pleaced the kickstart, but im planning to preorder soon its possible in EU (example from Amazon, UK).
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Apr-04
GameGadget was poor to begin with and held no potential and was poorly supported. Hopefully this will be the complete opposite.
Title: Re: So, OUYA. Will YA?
Post by: bigsofty on 2013-Apr-05
As far as I know its just vanilla Android O.S. with its own front end and joy-pad API. GLBasic should be an easy port(famous last words, ha!  :S).
Title: Re: So, OUYA. Will YA?
Post by: mentalthink on 2013-Apr-05
I'm thinking to buy one... Develop for Android mobiles it's complicated for all the difereces... here it's another android, but always have the same requeriments... something like whit the iphones and the things of Apple...

If the console works fine in the market, can be a good place for sell games... and App
Title: Re: So, OUYA. Will YA?
Post by: MrTAToad on 2013-Apr-05
I'll still trying to see if it takes NDK created APK files, but no-one seems to want to reply to my tweets :(
Title: Re: So, OUYA. Will YA?
Post by: mentalthink on 2013-Apr-05
MrT I find this...
http://forums.ouya.tv/discussion/132/android-ndk

Seems not too much problem whit the NDK...
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Apr-05
It's mostly only require update to the java code as I'm wrote before. That joypad input part is a no brainer. Only the analogue sticks and buttons might require java calls to get them supported.

It's more about the front end integration, but hopefully it's works with sdk 2.2.

Ndk newest version is 4.0 as I'm aware of, hence it's why they recommended to download that sdk too and not just jelly bean.
Title: So, OUYA. Will YA?
Post by: Kitty Hello on 2013-Apr-05
What SDK is required? Android10?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Apr-05
We use android8 by now which is v2.2, while ouya uses android14 (v4.0) for the ndk.

Also som ads network integration does not work in v2.2 very well, they require android9 sdk.

I'm just think its property easy to do but just upgrade the sdk and eventuelly possible point to the default newest ndk, but as a new platform of course (also supporting both v2.2 and v4.0).

I'm thinks no changed to glbasic other than that is really required, me thinks? It's just easier for uses by us that uses java calls and mightbeen can uses the new manifest features and its might eventuelly better opengl support (etc Android 14 have much better acceleration support).

But for now I'm would been happy by just possible to select the template project folder...
Title: Re: So, OUYA. Will YA?
Post by: Jonás Perusquía on 2013-Apr-05
I will buy an OUYA even if GLBasic doesn't support it :)
Title: So, OUYA. Will YA?
Post by: Kitty Hello on 2013-Apr-06
I think the pre 4.0 market share is not really big today. You get 4.0 devices for 100,-
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Apr-06
Yes, 4.x have market share over 50%, so is just time to upgrade, hehe. Howover don't remove sdk 2.2 of course, if you add 4.x support.

But I'm will different testing this console in this summer :-)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-25
Ouya seen to been mixed game, based on the review. Howover its seen its a much better product than the failed GameGadget project. The console is soon out, even there is some deviver trouble.

Howover for  us, this seen to been a easy one to development too, but there might been sligtly java communication requirements, and not sure SDK 4.0 as developement is required, or we can countinue with SDK 2.2. Hopefully for Greedy Mouse im could doing to versions without inapp purchase, which would been easiest for us (think light & pro), but that more when im a day get this console.

Howover im get one this or in the next month. Im still like the idea.

PS. Im have just brought it from Amazon.co.uk, im should get it in 2-3 weeks or around there.
Title: Re: So, OUYA. Will YA?
Post by: bigsofty on 2013-Jun-25
This is the one for me...

http://reviews.cnet.com/consoles/mad-catz-mojo-android/4505-10109_7-35796809.html

Uses normal Android O.S. with vanilla Play Store(No 3rd party stores or API's) and it's Tegra 4(which allows for PC gameplay streaming to your TV).

I am sure there's a downside but for me this is the device I have been waiting for. :)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-25
im weill start looking for OUYA first to get working. Im pretty sure Genius Greedy Mouse would look awesome with its Retina graphics as well using 30 or 60fps framerate.

The only issue, when you using Play Store is..... How do the controller works, if the game dosent support its? They mostly all designed for touchscreen. its can been a issue me thinks.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-25
if im doing import tv.ouya.console.api.OuyaController in the osdk, its seen its accept that, so SDK version seen not at a issue at all.

Howover im are just ordered the console and they firts divery from the store in about 1 week or two, so its will take a time. But my main focus over Karma Miwa would been port glbasic to this console (which later would expandable to other Android consoles as well, such as that one Mad Catz create).

To do the best possible supports, its will also require a new templateproj folder and also AndroidExtras would also been required too.

So im hope in a glbasic future beta, its would been possible to select a templateproj project folder.

Title: So, OUYA. Will YA?
Post by: Kitty Hello on 2013-Jun-26
The German customs are blocking the OUYA at the moment. Country wide. :(
We're about to get conditions like in Brasil if the continue this way.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jun-26
Yeah but Brasil´s conditions end in pizza... German ones are way more serious with way more work-hard-educated civilians.

I have read comments and reviews on Ohyeah from different places, and guess we all got to those, devs complaining about non-recover, controls,UI, etc...
I never had much of faith into this but I changed my mind and hope it can prove to be a good platform. Not enough for me to get to one yet.

Great work you are doing there Spacefractal. :good:
Title: Re: So, OUYA. Will YA?
Post by: bigsofty on 2013-Jun-26
Bad news about custom BTW. It's great that we have an Android console option, whatever the flavour. Even if we had PS3 or 360 options, I would still prefer the Android consoles I think, it feels less commercial somehow, if that makes sense?
Title: Re: So, OUYA. Will YA?
Post by: finnk on 2013-Jun-27
I'm more interested in Mad Catz' MOJO take on this. It has access to the regular Google Play Store right out of the box. I didn't like that Ouya was pushing only freemium games, and even the Unity Ouya SDK is a bit complicated.

http://reviews.cnet.com/consoles/mad-catz-mojo-android/4505-10109_7-35796809.html (http://reviews.cnet.com/consoles/mad-catz-mojo-android/4505-10109_7-35796809.html)
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jun-27
I was definently kicked off by ouyeah for that very freemium push. :rant: :-[
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-27
The most probnlem with Mad Catz console, the price might been higher, but the machine might perform better than this one. But me think, the main issue is, which games on Google Play wil support the controller? The market is very crowned and me thinks, only few might support it. Think iCade, so they most do a list on thier page, just like iCade.

Im think this is property the reason Ouya wont do that, that to avoid that issue and make sure all games is playable with its controller right way. Howover the controller its self seen very easy to been supported and only require which kind of buttons its use and then uses KEY() command from that, nearly without changes. Howover analoge controls might require a little attaction throuh java communication. Only inapp purchase can been a issue (another reason that must to been works).

When that is say, when SDK is working with this console, rest should been nearly no brainer to get them supported to with small changes.
Title: Re: So, OUYA. Will YA?
Post by: Jonás Perusquía on 2013-Jun-27
I'm about to release my DitraFall game at OUYA Market :) the player will have to use the touchpad.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-27
Im do have heard the touchpad is a area that is not very good, so you should not sololy using that alone. That is what im have heard about the review, the touchpad is pretty bad, but rest is nice and usable. But im will let you know, when im got mine.

Do you have a OUYA?

Mine will been dispated sooner than excepted.

But good luck with your game :-D
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jun-28
I don't have an OUYA, and don't really have the time to do anything with it at the moment (am doing native PS Vita dev), but I am helping a friend get his native SDL code working with it.

This is effectively the same as how it works for GLBasic, so once I'm finished I will add the same code to the AndroidExtras.

It should be pretty simple to use and I'm trying to ensure that there is little to no latency involved. 

The biggest down side is the version of Android SDK required - everybody using this will need to have an updated SDK as OUYA is API 16 (4.1).  (The SDK needs updating if you want Google Play Services support too).   Having to provide instructions on how to do this for GLB is a pain, so I was hoping that Gernot would do this as part of the next beta first.

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-28
Its might or still might work with sdk 2.2, but is worried about that to. Howover the few imported function did fine, but totally untested to I'm got mine.

Fivesprites, if you did succesfull update the sdk in glbasic, why not give that to Gernot?
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jun-28
I did update the SDK in GLB, yes.  It's easy enough to do, but does mean a lot more files (HUGE amount of disk space).  I was going to try to reduce this and then send through to Gernot.

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jun-28
look like im did finally succesfull too here today (updating both NDK and SDK to Api 14). Its tooke some time, but im dont think its easy for anyone, a lots of files need replacing and not anything. The main trouble was the Android.bat, which im still need the old version, but seen its dosent bother yet (xcopy issue).

The game did still work on my Samsung Tab2 (using Jeally Bean), but still need testing on a older device like HTC Desire (which have 2.3). If its works on that old device, then im say SDK updating to a least V4.0 would been pretty much safe, so we dont need two SDK's. That would sace a lots of disk space. Howover by now the best is simply adding a new console by now in the future beta 11 (and then eventuelly remove, if possible in the final v11).

This console do accept v4.0 SDK for full support, this because NDK do only support API 14, so there is no reason updating the SDK to a higher version (trought the build tools use a higher API).

Im stil want seperating tempprojects, so you can pick up, which you cant doing that. Its would been easier to implement OYUA. But its would been possible to support its in glbasic, even you might require a sdk/ndk update (if im can do that, then Gernot can too, im happy to send that later as well)....

There is still BUILD STAGE 2 issue as well and hanging after this:
Code (glbasic) Select

BUILD STAGE 2: Build DEBUG and install on device
   [subant] No sub-builds to iterate on
    [javac] Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m


but its a minor issues as all APK's do compile correctly me seen.

PS. monitor-x64_64 and monitor-x64 folders seen save to remove (which diddent contain in currect glbasic as well). That can shave a lots of MB.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-01
Im just got my Ouya from the postal today on those minuttes (with one joypad, so in firs version, its will onlt supports one joypad). its seen im will face one little problem:

If this game could been native supported with out AndroidExtras, then a new native call need to been used. That function should feed by the returned value to a new joypad and feed them with values. etc some like this:

onNativeTouch(JOYNAME$, JOYX, JOYY, JOYR, JOYL, JOYRZ, JOYZ)

and

onNativeButton(JOYNAME$, ButtonNr, Value)

Then im could deviver all inputs to those commands. Howover if not possible, a javacall need to been required in eachloop to get the buttons (via a function of course).

Im do think the touch senative could route as its was a mouse.

Howover in this week im setup this console and checkout how its does, so you will hear more than me. The joypad itsself does fell pretty nice. 

PS. Damn.... No EU ADB adapter plug (they uses a ADB adater, but only included the GB one, unlike HP Touchpad, which included both). So no test today.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-01
Hey space, congrats on the new hardware!
Let us know your impressions.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-01
Hi tanks, its was about 1-2 week faster than excepted. So im was a some surpriced about that :-D. Its really a smallest console im have got.

Howover im do first im need a UK -> EU prop adapter, so im need to tomorrow or thursday, before im can plug that one in and begin fiffle about that one.

Joypad do fell pretty nice as first impression, when have its on the hand. Its can fell a bit cheap, but its does the job, which is most important. So its more how its about with eventuelly lag as well the more important trackpad issue. Howover in Greedy Mouse, its trackpad could been use as a "look on the map" thing.

But im will post more about more impression, when im have powered it.
Title: Re: So, OUYA. Will YA?
Post by: Jonás Perusquía on 2013-Jul-03
Congratulations!!! I still haven't bought mine, but i surely will :)!
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
today im just got the power adapter, so im could test this console out. (EDITED TO SHORTING THE POST)

The first impression:
- Trackpad is somewhere imprecision and hence, so should not uses its as a mouse. So dont use trackpad for pointing for buttons, but using its as scrolling etc is ok for its use. Im think the trackpad is simply too seneative, but its can been usable in some games throught if used right.
- There was around 100ms input latacy in Giana Sisters HD when jumping (sometimes more). Its can been noticeable, and framerate is not that high here (around 16-20fps). Its can been the reason.
- Shadowrun played very nice, good framerate, but got heavy input lag some times. Not sure why, its can because the console was behind joypad and that why im holded the joypad. So its can been soft hardware or software issue yet (but did heard some Unity games do suffers here).
- Canabelt HD did not  have such of latacy or notiacle at all (im like you can use either button or analog to jump), here running in 60fps. Mightbeen some MS, but not very notiable.
- League of Evil seen did not suffer any input lag problem, dispite only running 30fps.

Lag issues like above is property why im allways uses wired joypads.... Im thinks have seen that before with other controllers as well. Howover the input lag issue seen is fixable, so how its perform with Glbasic, then im will checkout later this week. Im hope can do a once java call to get all inputs.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
ADB even not working on that one, despite its all installed correctly. So im can only do one thing: Reinstall Windows 7 compeltly before countinue with Android thing.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-03
Ok, I grabbed myself an Ouya today so expect some AndroidExtras updates soon!

Spacefractal - will work with you via e-mail to find best solution if you like :)

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
Currectly im are under reinstall Windows 7 due all those issues im have in month and later to much trouble with adb, which did not work anymore at all (mostly required by ouya to install, which im have not seen a APK installer yet). That take some time those days.

Im dont think Ouya is a really hard one. The hard one is property the inapp purchases (required for money), not the controller itself (its best to do one java call to retrive all inputs into a string and then "explode" that string in glbasic code in a function to prevents eventuelly lags).

Howover the main trouble its would been best to seperate this as a new template project, which is solely due inapp-purchase, which is different than Google Play using. So those are of course imcompatible (even using around same functions). That is same with Samsung Apps and Google Play license thing. So we should do a request to Gernot to possible to add new project templates to choice from.

So me thinks its should called "Ouya Android Extras".

Nice you get that console too  :good:

Just contact me, if you have any, and im happy to send to you. Im have also integrated ours with me with glbasic 11.414 (but still suffer about multi tasking issues) and sdk 4.0 (which im choiced to use here). We should send the wole Android folder you as well, if you want. Im did deleted few uneeded thing (the monitor one is not used).
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-03
Great first impressions space.

Heck, the fps and the control delays (100ms! heck! :O) seem a bit on the low. Probably some update from may fix it.
But it sounds as the console has a few critical issues right on release? Really strange, I would expect a bit more polish on that.

About the inapp purchase part. Is it still that all oyeah games must be freemium?
I´d wish I could release my game to that platform, but there is no way it could work with such cause of its design.

Anyways, great efforts guys! I am not much help when it comes to android and java, but let me know if I can help somehow.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-03
All games are free with IAP to purchase full version, so integration with OUYA IAP is a must.

Also, if you're considering selling apps then you have to fill in a form W8-BEN which is a pain in the proverbial! 

I've tried a few games (Fist of Awesome by one of my friends is brilliant) but I have to say, the controller is pretty ugh.  I plugged in a PS3 controller and once that synced I found it better to use but the latency is still there :(

The WiFi is also pretty bad - I keep getting disconnected for some unknown reason.

And I have no idea why, but when I connected the OUYA to my monitor it dropped down to a very low resolution!  Works great on the TV though.

Don't think I'll be able to play with it much tonight though as I have some PS Vita development work to do, but hopefully this weekend :)

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
Yes in have no idea what they want about w8-ben and why? Its can been a issue with its self and property need a contact. That part might prevent me selling the game. But let see. With samsung apps took also some attepts as well (even apple required a contact).

I'm use LAN here, due some general slowdown wifi internal (I'm have issues with mac as well in internal network).
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-03
Quote from: fivesprites on 2013-Jul-03
All games are free with IAP to purchase full version, so integration with OUYA IAP is a must.
...

Then this one game of mine won´t see the oyeah light. :puke:
It is the kind of stuff that can´t be demoed.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-03
That's a shame :(

To be honest, it's a challenge for me too, but I'm going to give it a go. We'll see I guess :)

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
Today after playing again, then... No latency issues this time and works near perfectly (trackpad not used).  Howover I'm did move my console top on speaker and have not blocked the line. It's still behind, due the room. So you might try move the console, if you have that issue. Weird.

A fun thing you can also plugin a wired Xbox controller and worked, but the game do must support the key input different.... Which is not 100% the same. Might even we should aware of that, and nice way to detect and checks two controllers.

Canabalt used credits as trail, and some games might use timers. So that might suit your game better?
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-03
Good ideas Space!

But even the timer could not work on my case. It is fast paced game with short more or less fixed time, at the most 5 minutes from start to end.
It is casual as canabalt and somehow point/story based.

Anything that I release, demo or time (let´s say 2min) will depreciate the experience and spoil the very little discovery you get. If I remove some stuff, the game looses its ability to be fun. So I´m pretty sure this is a no-go for the ouyah format.

But that is fine, maybe next game can fit those requirements and I can design with that (and demo) in mind. :good:
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-03
QuoteAlso, if you're considering selling apps then you have to fill in a form W8-BEN which is a pain in the proverbial!
If you've developed for webOS you've filled in a W8-BEN already. They aren't that problematic tbh - most sections don't actually apply unless you're living or employed in the US.

I do hope that Gernot can get OUYA and the IAP ready in the next update - it'd be great for all of us to get an early foot in the door and get our stuff out there and selling. :)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
You could tryout the canabalt model, here you have 5 tries each day, and a bonus one if you ran over 5000m. I'm thinks your game is some sort of a endless runner?

In Greedy Mouse I'm should go after "unlock genius/normal mode" and "unlock all levels".....

If gernot don't do ,  then me or five sprites do that :-). It's all java based, but sdk upgrade can take time to do that. It's possible without breaks glbasic itsself.

About w8-Ben, you mightbeen right :-).
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Jul-03
have you a glb sample running ?
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-03
Quote from: spacefractal on 2013-Jul-03
You could tryout the canabalt model, here you have 5 tries each day, and a bonus one if you ran over 5000m. I'm thinks your game is some sort of a endless runner?
...

Not quite an endless runner, it something you have to do your best on about 4min and stay alive while doing so. (up there I meant score, not point).
But this idea of yours could really work out! Excellent! A few tries per day with some bonuses.
The game itself is geared towards a few tries per day already, it is not the kind of game you would spend hours continuously(unless adicted  and pissed about it :P). It is coffee stuff.
It could do if I release a few tries :)

Thanks! :good:

And good luck on the oyua support, maybe gernot has that in mind? My guess is that it will depend on how advanced html support is (yeah how much more work is needed), android issues and also that he would have to have one oyeah console to try things out.

Let´s see it comes about! Super thanks again.

:offtopic:
Five sprites, what is it that you are developing on vita? Latest sony news show me they are heading towards better support indies+homebrew...got me curious.
That is c# I believe right? :(

Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-03
First at all, SDK 4.0 and NDK 4.0 is required. Its property NOT Works with SDK 2.2 at all. So Glbasic Android support need to upgraded to that! Howover me and five sprites seen have succesfull that upgrade to the android folder. Fivesprites might have used a higher version SDK, but im did choices SDK 4.0 and newsest NDK version this time (due NDK dosent support higher Api level anyway, howover SDK 4.1 could been used eventuelly).

Im also tested Greedy Mouse with SDK 4.0, and the game ran nice on both Tab2 (android 4.1) and Desire HD (Android 2.3). Howover there is some multi taskning issues, but its a differens one here. So its seen not breaks early device support in this time writing and hence its should run on Ouya to. Howover that must wait in few days after reinstall anything. With that in mind, its pretty much the same you doing with Ouya (when doing Advanced settings, you even see the stock Android interface), just with inapp purchases as well the controller support added on. Gernot could add that native in sdl java to sending data to the joy functions, or you just do one java call using AndroidExtras.

When me and Fivesprites got that to Work, im have no trouble to send the Whole Android folder with ouya support to Gernot, so he can include that to a beta (and hence using a upgraded SDK)....
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-04

Quote
:offtopic:
Five sprites, what is it that you are developing on vita? Latest sony news show me they are heading towards better support indies+homebrew...got me curious.
That is c# I believe right? :(

I'm a licensed Sony developer so have access to a Vita DevKit rather than the PlayStation Mobile (PSM).  The native stuff is all C++ and Cg for shaders.  It's quite neat, but pretty complicated at times.   Working with Rob Fearon to bring pretty lasers to the Vita :)   And yes, there's a lot of indie love surrounding Sony at present!

Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-04
Ha, it is the squid/octopus guy! Great, his lasers are really fun!

Now if you are saying ´complicated´ then I´m sure I would not be able to even hello world! :P
Let us know the outcomes. :good:

...but wait, C++? Then it could somehow work with GLB?
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-04
Yep, Mr squid himself :)  New game is called drm:one  :P

Not much hope of GLB with Vita as no SDL and far too much work involved :(

Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-04
Im have finally got Greedy Mouse to run, but its would not been perfectly at all.

- Texture size is limited to 2048x2048, but Greedy Mouse game using 4096x4096 texture for tiles for Retina. That mean, im cant use full details for this console and the tiles might require some upscaling. So the graphics is garbaged, but shown fine when map is zoomed out (which uses 2048x2048). So that is a texture limit issue.
- Keyhandler with glbasic() is very buggy. It seen its detect both KEYDOWN and KEYUP events as its was pressed down, while its should not do that! Im got also a lots of "Unknown Keycode XX" and that is not shown in the java SDL file.
- Analoge controls require some AndroidExtras code. So the glbasic keyhandler need to been removed and using AndroidExtras. Hopefiully that possible (if not Gernot fix that).

Howover at least the game did run and shown some Graphics.... there is still works to due, and its will NOT use FullHD Graphics, due texture limit. Howover since you will play on a big screen, im can use a little zoom when ouya is detected, than im would on a mobile.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-04
Can´t you split the tiles to fit the 2k res limit? like transform it into 4 2k sets for example?
Congrats on the deed! It is getting there. :good:
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-05
The game was not designed with texture split in mind and will require a lots of relocation work.

Howover I'm got medium details to work, which using 2048x2048 tiles texture with 25% upscaling (normally its around 40-50% in fullhd). In nativehd Im don't even zoom, so here you would see more area instead. That is prevent the game being too pixelated and will fully playable. That is possible due bigger screen, but would been too small on tables. Graphics now works.

I'm do need find java code tomorrow to detect max texture support, so it's can do that automatic on mobile. A little bug to fix. That to been added to androidextras and give that to five sprites.

Next project is get joypad input to work and glbasic not use that as a keyboard. I'm hope can override that.

Ps. Khama miwa would not suffer the texture limit issue.
Title: Re: So, OUYA. Will YA?
Post by: kanonet on 2013-Jul-05
Do you need Java to get the max. texture size? OpenGL in INLINE should do the job, something like glgetintegerv(gl_max_texture_size), should be easy to look it up in detail.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
Ok, I couldn't sleep last night so got up very early and built rudimentary support for the OUYA. 

I managed to get all of the controller buttons and joysticks working quite well.  I tried this in one of my own games and it worked nicely.

Hopefully this weekend I can tidy up and add IAP support.

I'm also going to put AndroidExtras onto GitHub so other people can contribute as I don't have much free time.

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-05
onNativeKeyDown() and onNativeKeyUp() om SDLActivity.java is quite buggy and not doing as they should. So im do need to comment them out and doing own input rutine throught ANDROIDEXTRAS instead to make sure ALL buttons can works, and its dosent get confuction about "Unknown Keys", cause some buttons not working currectly.

So Gernot, its would been pretty nice, if you could change your code in those two functions, so they ONLY devir keycodes directly to KEY() completly unchanged, or a least could do that with second argument (etc onNativeKeyDown(20, 1)) . Howover by now they can been used trought a javacall instead.

Using OnKeyDown() and onKeyUp() seen get inputs pretty nice. So its matter on time im get a java communication code to get keyevents instead.

Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
Yeah, the key processing via SDL is wonky.  I've implemented all of the controller buttons/sticks/analogue buttons within AndroidExtras and it works ok.
Title: Re: So, OUYA. Will YA?
Post by: Jonás Perusquía on 2013-Jul-05
That's nice fivesprites! :D
Keep up the good work :) also i will try to integrate IAP :)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-05
does ouya uses software or hardware accelerated?

Its look like its only uses software acceleration, due the paint() uses around 45ms() and only can render 10-15 fps, even im only use 2048x2048 upscaled textures..... strange.

Im did also got the controller to work, but have still not implemented Analog controller (which is simply due Greedy Mouse dont use that).
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
I've got most of the IAP code done but there is one big issue....

Once a user has purchased (upgraded) your game/app then every time you start your game, you either:

a) Check the purchase against the OUYA receipt (has to be done online so therefore this is an always-online requirement)

or

b) Store encrypted information on the OUYA (using the putData call).  You would have to do this yourself, and in your own format.  I've already added code to AndroidExtras to support the put/get calls and additional calls to get the unique console ID and game ID.  The problem with this approach though is that you have to be careful how you protect that data - and also, the OUYA data store does not guarantee your data will stay there - it can delete it if large or hasn't been used in a long while!

Apparently, the OUYA developers are looking to implement a local receipt cache; if the console can't go online to check for a receipt it will check the local cache instead. 

For now, I'm always checking for receipts on game startup.  You can disable this and check for your own via getData.  As soon as local cache is available then you shouldn't need to record data any more.

//Andy


Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
Quote from: spacefractal on 2013-Jul-05
does ouya uses software or hardware accelerated?

Its look like its only uses software acceleration, due the paint() uses around 45ms() and only can render 10-15 fps, even im only use 2048x2048 upscaled textures..... strange.


The OUYA is hardware accelerated.  I'm getting a solid 60fps (1920x1080 on 42" screen) so far, but my texture atlases are 1024x1024 - they're simple textures so no need for high definition! :)

https://dl.dropboxusercontent.com/u/32204670/getaway_ss1.png

I'm also working on an editor:

https://dl.dropboxusercontent.com/u/32204670/alphaed.png

which also ran brilliantly on the OUYA - even when I enabled hundreds of effects and had them animated :)

//Andy
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-05
Great work you guys are pulling! :good:  :nw:

Quote from: spacefractal on 2013-Jul-05
...
Im did also got the controller to work, but have still not implemented Analog controller (which is simply due Greedy Mouse dont use that).

For map scrolling maybe? like you said before with the touch pad?
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
Grrr.... wanted to test this IAP stuff but I need to submit the form w-8ben.  Can't do that without an EIN number and I can't get that as the IRS office is closed (something to do with a USA public holiday) ;)

Sorry chaps - will release the updated AndroidExtras next week with the OUYA support.  It has full controller support and, hopefully, fully working IAP :D

//Andy


Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-05
Take your time five! maybe time for a nap now? :-[

I say it because I managed 2h bad sleep today, but I did not manage such great feats...all I did was draw a few monkey sprites :(
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-05
Fivesprite, do you use POLYVECTORS or draw directly? The game is still slow here and im uses a lots of POLYVECTOS here for the tilesdraw (up to 3 layers). Howover im do think im do have done a better frameskip meassure.

Im might do map scroll thing with the analogue thing, but first at all, im want the game in the playable state.

Im wish there was a NativeHD, which could have draw the whole thing about 50% faster, and then its would been 25-30fps playable. The console dont support 4096x4096 anyway, so as you upscaling using one or other way dont matter.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
I'm using a single start/endpoly for one full frame, with a LOT of polyvectors in-between (3 layers).  I scale the polyvector params according to the resolution.

I do not use createscreen/usescreen as that has really bad performance issues.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-05
deleted a post to avoid hijack (moved to the bug section).

Im do have some strange polyvectors issue, but its seen its was Windows only. Im got bettter control over framerate skips (before its was insane slowdowns), and im needed to zoom abit more in, and set framerate cap to 25fps (Greedy Mouse was designed with 30fps in mind). Then the game have been playable on OUYA. This is a puzzle game, so a lower framerate is actuelly ok. Still its could been better and see other ways im can optimize it (im removed a lots of LEN(). Then im can also update the regular android version as well after that. This console is a good reference for that kind.

Howover im do cant avoid upscaling for fullud, due 2048x2048 limit.

Howver the icon size seen also a bit different on this console.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
Very strange how you're getting such poor performance.  I just sideloaded the android port (without any changes) to the ouya and it ran perfectly.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
btw - icon size:

The application image that is shown in the launcher is embedded inside of the APK itself. The expected file is in res/drawable-xhdpi/ouya_icon.png and the image size must be 732x412 for games or 412x412 for apps.

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-05
because Greedy Mouse uses more tiles than your game (as im saw in the screenshots, which look pretty nice :-D) and a lots of transparency (which take bandwidth too) and using different texture tiles (floor, tiles, mouse, score is all seperated).

Howover the game is now in playable state right now without insane slowdows, and the new frameskips meassure perform better (im have set to 25fps, which is normal for medium graphics details, since Ouya cant use use full graphics details anyway, due missing 4096x4096 support). Bear in mind, Greedy Mouse did also ran 30fps on all Apple devices (except 4s and 5), due the massive graphics used in this game. Karma Miwa howover should run 60fps.

Im also only use SDK 4.0, not SDK 4.1, which can been quite different, which im should try later (which is easy do that).

Do you need some files from me, or did you doing your self (etc you can get the newst sdl im uses).

Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-05
I think I'm ok for the SDK at the moment - all updated.  As soon as I've finished the IAP and tested it I'll pass the code to you to try.  Would also welcome any additions too :)

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-06
one thing when im use API 16 (im have both API 14 and API 16 installed). If im uses API 16, im got this output:

    [javac] Note: Some input files use or override a deprecated API.
    [javac] Note: Recompile with -Xlint:deprecation for details.

Not sure im should add that argument, so im can see which deprecated API that is (API 14 is fine)?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-06
Just some footage from the game on Ouya.....
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-06
Cool :D
Title: Re: So, OUYA. Will YA?
Post by: MrTAToad on 2013-Jul-06
So GLBasic works fine with the Ouya then ?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-06
With API 14 and API 16, yes, but have not tried with the older ndk and sdk. Joypad is checked trought java calls and that works nice.
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Jul-07
 :offtopic:found this on the ouya forum 





it looks like a lot of fun for me

:offtopic:
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-07
That does indeed look fun!  :good:
Title: Re: So, OUYA. Will YA?
Post by: mentalthink on 2013-Jul-07
Jeje I read in someplace an interview about this game,, It's done whit Unity, corious because it's only 2D...
Really the graphics and very very nice.... and the idea it's good.

The good thing is then OUYA can sell casual games, I think only sell complex game, I look few games, and for do this kind of game you need a medium Studio.

Title: Re: So, OUYA. Will YA?
Post by: MrTAToad on 2013-Jul-07
The main problem is actually getting an Ouya!
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-07
Hehe. Im brougt mine from amazon.co.uk and then an gb to eu power adapter.

It's really a nice console.
Title: Re: So, OUYA. Will YA?
Post by: Jonás Perusquía on 2013-Jul-08
Hey spacefractal, hoe did you resize your game's graphics? :) im curious
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-08
the game have tre kind of textures to do various screensize (1024, 2048 and 4096 texture). 4096 is only using in full details and up, but ouya diddent support it, so it's use medium details, which uses 2048 texture, which mean its upscaling tiles a a bit.

Also mostly I'm uses polyvectors for scaling as well using zoom sprites commads a lots. No offscreen used, which would fall perforcement by half in that game. The game uses quite much graphics and layers.

Its also detect a scaling factor in startup from that texture size its gonna to use.
Title: Re: So, OUYA. Will YA?
Post by: Jonás Perusquía on 2013-Jul-08
Thanks :D i thought that you had a box for everything in your game and scaled as required, (to mantain proportional scaling).
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-08
im just detect width of the screen and doing some division how many tiles its should shown and uses that as scaling factor. Howover its variered from platform to platform on that detection (etc on android its zoom abit more in than iOS does). So the game was designed with any resoulutions in mind. howover only recentely the game can been upscaled from the medium graphics as well. Its can been avoid on this console.

Its a nice console and fun to play on a bigger screen. Im hope this console get some sort of succes. its got better release than most other im saw (example GameGadget, which failed very much on launch).

When ouya stuff works, then im thinks its should been pretty easy to port to other android consoles with minimum effort.
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Jul-10
got one ! need a how to run glb proggys
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-10
that coming soon :-D. The reason is im are currectly implement a inapp way for Greedy Mouse. You can now virtually get items in windows version and seen calls the dummy methods currect, so its soon to get that to work for the OUYA part.

By now you should upgrade glbasic sdk so its uses api-14 and/or api-16 which is explainded in the bonus section. So look there for that. Im have included the java communication in c++ part, so only the templateproj is required when done to been downloaded.

fivesprite should post addidations to the ANDROIDEXTRAS for full controller support (im have still not got it to test, but its ok to put it directly to the ANDROIDEXTRAS section for other to enjoy :-D.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-11
today, done with inapp purchasese in the virtual way on Windows and calls seen ok, so in this weekend im seing getting inapp purchase working (if not fivesprites do that before me, hehe). When that is done, im will look how google play inapp works.
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-11
Excellent news. Good luck  :good:
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-17
im are still on the w8 ben issue, so im cant go future right now about inapp purchase, while rest work. Anyway its a its a bit hot weather here, and have not do very much latectly here with programmering work. So im have delayed the game as well doing other ting in the summer period. Howover im will back soon again and do the OUYA job finished (if not fivesprite release that for me, he have done that too, so do that).

So, glbasic can run on OUYA, just with some modification to the SDK (which im have posted in the bonus section) and ANDROIDEXTRAS installed. OUYA uses API-16, but API-14 is pretty fine.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-17
Nice, space, enjoy the sun.
The joystick is also working fine I guess?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-17
as fivesprites and me have pointed, joypad works fine, and fivesprite also implemented inapp purchases (which im cant look on right now).

Howover you cant use glbasic own key handler with KEYS(), which cause only half of them works and a lots of "unknown Key" accour in logcat. Instead im did my own java keyhander in SDLActicity.java, and then send all pressed/unpressed keys back by using a single javacall (except those analoge controls, but they are pity easy to been done), which hold a 256 chars long string. Im thinks that would even works for Xperia Play (which caused a similar issue).

This is what im did and works fine. Since Fivesprite have made his own, he might have do a different way.

Im hope he send that soon to me, so im can test the differents out and then upload them to ANDROIDEXTRAS, even API-14+ would been required.

Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-17
I've been so overloaded with work and trying to find time for Vita development that I've just not had time to test the OUYA code.  Controller is fully supported (including the analogue triggers and sticks), but I've not tested inapp purchasing at all.

I'm hoping to get some free time this weekend and will push out an update to AndroidExtras - even if it's just the controller support for now.

//Andy
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-18
im can first test the inapp thing when im a day done for the w8 crap. Im have sendt a support mail, without got a answear (and im have currectly no printer as well). Howover you could just do that part without inapp for the first version, so glbasic games can been tested on that. etc if you mail that,then im could look for the different from your and mine code, then im can release that after test.
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Jul-18
Come on , i cant wait ! ;)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-19
Today.

Back to work on the controller thing on OYUA. Im just also get all controller buttons to work in java sdl, both digital and analogue.

Also im got a issue where the digital and left joypad controller sendt same KeyEvent code key, but im also found a way to prevent that (checking using KeyScanCode()).

Now im just need the java call part in glbasic, so its can been used in glbasic.

Also im dedicated try doing the generic motion way using he id Google Document prefer doing when doing onGenericMotionEvent(). Its seen this joypad have implemented that correct. So importing tv.ouya.console.api.OuyaController was not even required.
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Jul-20
create a ouya only game , make a kickstarter for and get double money !
see ouya.tv.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-20
for thoses in US and Canada only as aware, so im cant do that.

The controller is now works inside the game (all buttons seen works now). Even im use the generic onGenericMotionEvent(MotionEvent event) callback without using Ouya ODK, but a least SDK api-12 will been required. With that in mind, its cannot work with standard glbasic, which uses api-8, so you need to upgrade the sdk in glbasic first (which im have did that in the bonus section).

Im will prepere it to been used for the current ANDROIDEXTRAS in one of the follow day and release that. Here is the glbasic code part (output will been -1000 to 1000 integer, not a float, due im not trust floats when strings is used for converts):

Code (glbasic) Select

FUNCTION ControllerAndroid: Command$, Argument=0
STATIC ANDROIDKEYS$=""
STATIC ANDROIDJOY$=""

// this require before invoking keys, example after a SHOWSCREEN or in your controller code.
SELECT Command$

CASE "Update"
ANDROIDKEYS$=CallJava$("getKeys")
ANDROIDJOY$=RIGHT$(ANDROIDKEYS$, LEN(ANDROIDKEYS$)-255)
// ANDROIDKEYS$=LEFT$(ANDROIDKEYS$, 255)
// keyCode from a key, just like KEYS()
CASE "KeyCode"
LOCAL Keys$=MID$(ANDROIDKEYS$, Argument, 1)
RETURN Keys$
CASE "JoyLeftX"
RETURN HtmlTag$(ANDROIDJOY$, "JLX")
CASE "JoyLeftY"
RETURN HtmlTag$(ANDROIDJOY$, "JLY")
CASE "JoyRightX"
RETURN HtmlTag$(ANDROIDJOY$, "JRX")
CASE "JoyRightY"
RETURN HtmlTag$(ANDROIDJOY$, "JRY")
CASE "LeftTrigger"
RETURN HtmlTag$(ANDROIDJOY$, "LT")
CASE "RightTrigger"
RETURN HtmlTag$(ANDROIDJOY$, "RT")
ENDSELECT
ENDFUNCTION
FUNCTION HtmlTag$: Line$, Tag$
LOCAL cmd$, tag$, name$, value$
FOR i=1 TO 10
cmd$=StringField$(Line$, i, " ")
cmd$=REPLACE$(cmd$, CHR$(34), "")
cmd$=REPLACE$(cmd$, "<", "")
cmd$=REPLACE$(cmd$, ">", "")
IF cmd$="" THEN RETURN
name$=StringField$(cmd$, 1, "=")
IF name$=Tag$
name$=StringField$(cmd$, 2, "=")
IF RIGHT$(name$,1)="/"
name$=LEFT$(name$,LEN(name$)-1)
ENDIF
RETURN name$
ENDIF
NEXT
ENDFUNCTION


The first version will only supports one player (all controllers is threated just like one controller). This code should also works with various other controllers as well (example on Xperia Play, none tested).
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-20
Exellent work. Thankyou for sharing all this with us (even if we don't own an OUYA (yet?))
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-20
The Ouya controller input now works great with all buttons as well the trackpad.

The Wired Xbox controller did im not the must luck with. While the device can work with digital inputs, the left stick and the digital stick send the same keycode in KeyDown event, which im cant seperated (unlike its was possible with Ouya).

Also support for Xperia Play is mostly done too (with missing touchpad events, but when its possible to loan that one from a friend, its would been very easy done).
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-21
Im have just began to rewrite the controller code again. Even its supports ouya nicely, the supporting rest of the android controllers can been nightmare in the current form.

Instead im now write a java game controller class with multiply controller user as well possible auto remap known controllers as well unknown controllers (throught remapping).

This page is the main reason doing that:
http://docs.nvidia.com/tegra/data/How_To_Support_Android_Game_Controllers.html#Controller_Config_Screen
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-22
This take some longer time as excepted because im dedicated doing a general Android game controller support for api-12, and pointing mouse events from api-10 (hence SDK 4.0+ is required with backward support library, android-support-v4.jar in the templeteproj/libs folder).

So im are going doing a new GameControllers.java with some code added to SDLActivity.java.

Any known controllers will been auto remapped in the class, without require any code in glbasic (by now only OUYA Game Controllers).

Those devices, that need remapping, will hopefully been done dirctly in java when a new unknown controller is detected (can only been detected when its is on move or a key pressed, not when plugged in). Howover you do will need one simple java call (in the game init) to tell which buttons that is used in the game.

Im have still not done that part yet.

Also multiplayer will been supported too (require thier own usb based device, not keyevents only).

when that is done im will create a new thread in the code snippet with the whole templateproj folder.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-22
Great news on that front Space! Congratulations!

I have some multiplayer game ideas, and even one I coded in the past.
They are pretty much 4 player´s kind of game(same machine), and I would not know how to push this to an android device.

It looks like what you are doing could solve this.

The number of announced TV-CONSOLE/HANDHELD-ANDROIDS are going up quite fast.

Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-23
Interesting stuff about devs going oyeah:
http://indiegames.com/2013/07/the_ouya_experience_what_game_.html#more
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-23
Early devs are starting to talk sales too - http://www.develop-online.net/news/44898/Ouya-developers-disclose-sales-data
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-23
new joypad code still all working again and mutltiplayer part seen can been works in that way it does, even untested. Now remapping for unknown deviceds missing as well inapp purchase. Howover remapping is not important for OYUA really.

Yes we mightbeen to late, but the console is still very new and there is still not that many games, so we dont got drown.

Hopefully im finish my controller code so much as im can, so im will release that on 1. aug (with or without inapp) with full projecttemp download (but without required android ndk/sdk 4.0 or v4.1 upgrade).

Greedy Mouse run nicely now and fully playable, after im got a few FPS gain by using direct instr scanning to finding the button code (big stringfield can cause the thing to been to slow, if there is 30-40 events to been parsed). Also im will remap the game, so you actuelly can play the whole game with one hand with OUYA joypad (using analog control and both trigges as alternative control).

Still no update on the w8-ben issue (im dont have that damn printer, but hopefully can got it printed in few days).

But of course many of us might want to relaease some free game to that console.....
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-24
Oh no, I don´t believe we are late. There is still some time to get to the 'new' wagon.
This might prove to be an excellent side platform sale wise.

There is one dev there that uses the 1 play free per day model you commented before.
This might fit my game.

Sales don´t quite seem bad either, considering most of those devs have their games on other platforms.
Title: Re: So, OUYA. Will YA?
Post by: Marmor on 2013-Jul-24
Never to late ..

Cant wait ...
Gimme da code !

;)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-24
remapping for new pads with digital buttons seen just works now. Now im need do a way for the analoge buttons and sticks.

Howover there is property a bug in the OUYA Generic Xbox USB driver (im uses a Xbox controller from GameStop), which mean the Xbox dpad will NOT work at all, if you want to use the left analog controller with analog input. Nothing im can due here.

The reason is both controller Events was sent as a SOURCE_JOYSTICK event, while the Left JPad should have sent an SOURCE_DPAD event instead, but its dosent do that. The OUYA controller is of course implemented that correct as well PS3 should do the same (still not tested).
Title: Re: So, OUYA. Will YA?
Post by: MrTAToad on 2013-Jul-24
Sounds like it would be something good to support - although I suspect Gernot is going to be too busy at the moment to add another platform...
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-25
Agreed mr. T . But we see young days for the oyhea. And such being android, it may not be that hard as, like let´s say, GCW0.
Gernot might come to have time for it later.
Not that I can help much on the way of ouyeah/android :(, but it does look promising.

Chaps are doing a great job on this thread. I really wish to see the first GLB game going on it and very successful.

Space, how is Greedy Mouse doing? Still handling that w8 stuff or is that now achieved?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-25
I'm still not possible printing out With w8 issue. So inapp not looked on the (here would been nice f five sprites could send me code on that part).

Greedy Mouse run nice with nice framerate now and look nice, even tiles texture required upscaling (due limit of texture support, wich auto detect now). With that in mind I'm should update to google play too, but my htc desire hd got water dead, so need get a another android 2.3 device (I'm want to sure the game still works on a least api-9). Property a little htc wildfire-s.

Howover I'm do still doing finish off the new remappable controller code with some bits missing (showing message in game and possible remap analog controls). Even the previous ouya controller code was working, I'm was not apply with the unflexable code.

I'm hope the game out somewhere in aug month.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-25
Great to hear Space!

Too bad about the w8 stuff :( .
Maybe Five comes around to the rescue on the in app part and helps. :good:

Your htc got water dead? Like it fell on the toylet? =D Jokes aside, I´m sorry to hear, my last phone I sent to trash by mistake. :'(

Even though, keep it up, I have great hopes that Greedy Mouse will be the first GLB game to sport there! :good:
I also hope the samsung model is getting you some good bucks!

Cheers!
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-25
its ended its screen life (rest seen still works nice) in a washing machine, oops. Its was a nice phone and a good profile. So nothing wrong with the phone its self.

Im still hope im release Greedy Mouse in the aug for OUYA. Howover im will not hold the controller code for my self when its done.

Title: Re: So, OUYA. Will YA?
Post by: Albert on 2013-Jul-25
Wow, I've OUYA too, but not enough spare time to develop for it.

I've only tried some old build of my games, and they was slow and 90° rotated. See more here: https://www.facebook.com/photo.php?fbid=629559680389575&set=pb.187718021240412.-2207520000.1374758350.&type=3&theater

Hey FIVE: https://dl.dropboxusercontent.com/u/32204670/alphaed.png that is a nice little thing. This is my Immediate Mode GUI?
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Jul-25
That rotation thing with Android is a right PITA. Hope you get it fixed and working soon :)
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-25
the orientation is a old issue, which never got fixed (when using a fixed orientation, its works nice with "sensor" in manifest). But with ANDROIDEXTRAS, this code can been used to fix it:

Code (JAVA) Select

// === GET ORIENTATION ===
if (tokens[0].equals("getOrientation"))
{ Display display = ((WindowManager) mSingleton.getSystemService(WINDOW_SERVICE)).getDefaultDisplay();
screenOrientation = display.getOrientation();
mSingleton.result=Integer.toString(screenOrientation);
return mSingleton.result;
}


Code (glbasic) Select

LOCAL orentation=CallJava$("getOrientation")
SETORIENTATION orentation


Im thinks the code is allready in the codesnippits On ANDROIDEXTRAS. Also tthere is NO standard orientation value, whuch is why you need to call display.getOrientation(), which tell which orientation value its currectly is on. Its have works fine on all devices.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-25
Hey Albert, how much slower did it go?
Space also reported some slow down on his game.

It is a game you already have on android going full speed, right?

I mean, ouya seems to be as powerfull as a note II. Why the slow down then?
Could it be the full hd resolution?
Title: Re: So, OUYA. Will YA?
Post by: Albert on 2013-Jul-25
I think this is because of the HD resolution. But I dunno, because it is a very old build of the game, maybe some debug feature remained in and make a lot of logging in the background...
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-25
It's a fill rate issue with high resoulution. Is done fine with 3d, but have lower perforcement with 2d. Alpha can been a issue too (which is used lots in greedy mouse). you should also not use offscreen for render, which can slowdown even more with heavy 2d graphics.

Howover my game is now fully playable after I'm fixed the slow string field issue when checking inputs. It's still do slowdown sometime, but not very noticeable at all.

The orientation issue you have can been fixed by the above code.
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-25
Quote from: Albert on 2013-Jul-25

Hey FIVE: https://dl.dropboxusercontent.com/u/32204670/alphaed.png that is a nice little thing. This is my Immediate Mode GUI?

Hi Albert

Yes! Apologies, I should have stated that it was your GUI code - which works fantastically well by the way :)
Title: Re: So, OUYA. Will YA?
Post by: fivesprites on 2013-Jul-25
Sorry chaps - I've been so busy with work/life and Sony stuff that I've not had the time to devote to this.  I will continue and post a release as soon as I find a few spare minutes.

Spacefractal - sorry to hear about your phone!  Hope you don't put the OUYA in the washing machine ;)

//Andy
Title: Re: So, OUYA. Will YA?
Post by: Albert on 2013-Jul-25
Quote from: fivesprites on 2013-Jul-25
Yes! Apologies, I should have stated that it was your GUI code - which works fantastically well by the way :)

I'm glad you find it useful, no need to state anything, just use it.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-25
hehe, fivesprites  =D.

im just got some surprices about the x-box controller:
- Left Dpad suddently got remapped in Greedy Mouse, when im got the motion code remapping to work. Its was mapped to AXIS_HAT_X and AXIS_HAT_Y events!
- Triggers also uses full value from -1 to 1, instead of 0 to 1 (which OUYA does) with AXIS_Z and axis AXIS_RZ. Im have processed them to use 0-1 when using a x-box controller.

EDIT:
so its cant been more important to detect both keyevents as well motionevents when remapping thing on Android. Only triggers can been a issue im need to work more about it, but its does work if x-box controller detected.

Howover now im can do a auto remap profile for OUYA controllers as well x-box controllers, and remapping can been done for others controllers.

The last thing after that, then its should save its values on some how. Glbasic have never touched any keys under remapping (other as you just need to shown 2 lines of a message to the user, which can happens any time). Buts also its may been a good idea to have a option to let user remap the device again.

Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-28
FiveSprite have updated Android Extras to 1.2 Beta in his post with primary OUYA controller code im made in this week. Its still in work, but even missing polising (as wrote in the annonce), its fully playable and usable. Inapp still missing.

Here is the post:
http://www.glbasic.com/forum/index.php?topic=9166.msg79936;boardseen#new

Future post about the Game Controller code will been in this post to avoid too much clutter in this thread, which can been eventhing about OUYA:
http://www.glbasic.com/forum/index.php?topic=9362.0
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-28
A question:

So Ouyea needs the game to be F2P. Does it have to be on the same code? I mean, lets suppose I release one free to play and if player like it they go to the store and buy the full version. Is that possible? like 2 independent programs? ...or does it have to be on one?
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Jul-28
yes F2P is required. You download the game and play it, until you got a "pay wall". There is no seperate shop to get the full version. Hence its still not finished, but im do cant work on inapp right now, even im want that.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Jul-28
Thanks for clarifying it space.

EDIT: I will add this one article here too:
http://www.gamasutra.com/view/news/197084/73_percent_of_Ouya_owners_havent_bought_a_thing.php
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Aug-05
Today im also got Karma Miwa to Work on OUYA. Look like im have some optimizing on the mountain to avoid overdraw on the sizes.

As its are now, the game have selected medium graphics (which removes one mountian and the cheat antialasing) and running 24fps in fullHD.

Dispite that, the game do fully playable nearly out of the box.

Mightbeen a compressed texture format should perform better than full rgb png?

Ps. The indoor scene ran full 30fps in medium. I'm do have some thing to try for the outdoor scene for hopefully get 30fps.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Aug-12
Tip to switch to 720p surface mode:

Do this in SDLActivity.Java and replace Public SDLSurface(Context context) with this:

Code (glbasic) Select

    // Startup   
    public SDLSurface(Context context) {
        super(context);
        getHolder().addCallback(this);

        if (android.os.Build.MODEL.contains("OUYA")) getHolder().setFixedSize(1280, 720);

        setFocusable(true);
        setFocusableInTouchMode(true);
        requestFocus();
        setOnTouchListener(this);   
        mSensorManager = (SensorManager)context.getSystemService("sensor"); 
        mWidth = 1.0f;
        mHeight = 1.0f;
    }


PS. Surpriced im could set the resolution whatever im wanted. Its just scaling the created surface to the output resolution. So im hope im can get SETSCREEN javacall to work, but for now, no success.
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Sep-07
finally im have just uploadet Genius Greedy Mouse to Ouya folks for review. T

That mean im got inapp purchases to works on that too, so im will combine those to your other to uses in tomorrow or in the next week. There is some compliced code yes, but should been pretty understandable how the thing uses.

Now its time go after Google Play with inapp purchases, the last missing thing.

The game have been choiced to run at 720p surface (could change that in java, so OUYA upscaling its self to 1080p, which is MUCH faster than doing internal code), so the game now run very good. That mean its uses 2048 textures instead of the incompatible 4096 texture at well.
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Sep-07
Great news Space! :enc:

You must be the very first Ouya GLB dev!
Let us know how that scores. Congratulations! :good: :good:
Title: Re: So, OUYA. Will YA?
Post by: MrTAToad on 2013-Sep-07
Dont forget to mention it's made with GLBasic!
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Sep-07
Congrats and good luck with Genius Greedy Mouse  :booze:
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Sep-11
the game is now publised on OUYA, howover its still missing on the ouya.tv list, but im thinks its just matter of time after publish. Also im came to take screenshots from medium details graphics settings instead of full, because its ran fine with full details after using the 720p surface.

The feedback im got was:
"Awesome game with an amazing art style. Thanks for your submission!"
Title: Re: So, OUYA. Will YA?
Post by: erico on 2013-Sep-11
IT IS an amazing art style and an amazing code style!!
I can´t wait to see the news on this front! :-*
Title: Re: So, OUYA. Will YA?
Post by: mentalthink on 2013-Sep-11
In the next Update all this work, comes added?¿... I think the work of spacefractal it's a bit complex, more easy whit only a button  :P :-[
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Sep-11
im hope Gernot will implemement most, if not all those stuff into the next glbasic update, so its will been easier to integreate (etc the updated sdk and include ANDROIDEXTRAS).

When he do that, then OUYA would been pretty much out of the box in glbasic (even the gamecontrollers require retrieve from functions instead of commands).
Title: Re: So, OUYA. Will YA?
Post by: spacefractal on 2013-Sep-16
(http://dl.dropboxusercontent.com/u/3236515/GreedyMouse/GreedyMouseScreens/ouya/greedymouse-ouya.jpg)

yes  =D.

Im hope im got all those to the ANDROIDEXTRAS and in the STOREKIT implemation. Its seen all works. No im need get Google Play inapp to works. here its all java thing.
Title: Re: So, OUYA. Will YA?
Post by: Ian Price on 2013-Sep-16
Excellent. The start of many more great things to come  :good: