OUYA Game Competition killscreendaily

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Post » Thu Jan 24, 2013 5:17 am

@jayderyu - ah alrighty. Let's hope Cocoon get onto it soon ^^
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Post » Thu Jan 24, 2013 12:38 pm

@jayderyu

I'm glad I could help and "thanks" is all I need, no need to share.

GOOD LUCK!!!
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Post » Thu Jan 24, 2013 4:14 pm

[QUOTE=Tobye] @jayderyu - ah alrighty. Let's hope Cocoon get onto it soon ^^[/QUOTE]

Ludie has mentioned they/he will look into it, but the/he doesn't have an Ouya. This leads to very good odds that it will have to wait until the platform is released and then we may see a patch a month or so after that. Unless of course some other person with the budget can afford to send a model to him :D   that isn't me. If I one however, it would be :D

But yes. I'm looking forward for CocoonJS to be compatible. I had heard from I think rfisher or humel1 that they had a performance of 30-40 with phone gap. As I understand phonegap is considered to have very poor game perfrmance. With CoocoonJS newer canvas mode I think we have very descent odds to get good run time performance. i don't think it's going to be massive performance allowing 1000 or so objects, but 200-300 would be awesome for me :)
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Post » Thu Jan 24, 2013 5:36 pm

@jayderyu

@Ashley has a Ouya. I'm hoping that he can give ludie the information to make Cocoonjs a option for the Ouya. From what I can see it would be adding "<category android:name="ouya.intent.category.GAME"/>" in the intent-filter in the manifest. Also adding in the Java/Javascript to make the controllers work which there are examples in the ODK. Before I release my game I'm going to make a Phonegap plugin for the Ouya Controllers instead of using the arrow keys and enter.rfisher2013-01-24 17:37:01
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