Update on OUYA Development (ODK)

Discussion and feedback on Construct 2

Post » Sat Nov 17, 2012 9:23 pm

The Biggest problem if ODK has no javascript functions to integrate with OUYA Operative System, we might be doomed.
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Post » Sat Nov 17, 2012 9:46 pm

Ouya jobs page is also looking for people proficient in JavaScript and AJAX. I think Ouya will be trying to support it.
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Post » Sun Nov 18, 2012 6:12 am

[QUOTE=IsometricRobot] Ouya jobs page is also looking for people proficient in JavaScript and AJAX. I think Ouya will be trying to support it.[/QUOTE]

It looks like front-end job, there no way to make API using javascript to integrate HTML5 games using canvas and webGL.

If OUYA doesn't care about HTML5, only for Java. Will become another like Apple. A bad company for developers.
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Post » Sun Nov 18, 2012 8:48 am

--"I wholeheartedly disagree with the assessment that the Ouya will be a flop."--
yes, I love discussions. They are insightful. I do this not to change your mind, but to only express the ideas and topics about Ouya. I hope they will bring out much thought on the subject :)

--"There is a market for retro games. "--
I agree. However I feel that this strength applies to mostly portable gaming. Some retro games that aren't portable succeed due to a neglected fan base. Mega Man as an example. Ouya is not directed as a retro machine. That's the indie community mostly and I admit that Ouya is aiming for the small business/indie community.

--"Major companies have already signed on to develop games for Ouya or re-release classics. Bandai, Square Enix, Konami, and more"--
This is inappropriate statement. These companies are already working for support for Android OS. Once the game is on the Android the rest only comes down to adjusting for the controller and the resolution. Also I want to express that these companies are notoriously bad for keeping to there intended support. Just ask Nintendo fans. "Company X announces support for the N64/GC/Wii" months down the road "console [nintendo] does not have [feature] and we will not be continuing"

So there you go. Support is for Android and that doesn't mean solid support for the Ouya. It also doesn't mean Ouya/Android will be seeing the companies AAA games, but instead old ports.

--"The Ouya is in the hardware manufacturing business. They will send a console and in 5 to 10 years likely release another if they system does will or die out. "--
ummm. yes/no and somewhere in the middle. Ouya is a platform of hardware and software. We have no idea what kind of machine longevity the Ouya will be based on. let's take into account that the machine will be the cheapest console on the market at $99(US I assume). Most console launch at the 250+ range. Also Ouya as you point out is based on the mobile device technology.

The Tegra started out in 2008 and has four iterations. That's one iteration per year. Mobile devices are keeping up. This year the release of the Tegra 3, so 2013 will Tegra 3 mainstream year and the release of the Tegra 4. We may see a slowdown on the Tegra chips, but it's unlikely as it's a new underdeveloped area.

In five more years the Ouya will be outdated by four chips and the relative power it brings. Mobile devices don't live by console years and the Ouya who's software is based on the mobile developers(ios/android) can't run on the same console life cycle. The ouya is a middle between mobile technology in a console grounds. I don't see good things as games made for Tegra 7 will not run on a Tegra 3.

--"Their development costs will likely be lower than most phone manufacturers."--
I agree with this. I also believe that the $99 is it's greatest strength. This means it's easier to pay the cost of $100 yearly rather than paying 300$ every five+ years. I know it sounds odd, but let me explain. it's easier to pay $10 out of the pocket monthly than it is pay $100 as whole sum. it's just human spending behavior vs budgetary expenses. MMO's make more money at $15 a month rather than 60$ for 6 months. even though the 6 month package is only 10$ a month. It just comes down to budget hits. $15 a month is less noticeable than $60

I feel that this is the Ouya strength. A yearly or bi-yearly console where software upgrades. it's easier to swallow the price than $250+ a year. So hear I agree very much.

--"On top of that you get a high res output for android games. "--
Funny enough... actually no. The "mass" market really doesn't care about HD. As long as the graphics are good by style. WoW used a lower poly count than EQ2. WoW styled towards a colourful fantasy environment where as EQ2 wanted a more real look. And game after game style is way more important. Heck let's be honest. We are using C2 a 2D engine. Even the earlier comment on "retro" gaming backs this up. it's not about HD it's about good games with effective graphical style.


Again. I want Ouya to succeed, but I believe that it's a console bridge which is betting on lofty ideals. I still want one and I hope for the best. But I don't see this product succeeding based on a mass consumer need. Most of it's Kickstarter success really seems to be from the developers community rather than gamers.


I'm not trying to disaude you. I think you brought up some interesting points regarding the Ouya and I would like to hear more and possibly see a counter examination on what I wrote :) and what I may have missed.

PS. I really dislike the editor that scirra used. Most others will handle inserting the tags based when you highlight and tag it. this one inserts the tag at the end of the document :(
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Post » Wed Jan 02, 2013 1:01 am

My OUYA console is with the local courier atm so hoping to test performance/support of construct2 on it tonight

EDIT: have run gotten my project running on OUYA but unfortunately cannot get gamepad buttons to map, although the dpad works for directional movement.
Effect heavy scenes may also have bad framerates due to the lack of webGLmattcoles2013-01-02 14:07:39
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Post » Sat Jan 05, 2013 10:09 am

woot, yay someone with an Ouya to start testing :D

1st. There is no WebGL for Android devices as of yet :( And maybe not so much in the future.

2nd. Can you tell us what a blank screen FPS is? ( ie nothing)

3rd. Tell us what your game FPS is at.

4th. All Controller capability that is working and not working.And does it support multiple controllers.

5th. Are you using CocoonJS or stock browser? If not is there away to get CocoonJS version up and running.

6th. Not having the primary buttons is a serious killer for making games :(
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Post » Mon Jan 07, 2013 12:20 pm

I also got my Ouya, but have no idea how to put games on it! @mattcoles, could you please give me a step-by-step?
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Post » Mon Jan 07, 2013 1:33 pm

@Tobye

All i did was put the APK file on my website and then with the browser i downloaded to the OUYA. I then went to dev->software->downloads in the menu and selected the APK. At this point it installs and when you go back to the software menu your app is there.
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Post » Mon Jan 07, 2013 1:41 pm

Thanks @rfisher! I'm looking forward to doing some testing.
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Post » Mon Jan 07, 2013 2:04 pm

@Tobye

For me, my game is working great with the OUYA. I'm using phonegap since the ability to make a controller plugin is what i need. I don't think Cocoonjs allows this, but i never looked.

Currently the OUYA only recognizes Left, Right, Up, Down, and Return from the controller for HTML5 games. To use all of the buttons and to allow multiple controllers at once, a phonegap plugin is needed.
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