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      <title>General Development - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 06:22:17 +0000</pubDate>
         <description>General Development - OUYA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="http://forums.ouya.tv/categories/general-development/p10/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>So, whens the next Ouya developer hangout?</title>
      <link>http://forums.ouya.tv/discussion/2199/so-whens-the-next-ouya-developer-hangout</link>
      <pubDate>Wed, 24 Jul 2013 23:32:28 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mercenary-games</dc:creator>
      <guid isPermaLink="false">2199@/discussions</guid>
      <description><![CDATA[Just curious if devs in this forum do this kind of thing.]]></description>
   </item>
   <item>
      <title>Can we publish games that are still in demo form?</title>
      <link>http://forums.ouya.tv/discussion/1797/can-we-publish-games-that-are-still-in-demo-form</link>
      <pubDate>Sat, 29 Jun 2013 00:12:49 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>SpacialPumpkin</dc:creator>
      <guid isPermaLink="false">1797@/discussions</guid>
      <description><![CDATA[Hi, I am wondering if we are allowed to publish a free demo of our game early before our games full release?]]></description>
   </item>
   <item>
      <title>Why doesn't "Take Bug Report" work ?</title>
      <link>http://forums.ouya.tv/discussion/2192/why-doesnt-take-bug-report-work</link>
      <pubDate>Wed, 24 Jul 2013 17:49:55 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>cippyboy</dc:creator>
      <guid isPermaLink="false">2192@/discussions</guid>
      <description><![CDATA[I waited for at least 5 minutes, nothing happens. I know it takes like 30 seconds on my Galaxy Nexus to fetch the entire log and then compose an e-mail with the text, but I'm wondering if this even works on the Ouya since it doesn't have an e-mail client installed ?<br /><br />Another thing is that I can't connect it to my PC for debugging, only to transfer files. I tried most things but I can't get the ADB debug interface to be recognized on my Windows 8 x64. I know I had the exact same problem with a Nexus 7 so it might be a Tegra 3 issue. My apps are crashing violently on the OUYA and now I have no idea why, just great :| .<br /><br />EDIT: I installed MX Log Collector which doesn't collect much of anything, and DroidMail which works as a mail client but "take bug report" still doesn't show me the send mail dialog. If anyone knows how to get the full device log, please do tell...<br />]]></description>
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   <item>
      <title>beginning ouya developer</title>
      <link>http://forums.ouya.tv/discussion/2125/beginning-ouya-developer</link>
      <pubDate>Fri, 19 Jul 2013 09:49:44 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>bow2me26</dc:creator>
      <guid isPermaLink="false">2125@/discussions</guid>
      <description><![CDATA[I have done some coding in the past on slackware. ubuntu , as well as a little for windows mainly stuff to help with admin work . I am interested in developing games for the ouya . And I would like to know where to get started . What languages will i need to know what apis , What would be some good software tools to use such as different 3d engines and so on . And any good tutorials or references someone could provide would be most appreciated . Also can anyone tell me what hardware is in the ouya as well as where i can get a copy of the os that runs the ouya . Im not referring to the android os im talking about the entire os with the ouya interface and everything . So i can modify or upgrade the system later on or perhaps even recreate it if for some reason something happens to the ouya project and i need to develop it on my own . I know this post has several questions and im sure many of them have been asked in other places but im trying to get a quick reference to the important stuff i made need to work with the ouya . &nbsp;Any and all help would be most appreciated . Im sorry if this post is an annoyance to anyone im just trying to get a list of all the stuff i need quickly so i can start developing games .&nbsp;]]></description>
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      <title>Can't install. In-Queue -&gt; Downloading -&gt; In-Queue, like forever</title>
      <link>http://forums.ouya.tv/discussion/2175/cant-install-in-queue-downloading-in-queue-like-forever</link>
      <pubDate>Tue, 23 Jul 2013 09:13:14 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>WPG</dc:creator>
      <guid isPermaLink="false">2175@/discussions</guid>
      <description><![CDATA[<div>When installing from the make-&gt;builds section I get in this loop.</div>Worked fine yesterday, but not anymore.<div><br /></div><div>The only change I can think of is that I did a new ouya_icon.png. But changing it back won't help.<div><br /></div><div>Any ideas? Happened to someone else?</div><div><br /></div></div>]]></description>
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   <item>
      <title>Free to Play limit???</title>
      <link>http://forums.ouya.tv/discussion/2187/free-to-play-limit</link>
      <pubDate>Wed, 24 Jul 2013 00:25:13 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Stop4SanityGames</dc:creator>
      <guid isPermaLink="false">2187@/discussions</guid>
      <description><![CDATA[I would like to port one of my games over to the Ouya, but I had a question.<div><br /></div><div>Right now my game is not free on the Android and it looks like I am required to make this free on Ouya. Does Ouya set a time limit for the user to play before he has to buy or does Ouya require the user to be able to play it forever for free?</div><div><br /></div><div>If that is the case can I limit the free version unless you buy the full version?</div>]]></description>
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   <item>
      <title>OUYA development requires Java?</title>
      <link>http://forums.ouya.tv/discussion/2154/ouya-development-requires-java</link>
      <pubDate>Sun, 21 Jul 2013 23:10:21 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>maspeir</dc:creator>
      <guid isPermaLink="false">2154@/discussions</guid>
      <description><![CDATA[I have never done any Android development. I downloaded the OUYA SDK and noticed that it was full of Java files and no C/C++ files. I do not know Java and have absolutely no interest in learning Java.<div><br /></div><div>If I want to develop a game for the OUYA, I must learn Java?</div>]]></description>
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   <item>
      <title>Getting FlashDevelop to import the GameInput Class</title>
      <link>http://forums.ouya.tv/discussion/2156/getting-flashdevelop-to-import-the-gameinput-class</link>
      <pubDate>Mon, 22 Jul 2013 00:41:12 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Volcanic-Penguin</dc:creator>
      <guid isPermaLink="false">2156@/discussions</guid>
      <description><![CDATA[Yo!&nbsp;<div><br /></div><div>So I'm using Flash Pro CS6 and coding in FlashDevelop. I've downloaded the AIR 3.8 SDK &amp; Compiler, and I've made it so that Flash Pro CS6 can export to AIR 3.8. FlashDevelop however doesn't recognize it, when I type in..<br /><br />import flash.ui.GameInput;<br /><br />..GameInput doesn't turn blue as it should so I'm coding in the dark. How do I get FlashDevelop to recognize the GameInput Class? Also I'm not sure what the classpath is to flash.ui..<br /><br />Thanks for any help!&nbsp;</div>]]></description>
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      <title>xpost : The Ouya NDK Deployment Guide : Visual Studio 2010 with debugging and breakpoints!</title>
      <link>http://forums.ouya.tv/discussion/2092/xpost-the-ouya-ndk-deployment-guide-visual-studio-2010-with-debugging-and-breakpoints</link>
      <pubDate>Thu, 18 Jul 2013 02:05:39 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mercenary-games</dc:creator>
      <guid isPermaLink="false">2092@/discussions</guid>
      <description><![CDATA[<div><b><i>Credits to <a rel="nofollow" href="http://forums.ouya.tv/profile/2018/rumplestilzken">rumplestilzken</a>&nbsp;and <a rel="nofollow" href="http://forums.ouya.tv/profile/508/Shush">Shush</a>, as primary sources for many aspects for this guides NDK setup. Original post <a rel="nofollow" href="http://forums.ouya.tv/discussion/2081/the-ouya-ndk-deployment-guide-visual-studio-2010-and-debugging-breakpoints#latest">here</a>.</i><br /><br />PURPOSE<br /><br /></b></div><b>This is a bootstrapping guide to get you setup with an Ouya developer environment Windows 7, using Visual Studio 2010. This setup will list down everything you need to do the following</b><div><br /></div><div>1. Setup the entire Ouya Toolchain<br />2. Setup the Ouya Toolchain with Android NDK (Vanilla or CrystaX versions)<br />3. Setup a debugging environment with Visual Studio 2010<br />4. Create an entry point project, using the Android NDK samples.<br />5. Create an environment that compiles C and C++ code, using the Ouya Toolchain.<br /><div><br /></div><div>Why build this guide? &nbsp;Simply put; <b>there is not enough documentation on the Ouya SDK + NDK integration.</b>&nbsp;I've been flying blind while setting up the Ouya developer environment, and this document should save some time for other devs.<br /></div><div><br />As more people start using NDK + Ouya SDK, and more documentation comes into this discussion, I will be expanding it to a full fledged guide, from the setup, to building and debugging. &nbsp;Please keep in mind that these are only preliminary steps, and this effort is still ongoing.<br /><br /><b><br /></b><div><b>PREREQUISITES</b><div><br />Visual Studio 2010&nbsp;<br /><div>Android NDK <a rel="nofollow" href="http://developer.android.com/tools/sdk/ndk/index.html">Vanilla Version</a> (32 bit)</div><div>Android NDK <a rel="nofollow" href="http://www.crystax.net/en/android/ndk">CrystaX Version</a>&nbsp;(32 bit)</div><div>Android SDK Bundle (32 bit)</div><div><a rel="nofollow" href="https://code.google.com/p/vs-android/">vs-android</a></div><div><br /></div><div><i>Please be advised, I am using 32 bit versions of the Android NDK, SDK bundle, and also a 32bit version of the Java SDK/JRE. I have encountered blockers and undefined behavior while using the 64 bit versions, especially with vs-android (<a rel="nofollow" href="https://code.google.com/p/vs-android/wiki/Troubleshooting#Do_you_really_want_the_x64_JDK?">related note here</a>, and <a rel="nofollow" href="http://stackoverflow.com/a/8783215">here</a>). I can only confirm this process with 32bit, and have not dealt with 64bit variants.</i></div><div><br /><b><br /></b></div><div><b><br /></b></div><div><b><br /></b></div><div><b>SETUP</b></div><div><b><br /></b></div><div>1. You must properly install and setup the <a rel="nofollow" href="https://devs.ouya.tv/developers/docs/setup">Ouya SDK and tools</a> (everything needed for Windows7)<br />2. You must satisfy <a rel="nofollow" href="https://code.google.com/p/vs-android/wiki/Installation">all of vs-androids installation requirements</a>. This should be nearly identical to the Ouya setup, except you have to setup PATH variables. (a simple guide to getting all environment variables setup <a rel="nofollow" href="http://www.opifexentertainment.com/Blog/Post/TheAndroidNDK">here</a>)</div><div>3. When installing an NDK, choose between CrystaX or the Vanilla NDK version, and apply your windows PATH variable accordingly. &nbsp;There's a bit of a trick to get gdb/gdbserver working through the Ouya, and this trick will be needed if you are using CrystaX version of the NDK.<br /></div><div><br /></div><div><b><br /></b></div><div><b>HELLO SAN ANGELES<br /><br />(quick warning, you might crash visual studio 2010 if you open any XML files associated with San Angeles inside visual studio itself, try to open them with notepad++ instead)</b></div></div></div><div><b><br /></b></div>And now the moment of truth; building an APK, loading it to the Ouya.&nbsp;<br /><br />1. First, download vs-android-samples from <a rel="nofollow" href="https://code.google.com/p/vs-android/downloads/detail?name=vs-android_samples.zip">here</a>.&nbsp;<br /><br /><div>2. Afterwards, open the "san angeles" project in visual studio.<br /><br /><div>3 .Edit san-angeles\AndroidApk\AndroidManifest.xml by adding these XML variables:<br /><br /></div><div>&gt;</div><div><blockquote><div>&nbsp; &nbsp; &lt;application android:label="@string/app_name"&nbsp;</div></blockquote></div><div>		&nbsp; &nbsp; &nbsp; &nbsp;android:debuggable="true"&gt;</div></div><div>&nbsp; &nbsp; &nbsp; &nbsp; &lt;activity android:name=".DemoActivity"</div></div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; android:label="@string/app_name"</div></div><div>		&nbsp;&nbsp;android:screenOrientation="landscape"&gt;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;intent-filter&gt;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;action android:name="android.intent.action.MAIN" /&gt;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;category android:name="android.intent.category.LAUNCHER" /&gt;</div><div>		&lt;category android:name="tv.ouya.intent.category.GAME"/&gt;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;/intent-filter&gt;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &lt;/activity&gt;</div><div>&nbsp; &nbsp; &lt;/application&gt;</div><div><br /></div><div>4. Edit san-angeles\AndroidApk\project.properties, and set&nbsp;<br />	# Project target.&nbsp;</div><div>	target=android-16<br /><br />5.&nbsp;(make sure you have the Ouya attached and properly identified before proceeding). With the connected Ouya,&nbsp;"Build Solution" on visual studio 2010. &nbsp; Output window on Visual Studio should also show adb.exe loading your APK to the Ouya device.<br /><br />6. &nbsp;You should have a San Angeles "Demo Activity" installed on your Ouya device. &nbsp;Keep in mind that it does not have proper "shutdown" procedures, and will act weird once the demo ends. &nbsp;It is best to redeploy the APK if you want to re-run the program. &nbsp;Otherwise, this marks your first entry point for developing C and C++ applications with the Android NDK!<br /></div><div><br /></div><div><div><br /><b>DEBUGGING WITH VISUALGDB<br /></b><br />So far, this is how I got Visual Studio working with a breakpoint/stacktrace gdb environment. &nbsp;Download and install <a rel="nofollow" href="http://visualgdb.com/">VisualGDB</a> after you've setup your toolchain, and made an entrypoint with the san-angeles project. Be advised that VisualGDB is commercial software, and is closed source.<br /><br />Close all Visual Studio 2010 instances before installing VisualGDB.<br /><br /><b>*IF YOU ARE USING CRYSTAX VERSION OF THE NDK, YOU MUST DO THE FOLLOWING STEP*</b></div></div><div><b>1.find all&nbsp;</b><b>arm-linux-androideabi-gdb.exe files, these can be located in ANDROID_NDK_ROOT/toolchains/arm-linux-androideabi-* folders. &nbsp;</b></div><div><b>2. Delete these files, or move them away from the directory (place them in another folder if you wanna keep em)</b></div><div><b>3. Download the Vanilla Android NDK, and copy arm-linux-androideabi* .exe files to replace CrystaX version of gdb.</b><br /><b>(Reasons for this, CrystaX version crashes when trying to interface with VisualGDB, and the vanilla android variant does not. &nbsp;A simple swap allowed me to debug)</b><br /><br />Using Visual Studio 2010, you should be able to place breakpoints on C and C++ code. &nbsp;</div><div><br /></div><div>To use GDB and breakpoints &gt;&nbsp;<br /><br />0. Apply some breakpoint to any part of the C/C++ code, and then "Rebuild Solution"<br />1. Android &gt; Debug Android App<br />2. VisualGDB should launch the APK on Ouya, and call gdbserver/gdb<br />3. A wild breakpoint appears!<br /><br />More to come.</div>]]></description>
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   <item>
      <title>PS3 + 360 remote images</title>
      <link>http://forums.ouya.tv/discussion/2172/ps3-360-remote-images</link>
      <pubDate>Tue, 23 Jul 2013 04:31:47 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Azamos</dc:creator>
      <guid isPermaLink="false">2172@/discussions</guid>
      <description><![CDATA[Does anyone know the rule about if it is considered OK to show images of PS3 and/or 360 remotes in your game/app? Or can you at least say the name of the detected remote type without worrying about copyright?]]></description>
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      <title>In-App purchases (IAP) and securing offline game play</title>
      <link>http://forums.ouya.tv/discussion/2171/in-app-purchases-iap-and-securing-offline-game-play</link>
      <pubDate>Mon, 22 Jul 2013 20:17:39 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Bubblezap</dc:creator>
      <guid isPermaLink="false">2171@/discussions</guid>
      <description><![CDATA[<div>Decoding a requestReceipts() response looks like the following<br /></div><div><br /></div><div>public void onSuccess(String receiptResponse) {</div><div>&nbsp; &nbsp;JSONObject response = new JSONObject(receiptResponse);</div><div>&nbsp; &nbsp;receipts = helper.decryptReceiptResponse(response, Config.getInstance().publicKey);</div><div><div>&nbsp; &nbsp;for (Receipt r : receipts) {</div><div>&nbsp; &nbsp; &nbsp; // Validate the game was purchased</div><div>&nbsp; &nbsp;}</div><div>}</div><div><br /></div><div>For offline game play it would be advantageous to save the String 'recieptResponse' in a local file which could be loaded and passed to the decriptReceiptResponse() when network connectivity is unavailable. Together with the public key provided this provides decent protection against pirates modifying the local file. However if the receipts response does not tie the receipts to a particular user or console then simply copying the local file to another ouya console would allow anyone with the file full access to the game without payment.</div></div><div><br /></div><div>Does the&nbsp;requestReceipts() response include user specific information and does decriptReceiptResponse() validate the response data is only valid for the currently logged in ouya user or console?<br /></div>]]></description>
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      <title>"Discover" game page with Youtube video integration</title>
      <link>http://forums.ouya.tv/discussion/2157/discover-game-page-with-youtube-video-integration</link>
      <pubDate>Mon, 22 Jul 2013 01:13:07 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mercenary-games</dc:creator>
      <guid isPermaLink="false">2157@/discussions</guid>
      <description><![CDATA[I actually thought that video support was somehow integrated in the game pages (while navigating the "discover" browser)<br /><br />I have yet to see a game page that has both screen shots and game play videos.<br /><br />Is there support for video integration? &nbsp;Is this in the works, or, are there parts of the ODK that need some more exploration?<br /><br /><br />]]></description>
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      <title>What is the recommended resolution to work in?</title>
      <link>http://forums.ouya.tv/discussion/2166/what-is-the-recommended-resolution-to-work-in</link>
      <pubDate>Mon, 22 Jul 2013 13:47:59 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>GravityGames</dc:creator>
      <guid isPermaLink="false">2166@/discussions</guid>
      <description><![CDATA[Hello, I'm taking a break from my main programming project, and I'm making my game for 7dRTS on the Ouya. Before I get started though, I wanted to know what the recommended resolution is to make the game look its best on all televisions. Should I make the game's resolution 720p or 1020p? Granted, it doesn't really matter as much considering the game will probably be pixel art, but the knowledge will be very important for my future projects.]]></description>
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      <title>How many simultaneous controllers does OUYA support?</title>
      <link>http://forums.ouya.tv/discussion/2164/how-many-simultaneous-controllers-does-ouya-support</link>
      <pubDate>Mon, 22 Jul 2013 08:13:32 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>frarees</dc:creator>
      <guid isPermaLink="false">2164@/discussions</guid>
      <description><![CDATA[I've read that somewhere that its max is 4, but as I saw 11 configurable controllers on the Unity ODK I got a little confused.&nbsp;<div><br /></div><div>Can I get more than 4 players playing simultaneously?</div><div><br /></div><div>Thanks!</div>]]></description>
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      <title>Games show up under play instead of make?</title>
      <link>http://forums.ouya.tv/discussion/2148/games-show-up-under-play-instead-of-make</link>
      <pubDate>Sun, 21 Jul 2013 18:57:37 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>GravityGames</dc:creator>
      <guid isPermaLink="false">2148@/discussions</guid>
      <description><![CDATA[Hi, I was wondering how I get games that I've made under the "Builds" section of "Make", instead of under the "Play" section. Is that what the builds section is even for (that's what I assumed...)? I can still test them under Play, but its more convenient to have my beta apps in a separate section.]]></description>
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      <title>Game keeps crashing at a certain point without explanation</title>
      <link>http://forums.ouya.tv/discussion/2142/game-keeps-crashing-at-a-certain-point-without-explanation</link>
      <pubDate>Sun, 21 Jul 2013 01:09:03 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Deejay</dc:creator>
      <guid isPermaLink="false">2142@/discussions</guid>
      <description><![CDATA[<div>First off, I'm sorry if this question is too general but I really need a hand. I made a Galaxian clone for android to experiment with the libGdx library. It runs just fine both on PC and Android. I then ported it to OUYA and it seemed to run fine, up until the point where all of the enemy ships have lined up and they start dropping, when it crashes and get me back to the games menu.</div><div><br /></div><div>I tried pretty much all I could think of to fix it but to no avail. I was hoping someone could look into it and maybe tell me what's wrong with my code and/or setup.</div><div><br /></div><div>Here's the APK : <a href="http://www.melloland.com/misc/galaxian-ouya.apk" target="_blank" rel="nofollow">http://www.melloland.com/misc/galaxian-ouya.apk</a></div><div>And here's the source : <a href="http://www.melloland.com/misc/galaxian-test.rar" target="_blank" rel="nofollow">http://www.melloland.com/misc/galaxian-test.rar</a></div><div><br /></div><div>I'd be grateful if you could help me out. Thanks!</div>]]></description>
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      <title>ogre3d</title>
      <link>http://forums.ouya.tv/discussion/2152/ogre3d</link>
      <pubDate>Sun, 21 Jul 2013 21:48:34 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>gamingjoes1</dc:creator>
      <guid isPermaLink="false">2152@/discussions</guid>
      <description><![CDATA[Does ogre3D compatible with ouya i just wanna know <br />]]></description>
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      <title>Can I release my game without changes onto OUYA ?</title>
      <link>http://forums.ouya.tv/discussion/1828/can-i-release-my-game-without-changes-onto-ouya</link>
      <pubDate>Sun, 30 Jun 2013 14:52:44 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>SimonT</dc:creator>
      <guid isPermaLink="false">1828@/discussions</guid>
      <description><![CDATA[I have various Android Games ( all OpenGL ) I have developed over the years and released. Do I have to do anything to them to release on OUYA or do I need to re-write them ? ( please tell me I don't have to re-write them )<div><br /></div>]]></description>
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      <title>Link to app in store</title>
      <link>http://forums.ouya.tv/discussion/2138/link-to-app-in-store</link>
      <pubDate>Sat, 20 Jul 2013 15:07:22 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>JohnGaby</dc:creator>
      <guid isPermaLink="false">2138@/discussions</guid>
      <description><![CDATA[Is there an intent that I can use that will bring up a specific app in the store?<div><br /></div><div>Thanks.</div>]]></description>
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      <title>Cleanly shutting down audio</title>
      <link>http://forums.ouya.tv/discussion/2137/cleanly-shutting-down-audio</link>
      <pubDate>Sat, 20 Jul 2013 14:43:16 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>caou</dc:creator>
      <guid isPermaLink="false">2137@/discussions</guid>
      <description><![CDATA[As explained in the docs (<a rel="nofollow" href="https://devs.ouya.tv/developers/docs/setup">https://devs.ouya.tv/developers/docs/setup</a>) sound should be turned off when quitting and OUYA game.<br /><br />Unfortunately I could not quite understand how to implement that code, and it does not appear on the app sample included in the SDK.<br /><br />Could anyone point me to a implementation of that piece of code:<br /><br /><pre>public class MyBroadcastReceiver extends BroadcastReceiver {
    <a rel="nofollow" href="/profile/Override">@Override</a>
    public void onReceive(Context context, Intent intent) {
        if(intent.getAction().equals(OuyaIntent.ACTION_MENUAPPEARING)) {
            //pause music, free up resources, etc.
        }
    }
}<br /><br />thanks!<br /></pre><br />]]></description>
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   <item>
      <title>Ouya launcher sounds</title>
      <link>http://forums.ouya.tv/discussion/2108/ouya-launcher-sounds</link>
      <pubDate>Thu, 18 Jul 2013 16:14:43 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>FREEZXX</dc:creator>
      <guid isPermaLink="false">2108@/discussions</guid>
      <description><![CDATA[Hi, i would like to ask for the sounds that are used in the ouya launcher so i can use them in my game in order to make a UI that feels very close to ouya itself, and i'm also developing a menu system for unity that can be ouya found here:<br /><div><a rel="nofollow" href="http://forums.ouya.tv/discussion/2090/">http://forums.ouya.tv/discussion/2090/</a><br /></div><div><br /></div><div>tl;dr; Need launcher sounds/sfx</div><div><br /></div><div><br /></div>]]></description>
   </item>
   <item>
      <title>Getting user input through the keyboard on Ouya?</title>
      <link>http://forums.ouya.tv/discussion/2131/getting-user-input-through-the-keyboard-on-ouya</link>
      <pubDate>Fri, 19 Jul 2013 19:53:24 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>HiroLord</dc:creator>
      <guid isPermaLink="false">2131@/discussions</guid>
      <description><![CDATA[I am relatively new to Android, not so new to Java.<div><br /></div><div>I know in android apps you can create an EditText and use this to get Soft Keyboard input on an app. However, as I am using a game, I am not using most of these android-specific options, like EditText. I was wondering how I could manually bring up the Ouya soft keyboard and get input from it - for example, for someone to give me their name. I program in Java on eclipse.</div><div><br /></div><div>Any help would be greatly appreciated!</div>]]></description>
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   <item>
      <title>HeyZap</title>
      <link>http://forums.ouya.tv/discussion/2116/heyzap</link>
      <pubDate>Thu, 18 Jul 2013 22:30:27 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>SinisterSoft</dc:creator>
      <guid isPermaLink="false">2116@/discussions</guid>
      <description><![CDATA[I was thinking about using HeyZap to do a leaderboard and achievements in my game.<div><br /></div><div>Is this allowed, would Ouya have any problem with this?</div>]]></description>
   </item>
   <item>
      <title>Logcat wirelessly without rooting?</title>
      <link>http://forums.ouya.tv/discussion/2096/logcat-wirelessly-without-rooting</link>
      <pubDate>Thu, 18 Jul 2013 08:02:20 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>chuck</dc:creator>
      <guid isPermaLink="false">2096@/discussions</guid>
      <description><![CDATA[In my setup, it's a annoyance to always have my MacBook Pro hooked up to my Ouya. Plus, most of the time, my Mac won't even recognize the device when I run "adb devices". Hs anyone figured out a way to run Logcat on the Ouya without having a wire connected. I tried using AirDroid, but it said I had to have root access on my Android device for it to work. :(

Maybe I should just root my Ouya...]]></description>
   </item>
   <item>
      <title>File.Open with MonoGame</title>
      <link>http://forums.ouya.tv/discussion/2121/file-open-with-monogame</link>
      <pubDate>Fri, 19 Jul 2013 05:19:51 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>FunInfusedGames</dc:creator>
      <guid isPermaLink="false">2121@/discussions</guid>
      <description><![CDATA[I'm having trouble opening a file stream when running my MonoGame project on the Ouya. I suspect I just don't know the correct file structure I should be using...<br /><br />StreamReader levelFileStream;<br />levelFileStream = File.OpenText("Content//Levels//level1.txt");<br /><br />The file is in my project in the Content then Levels directory. I've tried the Build Action as Content and AndroidAsset and set copy to output directory to "Copy if newer".<br /><br />Any ideas what I'm doing wrong? <br />]]></description>
   </item>
   <item>
      <title>Use the Ouya as Git Repo!</title>
      <link>http://forums.ouya.tv/discussion/2097/use-the-ouya-as-git-repo</link>
      <pubDate>Thu, 18 Jul 2013 08:12:43 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mercenary-games</dc:creator>
      <guid isPermaLink="false">2097@/discussions</guid>
      <description><![CDATA[<a rel="nofollow" href="http://forum.xda-developers.com/showthread.php?t=1870470">http://forum.xda-developers.com/showthread.php?t=1870470</a><br /><br />There's an app called "Gidder", currently beta on the google play store.<br /><br />I managed to get it installed and running on the Ouya itself (trivial, adb install gidder.apk).<br /><br />Anyway, I'm thinking of adding a small git repo to the Ouya itself, and will be using it as a local git server (I might use it as a primary, since Github is being a pain with large file uploads)<br /><br />Anyway, I hope someone finds this useful<br /><br />Oh, and the APK itself, you can find <a rel="nofollow" href="http://www.mediafire.com/download/b2k793lp1l6lwvl/net.antoniy.gidder.beta-1.apk">here.</a>]]></description>
   </item>
   <item>
      <title>Testing Game Maker: Studio build on OUYA</title>
      <link>http://forums.ouya.tv/discussion/1688/testing-game-maker-studio-build-on-ouya</link>
      <pubDate>Tue, 25 Jun 2013 04:06:59 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>theSchap</dc:creator>
      <guid isPermaLink="false">1688@/discussions</guid>
      <description><![CDATA[I am finding it especially hard to find answers to my following questions. I have just attributed it to the fact that it's such a trivial concept it's not talked about. I have always worked on the art side of projects, so I am completely clueless when it comes to setting up a development environment.<div><br /></div><div>First off, I have gone though all the OUYA setup procedures and it looks like I am successfulling building the examples for use with Eclipse.</div><div><br /></div><div><a rel="nofollow" href="https://devs.ouya.tv/developers/docs/setup">https://devs.ouya.tv/developers/docs/setup</a><br /></div><div><br /></div><div>Second I have gone through all the setup instructions for using Game Maker:</div><div><br /></div><div><a rel="nofollow" href="http://wiki.yoyogames.com/index.php/GameMaker:Studio_Settings_for_Android">http://wiki.yoyogames.com/index.php/GameMaker:Studio_Settings_for_Android</a><br /></div><div><a rel="nofollow" href="http://gmc.yoyogames.com/index.php?showtopic=570978">http://gmc.yoyogames.com/index.php?showtopic=570978</a><br /></div><div><br /></div><div>Now my questions:</div><div><br /></div><div>Setting Game Maker: Studio up to build for android requires a lot more sdks than mentioned in the OUYA documentation. It also requires &nbsp;the Java JDK. Is all of this necessary?</div><div><br /></div><div>Can I view the APK through the OUYA on my computer, or do I have to transfer it via USB stick or something to display it on my TV?</div><div><br /></div><div>Any help and direction would be greatly appreciated. I'm very new to a lot of this setup stuff, and I don't really know what I'm doing, or all the terminology.</div><div><br /></div><div>Thanks!</div><div><br /></div><div><br /></div>]]></description>
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   <item>
      <title>Capture Double Press Ouya Button</title>
      <link>http://forums.ouya.tv/discussion/2075/capture-double-press-ouya-button</link>
      <pubDate>Tue, 16 Jul 2013 16:45:21 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>rumplestilzken</dc:creator>
      <guid isPermaLink="false">2075@/discussions</guid>
      <description><![CDATA[Hey guys, any way to capture the double press of the ouya button?<div><br /></div><div>AND or ADK either way, i would like to override this functionality at some point, maybe a are you sure you would like to exit message or something.&nbsp;</div>]]></description>
   </item>
   <item>
      <title>APK verification error: undefined method `attributes' for nil:NilClass</title>
      <link>http://forums.ouya.tv/discussion/1544/apk-verification-error-undefined-method-attributes-for-nil-nilclass</link>
      <pubDate>Sat, 08 Jun 2013 23:58:45 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>IQpierce</dc:creator>
      <guid isPermaLink="false">1544@/discussions</guid>
      <description><![CDATA[Hey,<br /><br />I'm trying to submit my APK. The game is a port of a Flash game (Bennett Foddy's "Get On Top"), made with Adobe AIR Mobile for Android.<br /><br />I get this error from the APK verification process:<br />undefined method `attributes' for nil:NilClass<br /><br />I did some googling and this looks more like a Ruby error than an APK-related error. Can the Ouya staff shed any light on this error?]]></description>
   </item>
   <item>
      <title>Ouya, not just for games?</title>
      <link>http://forums.ouya.tv/discussion/2048/ouya-not-just-for-games</link>
      <pubDate>Sun, 14 Jul 2013 12:09:56 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Rhoobarb</dc:creator>
      <guid isPermaLink="false">2048@/discussions</guid>
      <description><![CDATA[Hi guys, I'm a early stages learning developer and I was looking at developing some multimedia applications, things like storybooks, online video players, game reviews, etc.<br /><br />The Ouya is focused on games, but would multimedia apps be considered for the store?<br />Or am I just looking at sideloading only?<br />]]></description>
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