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      <title>General Development - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 06:39:43 +0000</pubDate>
         <description>General Development - OUYA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="http://forums.ouya.tv/categories/general-development/p11/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>authentication validation problem, or factory reset problem?</title>
      <link>http://forums.ouya.tv/discussion/2080/authentication-validation-problem-or-factory-reset-problem</link>
      <pubDate>Tue, 16 Jul 2013 20:26:33 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>azaqiel</dc:creator>
      <guid isPermaLink="false">2080@/discussions</guid>
      <description><![CDATA[<div><div>I purchased Super GNES, then did something with the game (see below), and now Super GNES is telling me to purchase again. I contacted the developers of Super GNES about this, and got this response:</div></div><div><div><br /></div><div>"You're going to have to talk to Ouya about that. We rely on their authentication to validate your purchase. Very sorry!"</div></div><div><div><br /></div><div>this something I did was either uninstall the game or do a factory reset. I cannot remember which. in either case, my authentication details should have not changed, and I 100% know that I sign in with the same e-mail and username.</div></div><div><br /></div><div>so is this a bug that can be fixed? is it a bug? is there any way around buying it again?</div>]]></description>
   </item>
   <item>
      <title>Modo 48 Hour Sale</title>
      <link>http://forums.ouya.tv/discussion/2077/modo-48-hour-sale</link>
      <pubDate>Tue, 16 Jul 2013 18:04:11 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>tgraupmann</dc:creator>
      <guid isPermaLink="false">2077@/discussions</guid>
      <description><![CDATA[Don't miss out on the 48-hour Modo sale. You'll find heavily discounted software, training, and kits!<div><br /><div>

<img src="http://www.luxology.com/article/img/splash/aabfb4cb5917aab2819ec029a588256c.jpg" alt="image" />

<div><br /></div><div><a href="http://www.luxology.com/news/2013/07/modo-48-hour-sale" target="_blank" rel="nofollow">http://www.luxology.com/news/2013/07/modo-48-hour-sale</a><br /></div><div><br /></div><div>Scripting/Programming is only part of making games. Be sure to give some love to your artists!</div><div><br /></div><div>(Modo is my preferred Modeling program.)</div></div></div>]]></description>
   </item>
   <item>
      <title>OUYA Button Graphics in Vector Format</title>
      <link>http://forums.ouya.tv/discussion/2066/ouya-button-graphics-in-vector-format</link>
      <pubDate>Tue, 16 Jul 2013 04:29:48 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>jThei</dc:creator>
      <guid isPermaLink="false">2066@/discussions</guid>
      <description><![CDATA[I am doing a lot of front end design/development for a utility app in PhoneGap and I didn't like messing with the provided PNGs in Illustrator, so I went ahead and recreated all the official OUYA buttons in a vector format.<div><br /></div><div>I'm sure they were originally created in a vector program anyways, but I couldn't track down that file so I just scribbled some circles myself.</div><div><br /></div><div>All 27 buttons are within the same EPS file with a template layer housing the original PNG images. They were all built with stacked shapes rather than using any strokes or compound paths - so scaling should be effortless. You'll have to break out what you need in the vector editor of your choice though, as I didn't create a file for each button.</div><div><br /></div><div>Here they are: <a rel="nofollow" href="https://www.dropbox.com/s/ge0cc4g7qaiseep/OUYA_Buttons_Vector.eps">Dropbox</a></div><div><br /></div><div>Reddit Discussion: <a rel="nofollow" href="http://redd.it/1ie4hg">/r/Ouya</a></div><div><br /></div><div>Enjoy.</div>]]></description>
   </item>
   <item>
      <title>getIntrinsicWidth() and getIntrinsicHeight() return doubled values</title>
      <link>http://forums.ouya.tv/discussion/2046/getintrinsicwidth-and-getintrinsicheight-return-doubled-values</link>
      <pubDate>Sat, 13 Jul 2013 23:24:27 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>zeha</dc:creator>
      <guid isPermaLink="false">2046@/discussions</guid>
      <description><![CDATA[Hello,<br />
<br />
I tried to run our game on Ouya which is written in plain Android SDK 
Java, and when loading the graphics, we use getIntrinsicWidth() and 
getIntrinsicHeight() to determine the pixel-size of that image. However,
 it always returns twice the amount on the Ouya. For example, if a 
graphic has 32x32 pixels, both functions return 64 instead of 32.<br />
<br />
Any idea why this is the case?
						]]></description>
   </item>
   <item>
      <title>OpenGL ES versions ; programming without Unity</title>
      <link>http://forums.ouya.tv/discussion/2043/opengl-es-versions-programming-without-unity</link>
      <pubDate>Sat, 13 Jul 2013 18:40:08 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Spider--Man</dc:creator>
      <guid isPermaLink="false">2043@/discussions</guid>
      <description><![CDATA[Hello, I searched for info on "OpenGL ES 1" in these forums, and I got one post that seemed the most relevant (to me) --&gt; &lt;<a rel="nofollow" href="http://forums.ouya.tv/discussion/comment/779/#Comment_779">http://forums.ouya.tv/discussion/comment/779/#Comment_779</a>&gt; (specifically, the sentence: "Also, it would be great if Ouya provides another sample using OpenGL ES 2.0 instead of 1.0."), but it seems to just only be referring to a game sample running in an <i>Android emulator</i>, and I wanted to get a more definitive answer. So, my question is: does the actual <b>Ouya game console</b> run games coded in just OpenGL ES 1.1 O.K.? Now, if OpenGL ES 1.1 runs slower than OpenGL ES 2.0 (on Ouya) because of some "Compatibility Mode" (as some others have claimed in various posts/threads on the 'Net), how much slower is it? Barely noticeable or too slow? &lt;-- I am talking about the Ouya gaming console itself and not an emulator, BTW.<br /><br />Another question, does one need to use Unity to program an Ouya video game? Is it <i>absolutely necessary </i>to also use that in order to code games for this Android-based device? So, would something that was coded for something like a <b>Nexus 7</b> tablet port over relatively easily (onto the Ouya console)? &lt;-- Note: these apps do not use any Unity or other similar engine or whatever you may call it. Would a <i>complete</i> and playable/runnable Ouya game/app work without Unity (or such similar thing) in it? Thanks, in advance, for your help!<br />]]></description>
   </item>
   <item>
      <title>Dev console</title>
      <link>http://forums.ouya.tv/discussion/2058/dev-console</link>
      <pubDate>Mon, 15 Jul 2013 08:07:32 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Samimarsu</dc:creator>
      <guid isPermaLink="false">2058@/discussions</guid>
      <description><![CDATA[Hi,<div><br /></div><div>I'm developing a game and I would like to port it to Ouya. Do I need a separate dev console to test my game or can I just use the retail version? I just want to be 100% sure before I order the console. I tried to google the answer but couldn't find any info on this.</div>]]></description>
   </item>
   <item>
      <title>New to development</title>
      <link>http://forums.ouya.tv/discussion/1703/new-to-development</link>
      <pubDate>Tue, 25 Jun 2013 17:33:25 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Rizervus</dc:creator>
      <guid isPermaLink="false">1703@/discussions</guid>
      <description><![CDATA[Several months ago I tried learning development. It seems that every time I find a tutorial that is written in many pages, I get confused. They don't talk clearly and I haven't found a video at least that can show me the basics. Anyone opting to show me development? I got the tools, I only need help. Any partner?]]></description>
   </item>
   <item>
      <title>Anyone using MMF 2 to make an Ouya game?</title>
      <link>http://forums.ouya.tv/discussion/1789/anyone-using-mmf-2-to-make-an-ouya-game</link>
      <pubDate>Fri, 28 Jun 2013 20:12:50 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>pixeldriver</dc:creator>
      <guid isPermaLink="false">1789@/discussions</guid>
      <description><![CDATA[I have been using MMF2 for years now and will be bringing a demo of my latest game KK to Ouya as soon as I get my Ouya in August.<br /><br />Anyone else converting MMF games to Ouya?]]></description>
   </item>
   <item>
      <title>Mac can't detect ouya on debug mode.</title>
      <link>http://forums.ouya.tv/discussion/2050/mac-cant-detect-ouya-on-debug-mode</link>
      <pubDate>Sun, 14 Jul 2013 14:05:12 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>kenken64</dc:creator>
      <guid isPermaLink="false">2050@/discussions</guid>
      <description><![CDATA[any idea why the ouya is not detected on mac?]]></description>
   </item>
   <item>
      <title>How do you do an in-app purchase?</title>
      <link>http://forums.ouya.tv/discussion/1988/how-do-you-do-an-in-app-purchase</link>
      <pubDate>Tue, 09 Jul 2013 16:14:31 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>cometlove1</dc:creator>
      <guid isPermaLink="false">1988@/discussions</guid>
      <description><![CDATA[&nbsp;I have a demo of a game and I want to have a full game purchase and wipe the demo code. I read the doc on this but I learn with an instructor not paper. Will someone please help?]]></description>
   </item>
   <item>
      <title>Emotional Music for you Emotional games!</title>
      <link>http://forums.ouya.tv/discussion/2030/emotional-music-for-you-emotional-games</link>
      <pubDate>Fri, 12 Jul 2013 16:42:41 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>blueroot</dc:creator>
      <guid isPermaLink="false">2030@/discussions</guid>
      <description><![CDATA[Hey guys, my name is Ian.  I have a band called Faintly and I want to make music for your games!  I am located in Seattle, WA.

I am looking for projects that are aiming for an emotional user experience.  We are working on a new album right now and I really want to license my music out to indie developers on the OUYA platform.

We also own our own studio so recording the music is a breeze.

If you need music that your hoping connects with your audience to create memorable emotional experience, contact me and let me know about the project you are working on, if its something I think my music would suit well, then I will send you some sound samples!]]></description>
   </item>
   <item>
      <title>How do I port a pc game?</title>
      <link>http://forums.ouya.tv/discussion/1997/how-do-i-port-a-pc-game</link>
      <pubDate>Wed, 10 Jul 2013 03:08:00 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>cometlove1</dc:creator>
      <guid isPermaLink="false">1997@/discussions</guid>
      <description><![CDATA[I posed a similair topic that got confusing answers so here we go. How do I portt a pc game? Do I just say include whatever or are the commands different. I am using c++.]]></description>
   </item>
   <item>
      <title>Delete purchases?</title>
      <link>http://forums.ouya.tv/discussion/2008/delete-purchases</link>
      <pubDate>Wed, 10 Jul 2013 22:23:20 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>gary_bbgames</dc:creator>
      <guid isPermaLink="false">2008@/discussions</guid>
      <description><![CDATA[I am using Unity and have implemented IAP in to my app.<div><br /></div><div>I was under the impression a dev buying their own app will not be changed and can manage the purchases from the products menu.</div><div><br /></div><div>I bought my IAP, from an unreleased app, from my Ouya signed in to my dev account that I have on my Ouya and here.</div><div><br /></div><div>I received an invoice and can't see or manage my purchase in the products menu. I don't mind paying for my content, but I now need to test my code for purchasing again, but my receipt always comes back valid now. What's going on?</div>]]></description>
   </item>
   <item>
      <title>How to remove game or change package ID</title>
      <link>http://forums.ouya.tv/discussion/1941/how-to-remove-game-or-change-package-id</link>
      <pubDate>Fri, 05 Jul 2013 21:33:29 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Sosowski</dc:creator>
      <guid isPermaLink="false">1941@/discussions</guid>
      <description><![CDATA[I made an AIR game unaware of AIR package name mangling. Now I am unable to:<div>- Upload the game binary because of bad package name</div><div>- Create another game entry because the name is already taken</div><div>- Change name because it's disabled</div><div>- Change ID becasue it's disabled</div><div>Repackaging APKs is a pain in the butt, please add a way to remove games.</div>]]></description>
   </item>
   <item>
      <title>Can't download builds, and the reviewers can't either?</title>
      <link>http://forums.ouya.tv/discussion/1773/cant-download-builds-and-the-reviewers-cant-either</link>
      <pubDate>Thu, 27 Jun 2013 23:05:39 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Tyrus</dc:creator>
      <guid isPermaLink="false">1773@/discussions</guid>
      <description><![CDATA[When uploading my builds, I attempted to download them again and it just kept on downloading repeatedly. I assumed this was a download issue on my end and instead tested via adb. I got rejected because the app review team had the same problem with my build, though.<br /><br />Anyone else having this problem? Is it indicative of a broken upload? I have little control over this so I'm durn sad about it.]]></description>
   </item>
   <item>
      <title>Hey there everyone - first ouya game</title>
      <link>http://forums.ouya.tv/discussion/1910/hey-there-everyone-first-ouya-game</link>
      <pubDate>Thu, 04 Jul 2013 02:36:48 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>AmazingSparckman</dc:creator>
      <guid isPermaLink="false">1910@/discussions</guid>
      <description><![CDATA[Okay I'm new to this, got my ouya today but on a couple of projects before I got the ouya, I loaded a couple .apks on the ouya and they worked perfect. <br /><br />Now I am just wondering, is it the same as the android store? how do I upload my games so they will show up in the discover section.<br /><br />Are Free games allowed?<br />Do games need to be approved by the community or by ouya team or ... it is like the google play store?<br />Does it cost money to upload your games for sale?<br /><br />just wondering. I am doing some reading. but if someone could post some quick info nothing too lengthy. Or links to info I am doing that now.<br /><br />:D <br />]]></description>
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   <item>
      <title>Can't upload new version</title>
      <link>http://forums.ouya.tv/discussion/1991/cant-upload-new-version</link>
      <pubDate>Tue, 09 Jul 2013 19:10:22 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>JohnnyAlpha404</dc:creator>
      <guid isPermaLink="false">1991@/discussions</guid>
      <description><![CDATA[Whenever I press "Upload new version" I get a blank screen.&nbsp;<div>Any word on when we can upload builds again?</div>]]></description>
   </item>
   <item>
      <title>Is there anyway to give a few people beta access to your game?</title>
      <link>http://forums.ouya.tv/discussion/1896/is-there-anyway-to-give-a-few-people-beta-access-to-your-game</link>
      <pubDate>Wed, 03 Jul 2013 18:59:16 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>VildNinja</dc:creator>
      <guid isPermaLink="false">1896@/discussions</guid>
      <description><![CDATA[Hey developers!<div><br /></div><div>Some friends and I are working together on a game for the OUYA, but we each have our own Developer account, and also have projects beside of this one, so merging to one account would be quite cumbersome.</div><div><br /></div><div>I haven't been able to find any information on this topic, so hopefully some of you might have a solution for this? is Testflight the best solution, or does OUYA have a solution for this?</div><div><br /></div><div>If OUYA does not have an implemented solution for sharing test builds with friends, they really should consider implementing it :)</div>]]></description>
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   <item>
      <title>As someone new to Java/Android/IDEs, what do you recommend I do to get learning?</title>
      <link>http://forums.ouya.tv/discussion/1781/as-someone-new-to-java-android-ides-what-do-you-recommend-i-do-to-get-learning</link>
      <pubDate>Fri, 28 Jun 2013 06:33:20 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Guard13007</dc:creator>
      <guid isPermaLink="false">1781@/discussions</guid>
      <description><![CDATA[I've worked with JS a bit and that's the majority of my code experience. I've set up Eclipse/the ADT and everything the way Ouya says to get set up, I'm looking at the examples to learn from them but I am completely overwhelmed by the number of files and all the stuff in them. I have no idea where to get started coding my own thing.<br /><br />So as someone completely new to all of this, what/where do you recommend I go to learn? Should I go through Google's Android tutorials? Generalized Java tutorials? Something else entirely? I really just need to get to the point where I can run code on the Ouya (and render solid-color circles) and I can learn on my own as I go from there, but right now I'm just overwhelmed by it all...<br />]]></description>
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   <item>
      <title>Purchasing own product shows credit card error</title>
      <link>http://forums.ouya.tv/discussion/1975/purchasing-own-product-shows-credit-card-error</link>
      <pubDate>Mon, 08 Jul 2013 16:39:10 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Evgiz</dc:creator>
      <guid isPermaLink="false">1975@/discussions</guid>
      <description><![CDATA[Hey.<div><br /></div><div>Im about to release my game in a few days, but I cant seem to figure out an issue with the ouya purchase system.</div><div><br /></div><div>Whenever I send a purchase request the normal dialog appears ("confirm" and "cancel).</div><div>When I press confirm this dialog appears:</div><div><br /></div><div><img src="https://s3.amazonaws.com/evgizpublic/screenshots/iapissue.JPG" alt="image" /><br /></div><div><br /></div><div>There is nothing wrong with my card info, it works on other games.</div><div><br /></div><div>Another issue Im facing is that the requestReceipt method returns an error "Invalid game UUID was provided" with an error code of 2005. requestProducts() however works.&nbsp;</div><div>This might be because there are no receipts to collect?</div><div><br /></div><div>Can anyone help me out? Thanks :D</div>]]></description>
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   <item>
      <title>Adobe Air - Signing the apk File</title>
      <link>http://forums.ouya.tv/discussion/1956/adobe-air-signing-the-apk-file</link>
      <pubDate>Sun, 07 Jul 2013 03:54:23 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>parappayo</dc:creator>
      <guid isPermaLink="false">1956@/discussions</guid>
      <description><![CDATA[Hi there,<div><br /></div><div>I'm trying to prepare an Adobe Air captive runtime apk for submission, but I'm having trouble getting my apk file signed with the key.der keystore that the Ouya dev site provides. I am building my release apk using FlashDevelop, and couldn't figure out how to configure it to use that keystore file, so now my plan is to try and re-sign the apk after it has already been built.</div><div><br /></div><div>Based on what I've read, this should be easy,</div><div><br /></div><div><a href="http://stackoverflow.com/questions/10913207/resign-apk-with-different-keystore" target="_blank" rel="nofollow">http://stackoverflow.com/questions/10913207/resign-apk-with-different-keystore</a><br /></div><div><br /></div><div>However I cannot figure out the right arguments to give to jarsigner. If I use -storetype PCKS12 then I get the error "java.lang.RuntimeException: keystore load: DER input, Integer tag error" and if I use -storetype JKS then I get an invalid keystore format error.</div><div><br /></div><div>I also get the same errors using keytool instead of jarsigner. Is my der file corrupted, or an I just missing an important command-line option?</div><div><br /></div>]]></description>
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   <item>
      <title>Phone as controller</title>
      <link>http://forums.ouya.tv/discussion/1954/phone-as-controller</link>
      <pubDate>Sat, 06 Jul 2013 19:02:07 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>batonez</dc:creator>
      <guid isPermaLink="false">1954@/discussions</guid>
      <description><![CDATA[Maybe there already was the same question... I did not find any android app that would fully emulate an OUYA controller. All I found are apps that work over Wi-Fi with only one game (like Bomb Squad). I'm thinking to make such emulator, but maybe I've missed something. Anybody have thoughts or links to point me? Thanks.]]></description>
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   <item>
      <title>Getting App meta-data programatically</title>
      <link>http://forums.ouya.tv/discussion/1823/getting-app-meta-data-programatically</link>
      <pubDate>Sat, 29 Jun 2013 21:51:14 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>dra6onfire</dc:creator>
      <guid isPermaLink="false">1823@/discussions</guid>
      <description><![CDATA[Is there any known way to grab the logos, app descriptions, and ratings that are shown in the store and launcher?&nbsp;Version 1&nbsp;of my combined emulator UI is nearing completion and I would like to honor some requests I have received to include the ouya games and software in the build section in the app. If anyone has any info on this, it would help me out a lot. Thanks.]]></description>
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   <item>
      <title>Adding localized ouya_icon.pngs works!</title>
      <link>http://forums.ouya.tv/discussion/1943/adding-localized-ouya-icon-pngs-works</link>
      <pubDate>Sat, 06 Jul 2013 00:22:39 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>pixjuegos</dc:creator>
      <guid isPermaLink="false">1943@/discussions</guid>
      <description><![CDATA[<div>I've just found out that OUYA launcher will recognize localized ouya_icons.<br /></div><div><br /></div><div>If you change the console's language, most games will detect it and be in the language you've chosen, but also the OUYA launcher loads its icon from a localized resource if it exists.</div><div><br /></div><div>In example: Ripollés' Nightmare, aka "La pesadilla de Ripollés" in Spanish and "El malson d'en Ripollés" in Catalonian, have their localized icons in</div><div>res/drawable-es/ouya_icon.png</div><div>res/drawable-ca/ouya_icon.png</div><div><br /></div><div>And, of course, the default icon is in:</div><div>res/drawable-xhdpi/ouya_icon.png</div>]]></description>
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   <item>
      <title>I can't run my JUnit tests on the OUYA</title>
      <link>http://forums.ouya.tv/discussion/1942/i-cant-run-my-junit-tests-on-the-ouya</link>
      <pubDate>Fri, 05 Jul 2013 21:39:47 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>lilliemarck</dc:creator>
      <guid isPermaLink="false">1942@/discussions</guid>
      <description><![CDATA[<div><div>I get the following exception:</div><div><br /></div><div><code>Could not find class 'android.test.InstrumentationTestCase', referenced from method android.test.suitebuilder.TestPredicates.&gt;/code&gt;<br /></code></div></div><div><code><br /></code></div><div>The same tests run fine on a virtual device.&nbsp;This is easy to reproduce by creating an Android Application Project in Eclipse and then an Android Test Project that depends on the app and then just a failing test. It's strange that it doesn't work because I can see the class name in the android.jar so it should be available. What could be wrong?</div>]]></description>
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      <title>Setting up won't work</title>
      <link>http://forums.ouya.tv/discussion/1839/setting-up-wont-work</link>
      <pubDate>Mon, 01 Jul 2013 01:24:06 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Quillion</dc:creator>
      <guid isPermaLink="false">1839@/discussions</guid>
      <description><![CDATA[Hello everyone, I am new and I suck.<div><br /></div><div>My computer is Windows 7 ultimate 64 bit,</div><div>I followed instructions here for windows.</div><div><a rel="nofollow" href="https://devs.ouya.tv/developers/docs/setup">https://devs.ouya.tv/developers/docs/setup</a><br /></div><div>My only issue was steps 13 and onwards because when I chose</div><div>android_winusb.inf<br /></div><div>from</div><div>C:\Development\OUYA\adt-bundle-windows-x86_64-20130522\sdk\extras\google\usb_driver<br /></div><div>I was told that</div><div>"The folder you specified doesn't contain a compatible software driver for your device. If the folder contains a driver, make sure it is designed to work with Windows for x64 based systems."</div><div><br /></div><div>Well I decided to skip that step then, and proceeded to open up eclipse that came with android adt bundle. When I opened it, I imported MenuActivity project and tried running it. I chose to run as android application. Upon execution I got told this in the console</div><div><br /></div><div>[2013-06-30 21:21:58 - MenuActivity] ------------------------------</div><div>[2013-06-30 21:21:58 - MenuActivity] Android Launch!</div><div>[2013-06-30 21:21:58 - MenuActivity] adb is running normally.</div><div>[2013-06-30 21:21:58 - MenuActivity] Performing tv.ouya.sample.game.MenuActivity activity launch</div><div>[2013-06-30 21:21:58 - MenuActivity] Automatic Target Mode: launching new emulator with compatible AVD 'NexusNew'</div><div>[2013-06-30 21:21:58 - MenuActivity] Launching a new emulator with Virtual Device 'NexusNew'</div><div>[2013-06-30 21:21:59 - Emulator] emulator: WARNING: Requested RAM size of 1907MB is too large for your environment, and is reduced to 1072MB.</div><div>[2013-06-30 21:21:59 - Emulator] Failed to allocate memory: 8</div><div>[2013-06-30 21:21:59 - Emulator]&nbsp;</div><div>[2013-06-30 21:21:59 - Emulator] This application has requested the Runtime to terminate it in an unusual way.</div><div>[2013-06-30 21:21:59 - Emulator] Please contact the application's support team for more information.</div><div><br /></div><div><br /></div><div>What am I doing wrong? I have spent the whole day rereading the steps to ensure that I do not mess up anything, and yet it doesn't work. Can someone please help me some way?</div><div>Thanks to anyone for their help, or the time you took to read this.</div>]]></description>
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      <title>ODK Storage using OuyaFacade from Adobe Air</title>
      <link>http://forums.ouya.tv/discussion/1933/odk-storage-using-ouyafacade-from-adobe-air</link>
      <pubDate>Fri, 05 Jul 2013 17:56:01 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>thePodge</dc:creator>
      <guid isPermaLink="false">1933@/discussions</guid>
      <description><![CDATA[Has anybody made an Adobe Air Native Extension for this yet?<br /><br />Our game just got rejected because it doesn't remember data if you uninstall and reinstall the game.<br />]]></description>
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      <title>Making an online leaderboard - anyway to get the username?</title>
      <link>http://forums.ouya.tv/discussion/1922/making-an-online-leaderboard-anyway-to-get-the-username</link>
      <pubDate>Thu, 04 Jul 2013 20:10:59 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Rafael_Lima</dc:creator>
      <guid isPermaLink="false">1922@/discussions</guid>
      <description><![CDATA[The title says it all. I want to code an online leaderborder. I have the webserver to do it, the database and everything. I could ask the players to register within my site, but it would be a lot more comfortable to them to just use Ouya's username.<br /><br />Is this possible somehow?<br /><br /><br />]]></description>
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      <title>Logistics:  Free vs Full Versions &amp; Payment</title>
      <link>http://forums.ouya.tv/discussion/1653/logistics-free-vs-full-versions-payment</link>
      <pubDate>Fri, 21 Jun 2013 12:05:45 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>HotDogHero</dc:creator>
      <guid isPermaLink="false">1653@/discussions</guid>
      <description><![CDATA[<div>Is the developer supposed to submits two versions: &nbsp;one free and another that can be purchased?&nbsp;&nbsp;If so, does Ouya handle the payment process between the purchaser and developer?</div><div><br /></div><div>Otherwise...</div><div><br /></div><div>Is the developer supposed to&nbsp;</div><div>- submit one version that operates in two modes: &nbsp;free and full</div><div>- handle purchase of the game as an in-app purchase</div><div>- and then switch modes once payment is received?</div><div><br /></div>]]></description>
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      <title>Can't scroll a scrollView by specific amount</title>
      <link>http://forums.ouya.tv/discussion/1920/cant-scroll-a-scrollview-by-specific-amount</link>
      <pubDate>Thu, 04 Jul 2013 15:23:25 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>ProDev</dc:creator>
      <guid isPermaLink="false">1920@/discussions</guid>
      <description><![CDATA[<div>For some reason no matter what I change the scroll amount by, it always scrolls by the same (large) amount. There are 15 levels and I want it to scroll up and down by 50 pixels when using the D-Pad up and down arrows.</div><div><br /></div><div>	 &nbsp; &nbsp;switch(keyCode){</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;case OuyaController.BUTTON_DPAD_DOWN:</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	handled = true;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if(contentManager.getLevelScroll() &lt; contentManager.getNumberOfLevels()){</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;	contentManager.setLevelScroll(contentManager.getLevelScroll() + 1);</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;	scrollView.post(new Runnable() {&nbsp;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	 &nbsp; &nbsp; &nbsp; &nbsp;public void run() {&nbsp;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	 &nbsp; &nbsp; &nbsp; &nbsp;	scrollView.smoothScrollBy(0, 50);</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	 &nbsp; &nbsp; &nbsp; &nbsp;}&nbsp;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;		});	</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;}</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;break;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;case OuyaController.BUTTON_DPAD_UP:</div><div>&nbsp; &nbsp; &nbsp; &nbsp; 		handled = true;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;if(contentManager.getLevelScroll() &gt; 1){</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;	contentManager.setLevelScroll(contentManager.getLevelScroll() - 1);</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;	scrollView.post(new Runnable() {&nbsp;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	 &nbsp; &nbsp; &nbsp; &nbsp;public void run() {&nbsp;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	 &nbsp; &nbsp; &nbsp; &nbsp;	scrollView.scrollBy(0, -50);</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;	 &nbsp; &nbsp; &nbsp; &nbsp;}&nbsp;</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp;		});	</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;}</div><div>	 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;break;</div><div>	 &nbsp; &nbsp;}</div>]]></description>
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