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      <title>General Development - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 05:58:52 +0000</pubDate>
         <description>General Development - OUYA Developer Forums</description>
   <language>en-CA</language>
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   <item>
      <title>Ouya / Android Celestial Map Editor</title>
      <link>http://forums.ouya.tv/discussion/2325/ouya-android-celestial-map-editor</link>
      <pubDate>Fri, 02 Aug 2013 16:43:11 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>zylski</dc:creator>
      <guid isPermaLink="false">2325@/discussions</guid>
      <description><![CDATA[	Hey guys this is a map editor program i made plus a full online game engine using only java and android SDK. The engine supports all android devices and supports hardware decoding so I thought i would show a quick video of the map editor at work.<div><br /></div><div>	&nbsp;I am contemplating releasing my engine along with my programs but i want to know if anyone is even interested in it first!&nbsp;</div><div><br /></div><div>Video:&nbsp;<a rel="nofollow" href="http://www.youtube.com/watch?v=75TDw2DCjY8">http://www.youtube.com/watch?v=75TDw2DCjY8</a></div>]]></description>
   </item>
   <item>
      <title>Free 1080p controller diagram template</title>
      <link>http://forums.ouya.tv/discussion/2244/free-1080p-controller-diagram-template</link>
      <pubDate>Sun, 28 Jul 2013 03:19:16 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>StoicHamster</dc:creator>
      <guid isPermaLink="false">2244@/discussions</guid>
      <description><![CDATA[Hi all,<br /><br />I know there have been a few threads asking if there was some kind of standard chart or diagram for displaying game controls to the player. I was never quite happy with what I saw in those threads, so I made my own. <br /><br />I'm releasing it under a <a rel="nofollow" href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution (CC-BY)</a> license, so anyone is free to use it for whatever purpose as long as Jarcas Studios is credited as the source of the diagram.<br /><br />Here's a little preview:<br /><br /><img src="http://www.jarcas.com/studios/wp-content/uploads/2013/07/control_chart_thumb.png" alt="image" /><br />You can download the full 1080p images at my Jarcas Studios site:<br /><br /><a href="http://www.jarcas.com/studios/?p=112" target="_blank" rel="nofollow">http://www.jarcas.com/studios/?p=112</a><br /><br />Hope this helps someone out!<br />]]></description>
   </item>
   <item>
      <title>OUYA IME (Input Method Environment)</title>
      <link>http://forums.ouya.tv/discussion/2311/ouya-ime-input-method-environment</link>
      <pubDate>Thu, 01 Aug 2013 15:43:03 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>jusdes19</dc:creator>
      <guid isPermaLink="false">2311@/discussions</guid>
      <description><![CDATA[Hi there, we were thinking about porting our existing android keyboard over to the OUYA. I was wondering if it just uses the same system as the Android IME?]]></description>
   </item>
   <item>
      <title>Observation with badly-implemented input</title>
      <link>http://forums.ouya.tv/discussion/1434/observation-with-badly-implemented-input</link>
      <pubDate>Mon, 27 May 2013 06:57:01 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>fluffy</dc:creator>
      <guid isPermaLink="false">1434@/discussions</guid>
      <description><![CDATA[It seems like a lot of games (especially ones based on Unity) seem to have a pretty bad setup for their input event handler.&nbsp; Looking at the SDK, it looks like all controller events go through the same View.onMotionEvent() hook, meaning it's getting one event for every fine-grained change in the analog sticks' position.&nbsp; The thing I've noticed in a lot of games is that wiggling the stick between frames causes a lot of motion events to pile up, which then take several seconds to replay - not very helpful for timing-sensitive games (i.e. most of them).&nbsp; It also seems like in some of these games, holding the stick doesn't have much effect, either.<br /><br />I suspect that these problems come from games trying to do too much in onMotionEvent(), and are possibly doing their OpenGL repaint from there; a much better approach is for onMotionEvent to simply record the new stick positions, and then drive the player motion and such from the renderer's onDrawFrame() handler (so that you're guaranteed to have one and only one position update per frame, and that it's the render rate that essentially polls the joystick positions rather than having joystick position updates attempt to push renders faster than the Ouya can handle it).<br /><br />Is there any section of the developer site that tracks best-practice/common-pitfall issues like these? I really want to see Ouya games actually be playable and fun, instead of frustrating experiences that fall apart on real hardware.<br />]]></description>
   </item>
   <item>
      <title>Please allow PNG screenshots</title>
      <link>http://forums.ouya.tv/discussion/2267/please-allow-png-screenshots</link>
      <pubDate>Mon, 29 Jul 2013 18:44:40 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>ladron</dc:creator>
      <guid isPermaLink="false">2267@/discussions</guid>
      <description><![CDATA[Please allow us to upload our screenshots as .PNG files rather than a lossy format like jpeg. Even if you end up converting them to jpegs for display on the Ouya, it is better to start with an uncompressed format.]]></description>
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   <item>
      <title>How to get TV current Ratio?</title>
      <link>http://forums.ouya.tv/discussion/2124/how-to-get-tv-current-ratio</link>
      <pubDate>Fri, 19 Jul 2013 06:33:42 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>newmessage</dc:creator>
      <guid isPermaLink="false">2124@/discussions</guid>
      <description><![CDATA[Hi OUYA Devs,<div><br /></div><div>I have a problem here, my game will get clipped on the edges if I changed the ratio of the screen. Yes, I aware that OUYA already stated that OUYA will only support 720p and 1080p. Which means only support 16:9 ratio.</div><div><br /></div><div>How can I detect my current screen Ratio?</div><div>Did anyone already have workaround about this?</div><div><br /></div><div>Thanks</div><div><br /></div>]]></description>
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   <item>
      <title>"Requested extension could not be found" - using ANEs in FlashDevelop</title>
      <link>http://forums.ouya.tv/discussion/2300/requested-extension-could-not-be-found-using-anes-in-flashdevelop</link>
      <pubDate>Wed, 31 Jul 2013 15:04:50 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Ruairi</dc:creator>
      <guid isPermaLink="false">2300@/discussions</guid>
      <description><![CDATA[I originally posted a thread under the ODK category, but in hindsight, I think it's more relevant in General Development. The other thread (<a rel="nofollow" href="http://forums.ouya.tv/discussion/2292/ouyacontrollerane-with-flashdevelop">here</a>) can be ignored/deleted.<div><br /></div><div>Basically, I'm having a lot of trouble getting Gaslight Games' OUYAControllerANE working in my game, and I think the issue is with FlashDevelop and my setup.&nbsp;Here's a summary of my struggles:</div><div><div><div><br /></div><div><ul><li>I followed all the instructions on this page:&nbsp;<a rel="nofollow" href="https://plus.google.com/u/0/109524935899218597554/posts/7rhFEX7S372">https://plus.google.com/u/0/109524935899218597554/posts/7rhFEX7S372</a>&nbsp;but it doesn't work and the project doesn't build; it fails with the error message "Requested extension&nbsp;com.gaslightgames.OUYAControllerANE could not be found".</li><li>Here's my extensions tag from application.xml:<br />&lt;extensions&gt;<div>&nbsp; &nbsp; &nbsp;&lt;extensionID&gt;com.gaslightgames.OUYAControllerANE&lt;/extensionID&gt;</div><div>&nbsp;&lt;/extensions&gt;</div><div><br /></div><div>I've also tried com.gaslightgames.nativeExtensions.OUYAControllerANE and com.gaslightgames.OUYAControllerANE.ane; same result.&nbsp;</div><div><br /></div></li><li>I've tried creating a new AIR Mobile project but the results are the same. Furthermore, I've tried other ANEs such as the Vibrator ANE (<a rel="nofollow" href="http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/vibration.html">http://www.adobe.com/devnet/air/native-extensions-for-air/extensions/vibration.html</a>) but this gave the same result, so I think I've missed something fundamental.<br /></li><li>I'm using the Flex and AIR installations that came with FlashDevelop. Is this correct, is there something else I need to setup? I have used FlashDevelop in its current state for Flash player development just fine until now.<br /></li></ul></div><div><br /></div><div>If someone can point me to a detailed explanation of how to use the OUYA Controller ANE with FlashDevelop, or perhaps a demo project, that would be incredibly helpful. Alternatively, if someone has encountered a similar issue, details of their solution would be fantastic.</div><div><br /></div><div>I have tried using GameInput in Adobe AIR and this worked; I want to use the OUYA Controller ANE because I've heard it is better than GameInput and I'd find the experience of ANEs helpful for future development.</div><div><br /></div><div>Thanks,</div><div>Ruairi</div><div><br /></div></div></div>]]></description>
   </item>
   <item>
      <title>Access user info</title>
      <link>http://forums.ouya.tv/discussion/1821/access-user-info</link>
      <pubDate>Sat, 29 Jun 2013 20:52:35 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>the1plummie</dc:creator>
      <guid isPermaLink="false">1821@/discussions</guid>
      <description><![CDATA[In our game user are able to create maps and submit it to the community where other gamers can play these maps. So we want to have some info about the user, like username, email, etc. since Ouya console has&nbsp;user account, is there a way to access that info? ideally with user permission of course, like how facebook connect would work? I didn't see anything like that in ODK doc, or Unity plugin either so any ideas are welcome.<div><br /><div>Thx.</div></div>]]></description>
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   <item>
      <title>Can you publish an Alt. Launcher?</title>
      <link>http://forums.ouya.tv/discussion/1842/can-you-publish-an-alt-launcher</link>
      <pubDate>Mon, 01 Jul 2013 04:33:06 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>boxtropica</dc:creator>
      <guid isPermaLink="false">1842@/discussions</guid>
      <description><![CDATA[Can you submit an alt. Launcher with any hopes of getting it published if it can do everything the default OUYA Launcher can? (Games, store, settings, etc.)<div><div>I am working on an alternate OUYA launcher and I would like to know before I get too far into working on it.</div><div>I certainly hope so... Isn't that apart of "free the games"? If another launcher isn't available to average gamers or the less-then-tech-savy, wouldn't that contradict what "free" means?</div></div>]]></description>
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   <item>
      <title>How to edit approved unpublished game?</title>
      <link>http://forums.ouya.tv/discussion/2281/how-to-edit-approved-unpublished-game</link>
      <pubDate>Tue, 30 Jul 2013 08:52:15 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>jarnik</dc:creator>
      <guid isPermaLink="false">2281@/discussions</guid>
      <description><![CDATA[I'm a bit stuck here - I submitted an early build for review, keeping all the content unlocked.<br />The app got approved, therefore in my game listing, the "Publish now" button has appeared.<br />However, the "Edit" link is now gone!<br /><br />I've got an updated build with IAP ready, but I can't upload it without publishing the game.<br />But I don't want it published yet, since the approved version has all the content unlocked.<br /><br />Is there any way to "unapprove" the game, so I could get to the Edit section and upload an updated build?<br />Thanks for any idea.]]></description>
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   <item>
      <title>Not generating R.java</title>
      <link>http://forums.ouya.tv/discussion/2270/not-generating-r-java</link>
      <pubDate>Mon, 29 Jul 2013 21:13:08 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>tgraupmann</dc:creator>
      <guid isPermaLink="false">2270@/discussions</guid>
      <description><![CDATA[I found this great post on reasons why R.java might not be generating in an Eclipse project.<div><br /></div><div><a href="http://stackoverflow.com/questions/2757107/developing-for-android-in-eclipse-r-java-not-generating" target="_blank" rel="nofollow">http://stackoverflow.com/questions/2757107/developing-for-android-in-eclipse-r-java-not-generating</a><br /></div>]]></description>
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   <item>
      <title>Audio Without HDMI</title>
      <link>http://forums.ouya.tv/discussion/2252/audio-without-hdmi</link>
      <pubDate>Sun, 28 Jul 2013 19:20:38 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>ashes999</dc:creator>
      <guid isPermaLink="false">2252@/discussions</guid>
      <description><![CDATA[I have a fairly old monitor (Dell FPS something), which doesn't take an HDMI cable. I ordered an HDMI to DVI converter in the hopes that this will work (given caveats about some monitors not having their resolution detected properly and downsizing to 640x480).<div><br /></div><div>That aside, I don't have speakers on my monitor, and DVI is a video-only interface from what I understand. How can I actually test audio from my OUYA device? I don't have a TV, and the OUYA doesn't have an audio-out jack.	</div>]]></description>
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   <item>
      <title>Dropped back to Sandbox after update</title>
      <link>http://forums.ouya.tv/discussion/2186/dropped-back-to-sandbox-after-update</link>
      <pubDate>Wed, 24 Jul 2013 00:04:22 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Nooskewl</dc:creator>
      <guid isPermaLink="false">2186@/discussions</guid>
      <description><![CDATA[Is that normal? That is pretty crazy if you ask me. OUYA should encourage updates. Not to mention the fact that once you get out of the Sandbox, there should be no way to go back. I'm a bit upset about this. :/]]></description>
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   <item>
      <title>Sounds not playing with MonoGame</title>
      <link>http://forums.ouya.tv/discussion/2161/sounds-not-playing-with-monogame</link>
      <pubDate>Mon, 22 Jul 2013 04:42:57 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>FunInfusedGames</dc:creator>
      <guid isPermaLink="false">2161@/discussions</guid>
      <description><![CDATA[I'm porting my XNA game to Ouya using MonoGame. I am using the SoundEffectInstance object to play sounds (this works on PC). When I call it on Ouya, it doesn't throw any errors but it doesn't play any sound either. <br /><br />Below is the code I call when a sound should play. sounds is a dictionary object that lets me easily determine the asset I am wanting to play based on the cueName. <br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; public void PlayCue(string cueName)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SoundEffectInstance newInstance = sounds[cueName].CreateInstance();<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; newInstance.Play();<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; }<br /><br /><br />]]></description>
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   <item>
      <title>Need Music? I'm a composer looking to make music for games</title>
      <link>http://forums.ouya.tv/discussion/1753/need-music-im-a-composer-looking-to-make-music-for-games</link>
      <pubDate>Thu, 27 Jun 2013 04:55:03 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>MusicManDre</dc:creator>
      <guid isPermaLink="false">1753@/discussions</guid>
      <description><![CDATA[Hi all.<div><br /></div><div>Are you looking for music for your games? Whether you are an experienced game developer or just starting out, I may be someone you can work with. I have over 25 years of music composition experience, I have a large catalog of music beds in various different styles and I can compose in just about any style of music. I've scored some short films as well as some commercials, but I'm looking to work with someone or a team of game makers. If you're interested in my services, let's talk. You can google Music Man Dre and you'll find me and my work. Here are my sites:</div><div><br /></div><div><a href="http://www.HotMusicFactory.com" target="_blank" rel="nofollow">http://www.HotMusicFactory.com</a></div><div><a href="http://www.MusicManDre.com" target="_blank" rel="nofollow">http://www.MusicManDre.com</a></div>]]></description>
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      <title>Home button with MonoGame</title>
      <link>http://forums.ouya.tv/discussion/2215/home-button-with-monogame</link>
      <pubDate>Fri, 26 Jul 2013 03:16:41 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>FunInfusedGames</dc:creator>
      <guid isPermaLink="false">2215@/discussions</guid>
      <description><![CDATA[How do we access the home button using MonoGame? I read somewhere it was done like the Start button on the Xbox controller but it tried it and that didn't work. <br />]]></description>
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   <item>
      <title>Building Launcher app question(s)</title>
      <link>http://forums.ouya.tv/discussion/2243/building-launcher-app-question-s</link>
      <pubDate>Sat, 27 Jul 2013 20:59:50 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>bobbyjohnson82</dc:creator>
      <guid isPermaLink="false">2243@/discussions</guid>
      <description><![CDATA[So I'm trying to learn how to program android and I want to make a launcher app. I'm using the home sample in the android sdk as a guide. At first I was just gonna modify that which was going well but I couldn't get the icons to display at high res they were all at 46 dp&nbsp; I managed to change the dp to 96 and display at the correct size in the gridview but still not at the correct resolution.<br />&nbsp; &nbsp;&nbsp; I couldn't figure it out so I went ahead and started from scratch. So far I made a gridview with a toggle button&nbsp; that makes it visible or invisible and a wallpaper menu. I was able to get the intent actionsetwallpaper to start but it wouldn't change the wallpaper.<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Any help would be awesome<br />]]></description>
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      <title>Bogus crash report upon rejection</title>
      <link>http://forums.ouya.tv/discussion/2184/bogus-crash-report-upon-rejection</link>
      <pubDate>Tue, 23 Jul 2013 21:15:37 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Magnesus</dc:creator>
      <guid isPermaLink="false">2184@/discussions</guid>
      <description><![CDATA[My game was rejected for a crash not related to my game judging by the crash report (and the fact that I tested the game thoroughly on an OUYA before submitting). :|<br />Fragments of the crash report (completely not related to my game):<br />java.io.FileNotFoundException: /data/system/entropy.dat: open failed<br /><br />java.net.ConnectException: failed to connect to <a rel="nofollow" href="http://www.filepicker.io/174.129.254.207" target="_blank">www.filepicker.io/174.129.254.207</a> (port 443): connect failed -- WTF? I don't even know what filepicker.io is<br /><br />E/OUYAStoreCacheTickler(  592): Caused by: libcore.io.ErrnoException: connect failed: ENETUNREACH (Network is unreachable) -- I've tested my game also when network is off - because it looks like the test OUYA didn't have network connection - and it works and doesn't crash!<br /><br />I'm mad because it will postpone a really important and huge update to my game. If the testing is so not thorough then maybe it would be better if there was no testing at all (Google Play works like that)? Or if there really is some issue a full information about the device state should also be included and relevant crash report (Samsung Apps works like that, they give great reports and even screenshots!). The one attached has no useful information at all.<br />]]></description>
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      <title>3rd party OUYA sites</title>
      <link>http://forums.ouya.tv/discussion/2222/3rd-party-ouya-sites</link>
      <pubDate>Fri, 26 Jul 2013 14:34:28 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mabit</dc:creator>
      <guid isPermaLink="false">2222@/discussions</guid>
      <description><![CDATA[I have just found my game Unstable Blocks on several 3rd party websites which are offering the full apk of my game. They have taken all images from the OUYA store listing.&nbsp;<div><br /></div><div>I have no problem with this as the game is the same, but at present I am trying to market my game with no budget to get the game out of Sandbox, so my question is this?&nbsp;</div><div><br /></div><div>Do the downloads from these 3rd party sites act towards my total downloads on OUYA store to help get out of Sandbox. One I found is totallyouya.com the other is a French site which is saying there has been over 100 downloads. Do those 100 downloads count towards my getting out of Sandbox?&nbsp;</div>]]></description>
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      <title>OUYA In App Purchases with OpenFL</title>
      <link>http://forums.ouya.tv/discussion/2220/ouya-in-app-purchases-with-openfl</link>
      <pubDate>Fri, 26 Jul 2013 10:35:44 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>jarnik</dc:creator>
      <guid isPermaLink="false">2220@/discussions</guid>
      <description><![CDATA[<div>I wrote a simple example on using OUYA IAP with OpenFL:</div><a rel="nofollow" href="https://github.com/jarnik/ouya_iap_openfl">https://github.com/jarnik/ouya_iap_openfl</a>]]></description>
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      <title>Hello world</title>
      <link>http://forums.ouya.tv/discussion/1807/hello-world</link>
      <pubDate>Sat, 29 Jun 2013 12:04:04 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Quillion</dc:creator>
      <guid isPermaLink="false">1807@/discussions</guid>
      <description><![CDATA[I am a seasoned programmer, however I am new to the whole android and ouya thing. I was wondering if anywhere there would be hello world example code I can look at.<div>All I want to see is how to create the update, draw and input control loops in android and I can be on my merry way.</div><div>If anyone can point me in the right direction I would be so grateful.</div>]]></description>
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      <title>Able to host a minecraft server?</title>
      <link>http://forums.ouya.tv/discussion/1488/able-to-host-a-minecraft-server</link>
      <pubDate>Sun, 02 Jun 2013 05:54:47 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Beith</dc:creator>
      <guid isPermaLink="false">1488@/discussions</guid>
      <description><![CDATA[Does the Ouya have the ability to host a Minecraft server? &nbsp;I don't believe an APK is developed to do it, but if there was one, would it be feasible?]]></description>
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      <title>Releasing an Open Beta on the Ouya, possible?</title>
      <link>http://forums.ouya.tv/discussion/2212/releasing-an-open-beta-on-the-ouya-possible</link>
      <pubDate>Fri, 26 Jul 2013 00:25:27 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mercenary-games</dc:creator>
      <guid isPermaLink="false">2212@/discussions</guid>
      <description><![CDATA[Should be a straight forward question.<br /><br />I'm wondering if we're allowed to do this, something like open betas, demos and pre-release builds.]]></description>
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      <title>Undoing Ouya ActionBar styling.</title>
      <link>http://forums.ouya.tv/discussion/2216/undoing-ouya-actionbar-styling</link>
      <pubDate>Fri, 26 Jul 2013 03:58:46 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>rerdavies</dc:creator>
      <guid isPermaLink="false">2216@/discussions</guid>
      <description><![CDATA[Sorry. Asked previously in the Ouya hardware forum, which probably wasn't the right place.<div><br /></div><div>Somebody' at Ouya has done something to styling of applications that have action bars. Any tips and tricks on how to undo and/or redo it? While I appreciate the sentiment, the way it's done leaves an ugly white border all the way around the app; and I would be much happier if I could add my own backgrounds and padding instead of using the hacked default theme.</div><div><br /></div><div>Yes, of course, I will restyle and redesign appropriately. But it would be nice if I could at least start with an action bar and work from there.</div><div><br /></div><div>See below for what you get by default. Note the white borders, and how the action bar shadow extends across the full screen, extending even over the padding.</div><div><br /></div><div><img src="http://www.two-play.com/images/ouya-sshot1.jpg" alt="image" /><br /></div><div><br /></div><div><br /></div>]]></description>
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      <title>RenderMode for Adobe Air &amp; Stage3D?</title>
      <link>http://forums.ouya.tv/discussion/2211/rendermode-for-adobe-air-stage3d</link>
      <pubDate>Fri, 26 Jul 2013 00:15:51 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>seaders</dc:creator>
      <guid isPermaLink="false">2211@/discussions</guid>
      <description><![CDATA[<div><p>Trying to put a build of our game (<a href="http://www.facebook.com/MonsterMiniGames" rel="nofollow">http://www.facebook.com/MonsterMiniGames</a>) on my recently received Ouya, but after every combination, I'm getting the dreaded "This application is not correctly embedded (wrong wmode value)". Currently I've tried "direct", "gpu" (I even tried "cpu") for "renderMode", and removed it altogether for default in the -app.xml file. I installed the Air apk from labs, tried a non-captive runtime build, and a captive runtime one, all with no luck.&nbsp; Near all of the above settings work fine on my Android phone, Nexus 4, so I thought there wouldn't be any problem with the Ouya, but can't seem to get it work currently.<br /></p><p>Really would love to see what it comes up with, but am currently left frustrated with not much idea what's wrong, or how to fix it&nbsp;<img src="http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_sad.gif" title=":(" alt="image" />&nbsp;Any help would be greatly appreciated.</p></div>]]></description>
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      <title>Limiting ListView input to one controller</title>
      <link>http://forums.ouya.tv/discussion/2210/limiting-listview-input-to-one-controller</link>
      <pubDate>Thu, 25 Jul 2013 23:48:27 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>LususAnimat</dc:creator>
      <guid isPermaLink="false">2210@/discussions</guid>
      <description><![CDATA[I have an interface built largely out of Android widgets, including ListViews. I would like to allow only one particular controller---e.g., the one that paused the game---to navigate the interface. I can override the standard Activity event handlers like onKeyDown() to filter things like the back and O buttons, but this doesn't seem to affect dpad input to the ListViews. ListView seems to receive dpad input before the Activity does.<br /><br />There might be a bug on my part somewhere, I guess, but I just wanted to ask while I'm on here if anyone else has encountered this behavior.]]></description>
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      <title>ODK Feature Requests : is there a proper way to create a feature request for the Ouya?</title>
      <link>http://forums.ouya.tv/discussion/2209/odk-feature-requests-is-there-a-proper-way-to-create-a-feature-request-for-the-ouya</link>
      <pubDate>Thu, 25 Jul 2013 23:36:41 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mercenary-games</dc:creator>
      <guid isPermaLink="false">2209@/discussions</guid>
      <description><![CDATA[A few days ago, I mentioned a short topic about Ouya game pages with youtube video integration.<br /><br />I'm curious if there's a formal way to request features for the Ouya browser itself. &nbsp;I haven't seen any methods discussed in the forums, and I'm really itching to put up a formal request.<br /><br />I'm sure there are many devs here who have features in mind, and would like to request them.<br />]]></description>
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      <title>Screen not resizing using MonoGame.</title>
      <link>http://forums.ouya.tv/discussion/2162/screen-not-resizing-using-monogame</link>
      <pubDate>Mon, 22 Jul 2013 04:51:17 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>FunInfusedGames</dc:creator>
      <guid isPermaLink="false">2162@/discussions</guid>
      <description><![CDATA[I'm porting my XNA game to Ouya using MonoGame.I am trying to set the resolution to 1280x720. Below is the code I use (which works for the Windows and XBLIG version of my game):<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this.graphics.PreferredBackBufferWidth = 1280;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this.graphics.PreferredBackBufferHeight = 720;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; this.graphics.IsFullScreen = true;<br /><br />On Ouya, the screen doesn't resize down to 1280x720, it stays at something much larger and thus you can see past the right and bottom edges of the screen. <br />]]></description>
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      <title>Add interactivity functions with smartphones and tablets</title>
      <link>http://forums.ouya.tv/discussion/2200/add-interactivity-functions-with-smartphones-and-tablets</link>
      <pubDate>Thu, 25 Jul 2013 01:18:26 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>mhenriquecd</dc:creator>
      <guid isPermaLink="false">2200@/discussions</guid>
      <description><![CDATA[<div>transform OUYA into something greater than a console!</div><div>the OUYA will now run XBMC, this is great!!</div><div>more OUYA have to have the maximum of functions!</div><div>functions identical to the AppleTV, using DLNA, and Miracast is important! so you can create interactivity with Android smartphones and tablets!</div><div><br /></div><div><br /></div><div>function NAS server with external HD or USB sticks and even with the internal memory!</div><div>add resources equal to the NexusQ and chromecast</div><div><br /></div><div>seek the maximum of possible functions for OUYA!</div><div><br /></div><div>Miracast is very important!!</div><div><br /></div><div>I bought the console, really wanted him to do it all!!</div><div>the OUYA would benefit from it!</div>]]></description>
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      <title>Alternatives to Xamarin Studio and Visual Studio Professional for MonoGame</title>
      <link>http://forums.ouya.tv/discussion/1873/alternatives-to-xamarin-studio-and-visual-studio-professional-for-monogame</link>
      <pubDate>Tue, 02 Jul 2013 17:09:40 +0000</pubDate>
      <category>General Development</category>
      <dc:creator>Toodice</dc:creator>
      <guid isPermaLink="false">1873@/discussions</guid>
      <description><![CDATA[I'm an XNA developer looking to use MonoGame to write games for the OUYA. I've read through the documentation, compiled the C# bindings using Xamarin and was about to try to compile one of the example programs when I discovered that I need at least the "indie" license to do so.<br /><br />Now I've got nothing against software authors making a living, obviously, but I simply cannot afford to purchase even the basic indie license for this software. The only other alternative that I could see was Visual Studio Professional (as the Express version is too limited to work with MonoGame) and the licenses for this are much more expensive.<br /><br />Is there any sort of free or dramatically less expensive alternative that allows me to use my XNA knowledge? I've always run into problems with just about anything Java related due to out-of-date documentation and to be honest it would be a shame to start at square one when I'm already very familiar with C# and XNA.<br />]]></description>
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