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      <title>ODK (OUYA Developer Kit) - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 05:39:58 +0000</pubDate>
         <description>ODK (OUYA Developer Kit) - OUYA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="http://forums.ouya.tv/categories/odk/p8/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>Poor Frame Rates and How To Improve Them?</title>
      <link>http://forums.ouya.tv/discussion/1345/poor-frame-rates-and-how-to-improve-them</link>
      <pubDate>Mon, 13 May 2013 18:01:21 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>TropicModsDev</dc:creator>
      <guid isPermaLink="false">1345@/discussions</guid>
      <description><![CDATA[Hello, in our game, we are running 1920x1080 screen size, use PNGs at 72 res, only have about 1-8 images on screen at a time, and are experiencing 9-15fps. &nbsp;The images are small (180x252 - 750x1080) and range from 200kb-2mb. &nbsp;We are using the ADT (Android Dev Tool). The emulator on the ADT is so bad that we just load the game to the Ouya directly. &nbsp;Can anyone shed some light on how to get better frame rates on the Ouya...through different image types, code, hardware settings...anything. &nbsp;Thanks!]]></description>
   </item>
   <item>
      <title>Since today..cannot log in</title>
      <link>http://forums.ouya.tv/discussion/1102/since-today-cannot-log-in</link>
      <pubDate>Fri, 29 Mar 2013 18:36:40 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>erividus</dc:creator>
      <guid isPermaLink="false">1102@/discussions</guid>
      <description><![CDATA[<div>Using any version of the launcher (ODK 0.0.6/1.0.0/1.0.1/1.0.2) on my Nexus 7 I am unable to log in.</div><div>When I try to enter my credentials as an existing user I get:</div><div><br /></div>Registration was&nbsp;unsuccessful&nbsp;ouya error code 2000&nbsp;no ouya accounts available to authenticate with<br /><br />And then it takes me back to the option: New User/ Existing user]]></description>
   </item>
   <item>
      <title>Ouya libraries do not work with Java2cpp</title>
      <link>http://forums.ouya.tv/discussion/1190/ouya-libraries-do-not-work-with-java2cpp</link>
      <pubDate>Tue, 09 Apr 2013 11:42:22 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>greeniekin</dc:creator>
      <guid isPermaLink="false">1190@/discussions</guid>
      <description><![CDATA[I thought I had found a nice simple solution to the ouya ndk problem.<br />Though I can make it work on any of the android platform jar's I can not make it work with the ouya jar. I do not know why.<br /><br />If anyone can work it out I would appreciate the help.<br /><br />If an ouya dev could make some comments about what migh be different about the jar that would be good.<br /><br />Edit: tried some other jar's(not entended for android) and they work fine.]]></description>
   </item>
   <item>
      <title>Failure [INSTALL_FAILED_OLDER_SDK]</title>
      <link>http://forums.ouya.tv/discussion/1338/failure-install-failed-older-sdk</link>
      <pubDate>Sat, 11 May 2013 08:19:04 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>rompelstilchen</dc:creator>
      <guid isPermaLink="false">1338@/discussions</guid>
      <description><![CDATA[<div>I cant install the platform on my phone with adb nor manualy</div><div><br /></div><div>Phone : Sony Ericsson Xperia Mini ProSK17i</div><div>android version : 4.0.4</div><div>kernel : 2.6.32.9</div><div>Phone Build Number 4.1.B.0.587</div><div><br /></div><div>D:\adt-bundle\sdk\platform-tools&gt;adb install -r ouya-framework.apk</div><div>* daemon not running. starting it now on port 5037 *</div><div>* daemon started successfully *</div><div>3159 KB/s (353837 bytes in 0.109s)</div><div>&nbsp; &nbsp; &nbsp; &nbsp; pkg: /data/local/tmp/ouya-framework.apk</div><div>Failure [INSTALL_FAILED_OLDER_SDK]</div><div><br /></div><div>plz help :-(</div>]]></description>
   </item>
   <item>
      <title>Write to OUYA Disc?</title>
      <link>http://forums.ouya.tv/discussion/1316/write-to-ouya-disc</link>
      <pubDate>Wed, 08 May 2013 10:15:39 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>AcnePlay</dc:creator>
      <guid isPermaLink="false">1316@/discussions</guid>
      <description><![CDATA[Hey!<br /><br />I would like to be able to store a file somewhere on the OUYA system to save encrypted data to store information if a user have bought a game or not (for offline purposes) but I am unsure how to write (or create for that matter) to a file on the Ouya system.&nbsp; Is this even possible?<br /><br />Been looking around the forums and seems people say this is possible but no sample code is given.&nbsp; I've tried myself with the following: <br /><br />File file = new File(Environment.getRootDirectory() + File.separator + "someDir", "someFile");<br /><br />But get an error: "open failed:&nbsp; ENOENT (No such file or directory)"<br /><br />Any ideas? <br />]]></description>
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   <item>
      <title>Controller Call</title>
      <link>http://forums.ouya.tv/discussion/1282/controller-call</link>
      <pubDate>Sat, 27 Apr 2013 20:54:43 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>jenerik</dc:creator>
      <guid isPermaLink="false">1282@/discussions</guid>
      <description><![CDATA[To use the Ouya controller in my app do I have to continuously call the onKeyDown() event, or can I just call it once?]]></description>
   </item>
   <item>
      <title>ODK 1.0.0 launcher crash on Nexus 7</title>
      <link>http://forums.ouya.tv/discussion/1057/odk-1-0-0-launcher-crash-on-nexus-7</link>
      <pubDate>Wed, 27 Mar 2013 20:20:07 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>erividus</dc:creator>
      <guid isPermaLink="false">1057@/discussions</guid>
      <description><![CDATA[Hi<div><br /></div><div>I've been using the 0.0.6 launcher and framework on my Nexus 7 as a test device with no hassles.</div><div>Since upgrading to ODK 1.0.0 and installing the new&nbsp;launcher and framework I get a crash:</div><div><br /></div><div>- Ouya splash screen is ok.</div><div>- I skip the section asking to pair your controller</div><div>- Right after selecting (or skipping) the wi-fi network I get "Unfortunately the launcher has stopped"</div><div><br /></div><div>Restarting the device or reinstalling the apps doesn't help.</div><div><br /></div><div>Please assist!</div><div>Thanks in advance.</div>]]></description>
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   <item>
      <title>Suggestion: how to handle switching controllers when only 1 is active</title>
      <link>http://forums.ouya.tv/discussion/1254/suggestion-how-to-handle-switching-controllers-when-only-1-is-active</link>
      <pubDate>Fri, 19 Apr 2013 16:46:24 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>goodhustle</dc:creator>
      <guid isPermaLink="false">1254@/discussions</guid>
      <description><![CDATA[Currently, the ODK (java) player number always sticks with the same controller - so if you're playing a 2-player game and player 1 runs out of batteries, they can reconnect and they'll get player number 1 back.<div><br /></div><div>However, this is slightly suboptimal if you have 2 controllers but are playing a single-player game. This is a real DWIM style suggestion, but if you only have 1 controller connected since starting a console (player #1), and that controller disconnects, then an unknown controller connects, it might be useful to just give it player number #1 anyway.&nbsp;</div><div><br /></div><div>When both controllers are off (perhaps one ran out of batteries and the other is still full), or if you walk away from the console for a while, you can't tell which one you were using previously because the LED's are off. If you turn on the wrong one, you get player #2 only and the controller might be interpreted as just "not working." It might be useful to handle this scenario differently than one in which multiple controllers are connected for a game.</div>]]></description>
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   <item>
      <title>Game sample failed on OSX 10.8.3 and Eclipse</title>
      <link>http://forums.ouya.tv/discussion/1276/game-sample-failed-on-osx-10-8-3-and-eclipse</link>
      <pubDate>Fri, 26 Apr 2013 07:49:04 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>global667</dc:creator>
      <guid isPermaLink="false">1276@/discussions</guid>
      <description><![CDATA[Hello,<div><br /></div><div>I have tried the game sample from ODK with my Mac/OSX 10.8.3. It doesn't works. I got this errors:</div><div><br /></div><div><div><b>04-26 09:41:50.900: E/Trace(1030): error opening trace file: No such file or directory (2)</b></div><div>04-26 09:41:51.451: D/libEGL(1030): loaded /system/lib/egl/libEGL_emulation.so<br /></div><div>04-26 09:41:51.451: D/(1030): HostConnection::get() New Host Connection established 0x2a155690, tid 1030</div><div>04-26 09:41:51.461: D/libEGL(1030): loaded /system/lib/egl/libGLESv1_CM_emulation.so</div><div>04-26 09:41:51.481: D/libEGL(1030): loaded /system/lib/egl/libGLESv2_emulation.so</div><div><i>04-26 09:41:51.571: W/EGL_emulation(1030): eglSurfaceAttrib not implemented</i><br /></div><div>04-26 09:41:51.591: D/OpenGLRenderer(1030): Enabling debug mode 0<br /></div><div><b>04-26 09:41:55.161: E/ActivityThread(1030): Failed to find provider info for tv.ouya.controllerdata</b></div><div><b>04-26 09:41:55.171: E/ActivityThread(1030): Failed to find provider info for tv.ouya.controllerdata</b></div><div><b>04-26 09:41:55.211: E/ActivityThread(1030): Failed to find provider info for tv.ouya.controllerdata</b></div><div><b>04-26 09:41:55.231: E/ActivityThread(1030): Failed to find provider info for tv.ouya.controllerdata</b></div><div><i>04-26 09:41:55.510: W/EGL_emulation(1030): eglSurfaceAttrib not implemented</i></div><div>04-26 09:41:55.660: D/(1030): HostConnection::get() New Host Connection established 0x2a150308, tid 1043<br /></div><div><b>04-26 09:41:55.710: W/dalvikvm(1030): threadid=11: thread exiting with uncaught exception (group=0x40a71930)</b></div><div><b>04-26 09:41:55.791: E/AndroidRuntime(1030): FATAL EXCEPTION: GLThread 87</b></div><div><b>04-26 09:41:55.791: E/AndroidRuntime(1030): java.lang.IllegalArgumentException: No config chosen</b></div><div><b>04-26 09:41:55.791: E/AndroidRuntime(1030): 	at android.opengl.GLSurfaceView$BaseConfigChooser.chooseConfig(GLSurfaceView.java:874)</b></div><div><b>04-26 09:41:55.791: E/AndroidRuntime(1030): 	at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1024)</b></div><div><b>04-26 09:41:55.791: E/AndroidRuntime(1030): 	at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)</b></div><div><b>04-26 09:41:55.791: E/AndroidRuntime(1030): 	at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)</b></div><div>04-26 09:41:56.001: I/Choreographer(1030): Skipped 35 frames! &nbsp;The application may be doing too much work on its main thread.</div></div><div><br /></div><div><br /></div><div>Greets</div>]]></description>
   </item>
   <item>
      <title>OuyaEncryptionHelper issue</title>
      <link>http://forums.ouya.tv/discussion/1292/ouyaencryptionhelper-issue</link>
      <pubDate>Tue, 30 Apr 2013 13:52:51 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>AcnePlay</dc:creator>
      <guid isPermaLink="false">1292@/discussions</guid>
      <description><![CDATA[Hey!<br /><br />Have been following the documented example for IAP purchases for the Ouya but have stumbled upon a really odd problem.&nbsp; There seems to be methods missing from the OuyaEncryptionHelper.<br /><br />In the example there is the method:<br />decryptPurchaseResponse(...);<br /><br />However when I create an OuyaEncryptionHelper object I do not have this method only the<br />decryptReceiptResponse(...) appears.&nbsp; Trying to force the method name gives me a missing method compilation error.<br /><br />Any ideas?&nbsp; Seems really strange to me.<br />]]></description>
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   <item>
      <title>Jeff and Casey Show on Ouya and the Native SDK</title>
      <link>http://forums.ouya.tv/discussion/1241/jeff-and-casey-show-on-ouya-and-the-native-sdk</link>
      <pubDate>Tue, 16 Apr 2013 22:29:06 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1241@/discussions</guid>
      <description><![CDATA[<a rel="nofollow" href="http://www.youtube.com/watch?v=tK50z_gUpZI">http://www.youtube.com/watch?v=tK50z_gUpZI</a>]]></description>
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   <item>
      <title>FlashDevelop &amp; Adobe AIR... I can breathe!</title>
      <link>http://forums.ouya.tv/discussion/158/flashdevelop-adobe-air-i-can-breathe</link>
      <pubDate>Thu, 03 Jan 2013 21:46:53 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Suese</dc:creator>
      <guid isPermaLink="false">158@/discussions</guid>
      <description><![CDATA[Eclipse + Java are not really my style, so I figured I'd try Adobe AIR.<br /><br />Adobe AIR works out-of-the-box -mostly-.<br /><br />FlashDevelop works out-of-the-box -moderately-<br /><br /><b>The meat:</b><br /><br />Since there are keyboard binding for the game pad it seems the D-PAD, analogue sticks and the O and U buttons are mapped to common keyboard keys.  You can access them with a standard stage.addEventListener(KeyboardEvent.KEY_DOWN, callback);  call.  <br /><br />I will be writing proper game pad hooks in the days to come, but for now you CAN port your games made in AS3.  This would include Flixel, FlashPunk,  Stage3D, PaperVision, etc.   It also means you can program in HAXE or AS3.  I know there are a lot of HAXE fans out there.<br /><br /><b>The potatoes:</b><br />For now, I'll provide a real OUYA Adobe Air example and how to work with it.<br /><br />First download the example for comparison purposes <a rel="nofollow" href="http://danmckinnon.net/downloads/mobile_air_test.zip">http://danmckinnon.net/downloads/mobile_air_test.zip</a><br /><br />This is mostly a normal Flash Develop Mobile Air 3 template,  so I'll walk you through how to make this project on your own.<br /><br />1. Create the project<br /><img src="http://danmckinnon.net/downloads/air_mobile_create_project.jpg" alt="image" /><br /><br />2. Edit 'Run.bat' and change <br /><code>SCREEN_SIZE=1080</code><br /><br />3. Now go to Project-&gt;Properties<br />4. Change the platform to Air 3.1<br /><br />5. Open application.xml and change the application name space to AIR 3.1 on line 2<br /><code>&lt;application xmlns=&quot;<a href="http://ns.adobe.com/air/application/3.1&quot;&amp;gt" target="_blank" rel="nofollow">http://ns.adobe.com/air/application/3.1&quot;&amp;gt</a>;</code><br /><br />6. In the folder /bat,  run the program CreateCertificate.bat once<br />7. In the root folder, now run /PackageApp.bat<br />Choose option 3,  captive package.  This just includes the AIR Runtime with the program so the OUYA doesn't have to download it seperately.<br /><br />UBUNTU <br />8-1. Install android development tools.  In Ubuntu, this can be done with the command<br /><code>sudo apt-get install android-tools-adb</code><br /><br />WINDOWS<br />8-2a. In windows you will have to download the Android SDK from here <a rel="nofollow" href="http://developer.android.com/sdk/index.html">http://developer.android.com/sdk/index.html</a><br />8-2b. In Windows set your PATH environment variable to point to the bin directory.  To do that I think you go to Control Panel-&gt;System-&gt;Environment  then edit the PATH variable,  add a semi-colon followed by c:\android-sdk\bin.   This will give you command-line access to ADB so you can install software onto your OUYA from your PC.  It should look something like this<br /><code>PATH=c:\windows\system;c:\windows;c:\windows\system32;c:\android-sdk\bin</code><br /><br />9. In a console window,  change directory to /dist<br />10. Assuming you have only the OUYA connected and no Virtual Devices or other androids type...<br /><code>adb install -r MobileAirTest-captive-runtime.apk</code><br /><br />11. On the OUYA go to Devs-&gt;Software<br />12. Your project should appear as an Adobe AIR icon.  <br />13. Viola!  Run it and enjoy a breath of fresh AIR.<br /><br /><b>Note:</b><br />For the bulk of your work, test on the PC and deploy on the OUYA sparingly.   It's a bit of a bulky way to do the bulk of your testing andthis way you won't get any debugging features when running on the OUYA.   <br /><br />I'm sure there is a way,  so once I figure out a quicker way to run a debugging environment on the OUYA I will post instructions.<br /><br /><b>Suese</b>]]></description>
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   <item>
      <title>Item purchase postback?</title>
      <link>http://forums.ouya.tv/discussion/1114/item-purchase-postback</link>
      <pubDate>Sat, 30 Mar 2013 17:23:25 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Killa_Maaki</dc:creator>
      <guid isPermaLink="false">1114@/discussions</guid>
      <description><![CDATA[A lot of developers were asking about how to make item purchases secure for online games...<br />So I'm curious, if the OUYA servers are already handling item purchases wouldn't it be fairly easy to add a "postback URL" to a game in the admin panel and have the servers ping that URL when an item is purchased?<br />For example I could have 3 items for 100, 250, and 500 "coins" (basically the user buys an "item" via the ODK that translates to a sort of virtual ingame currency for actually buying items... that makes it easier for me to integrate with other payment methods like Kongregate or Facebook). I could specify a postback URL that goes to a PHP script which detects which one the user bought and add the corresponding number of coins to their account. That way the client can't hack the coins into their account too easily.<br />It shouldn't be that hard, right? It would be great if this could be added.<br />]]></description>
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   <item>
      <title>Detecting X360 controllers</title>
      <link>http://forums.ouya.tv/discussion/638/detecting-x360-controllers</link>
      <pubDate>Thu, 31 Jan 2013 13:35:29 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Jack_Mcslay</dc:creator>
      <guid isPermaLink="false">638@/discussions</guid>
      <description><![CDATA[So, I found out that if you plug an wired X360 controller will work just like a regular Ouya controller. Is there a way to detect if the controller is an X360 one? So far I only got InputDevice.getName(), which gives the descriptive name of the controller, and I'm not sure if it's reliable.<br />]]></description>
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   <item>
      <title>Specific Problems, How to Solve Them, Who to Talk to</title>
      <link>http://forums.ouya.tv/discussion/1238/specific-problems-how-to-solve-them-who-to-talk-to</link>
      <pubDate>Tue, 16 Apr 2013 19:06:01 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>HeinousGames</dc:creator>
      <guid isPermaLink="false">1238@/discussions</guid>
      <description><![CDATA[I've recently submitted an updated version of my game Riding Rhodri to the Ouya store and it's been rejected multiple times for reasons that I can't seem to fix. But my biggest problem is that I never seem to see these problems that the game is being rejected for. Also, it seems that maybe these problems only occur when running the game from the Make -&gt; Build category instead of from the Play category. If anyone knows how to help with these problems I'd be forever grateful.<br /><br />The first problem is that the game crashes if users have bought all of the levels. <br />
<br />1. I have all the levels purchased on my developer account but
 it does not crash for me. Should I create a new user account and buy 
the levels myself and try to recreate this problem?<br /><br />2. The 
way I determine if the user has bought the levels or not is by checking 
their receipts. When their receipts load, it checks to see which levels 
have been bought, and then removes those ones from the purchase list. I 
understand this might not be the best way to do it, especially if the 
receipts don't load. Is there a better solution that I am not aware of?<br /><br />The second problem is that the game crashes if there is a peripheral plugged into the usb port. <br /><br />1. How do I even detect if there is a peripheral plugged in?<br /><br />Now, like I was saying before, when I install my game and try to play it from the Play category, it runs every time, and I never seem to run into the same problems that the Ouya testers run into. When I try to run the game from the Make-&gt;Builds category, it wont even open. So am I just testing the game poorly because I'm not running from Builds every time I play-test it?<br /><br />Lastly, when there are problems occurring like this, is it right to post to the forums or is there a specific person I should be contacting regarding these errors?<br /><br />Thanks<br />]]></description>
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   <item>
      <title>ODK (1.0.3) was rejected T_T</title>
      <link>http://forums.ouya.tv/discussion/1253/odk-1-0-3-was-rejected-t-t</link>
      <pubDate>Fri, 19 Apr 2013 01:15:18 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1253@/discussions</guid>
      <description><![CDATA[<div>=D&nbsp;</div><div><br /></div>I was browsing genres when I noticed the L2 and R2 buttons on the screen labeled JUMP LEFT and JUMP RIGHT. &nbsp;Pressing them did nothing. &nbsp;And then I remembered that they're only used when selecting games and not when selecting sections. &nbsp;I figure the controls being displayed at incorrect times might confuse some players.]]></description>
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   <item>
      <title>Anyone using Google Analytics?</title>
      <link>http://forums.ouya.tv/discussion/1240/anyone-using-google-analytics</link>
      <pubDate>Tue, 16 Apr 2013 19:33:09 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>AlienmanTech</dc:creator>
      <guid isPermaLink="false">1240@/discussions</guid>
      <description><![CDATA[We have been using Google Analytics for quite some time in many of our Android apps on Google Play. Its great to see&nbsp;exactly&nbsp;what people do with the app, its a great way to know what needs attention on future updates.<div><br /></div><div>My question is, does it work on Ouya the same? We thought it would, being Android, but we getting&nbsp;conflicting&nbsp;data. Google shows only 5 users have downloaded our game, and very little interaction. But Ouya's new analytics&nbsp;is showing over 50 downloads a day for the last week. Is Ouya's analytics&nbsp;wrong or does the console block sending&nbsp;analytics&nbsp;back to Google? Is anyone else getting mixed results?</div>]]></description>
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      <title>ODK APKs not recognized by JXD S5110 device</title>
      <link>http://forums.ouya.tv/discussion/1244/odk-apks-not-recognized-by-jxd-s5110-device</link>
      <pubDate>Wed, 17 Apr 2013 16:18:03 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>TheLoon</dc:creator>
      <guid isPermaLink="false">1244@/discussions</guid>
      <description><![CDATA[I've got a JXD S5110<br /><a href="http://www.jxd.hk/products.asp?id=611&amp;selectclassid=009006" target="_blank" rel="nofollow">http://www.jxd.hk/products.asp?id=611&amp;selectclassid=009006</a><br /><br />Tried loading up the two .apk files from the ODK but they aren't recognized as packages.&nbsp; Could this be because I'm on 4.0.3 instead of 4.1 something which is what Ouya runs on?<br />]]></description>
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      <title>Is it possible to retrieve purchase info directly from my application backend?</title>
      <link>http://forums.ouya.tv/discussion/1218/is-it-possible-to-retrieve-purchase-info-directly-from-my-application-backend</link>
      <pubDate>Fri, 12 Apr 2013 15:32:51 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>slawo</dc:creator>
      <guid isPermaLink="false">1218@/discussions</guid>
      <description><![CDATA[I have a project which uses a backend to store user data.<div>How should I proceed to retrieve receipts from user purchases directly from the server.</div><div>I think trusting the client application to retrieve and transmit such data is not necessarily the best idea.</div><div><br /></div><div>Why would I need purchase data on the server? Because user generated content will be handled differently depending on purchased items, and the game state for each player will be sharable across multiple devices.</div>]]></description>
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      <title>ODK Unity Package Problem</title>
      <link>http://forums.ouya.tv/discussion/1166/odk-unity-package-problem</link>
      <pubDate>Thu, 04 Apr 2013 18:40:34 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>dog199200</dc:creator>
      <guid isPermaLink="false">1166@/discussions</guid>
      <description><![CDATA[I am having a small problem, or maybe I am missing something. I just downloaded the ODK to check I plan on using Unity for my projects, and from what I read there is suppose to be a file called&nbsp;OuyaSDK.unitypackage under&nbsp;packages&nbsp;that is used to import into Unity. The problem that I am having is that the only file under packages is&nbsp;ngui_distribution. Has something gone wrong with the ODK download, or is there something that I am missing?]]></description>
   </item>
   <item>
      <title>Updates to Apps: How will users get them?</title>
      <link>http://forums.ouya.tv/discussion/1232/updates-to-apps-how-will-users-get-them</link>
      <pubDate>Mon, 15 Apr 2013 21:40:30 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1232@/discussions</guid>
      <description><![CDATA[We've made some significant updates to our app since it first got approved, but it seems people aren't automatically receiving the updates.<div><br /></div><div>How do apps get updated on people's machines? &nbsp;I heard you have to manually uninstall and&nbsp;re-install&nbsp;the app. &nbsp;If this is true, are there plans to make it simpler/automatic?</div><div><br /></div><div>This is quite important for how we develop our app. &nbsp;If there are no plans on making it simpler/automatic, then I'll likely have to make lots of aspects of our app server-side dependent so, for example, we can offer and display sales of IAP properly.</div>]]></description>
   </item>
   <item>
      <title>Multiple touch screen input for each controller?</title>
      <link>http://forums.ouya.tv/discussion/1222/multiple-touch-screen-input-for-each-controller</link>
      <pubDate>Fri, 12 Apr 2013 20:02:34 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1222@/discussions</guid>
      <description><![CDATA[I noticed that each controller doesn't have their own pointer. &nbsp;Is this final in design? &nbsp;I'd think it makes more sense to have each controller have their own cursor. &nbsp;You may even see games use the controller's touch screen in interesting/innovative ways.<div><br /></div><div>Also, is there any official word about if the mouse cursor is to stay?</div>]]></description>
   </item>
   <item>
      <title>Open source equivalent, or as close as you can get, of Unity</title>
      <link>http://forums.ouya.tv/discussion/980/open-source-equivalent-or-as-close-as-you-can-get-of-unity</link>
      <pubDate>Fri, 22 Mar 2013 14:38:49 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>AlveKatt</dc:creator>
      <guid isPermaLink="false">980@/discussions</guid>
      <description><![CDATA[I am curious about trying my hand on making a game for Ouya, on a pure amateur level.<br /><br />But, all my computers run Linux, and I can't afford Unity. Is there an open source equivalent?<br /><br />If someone were to make a kickstarter project for such a thing I would probably back it.<br />]]></description>
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   <item>
      <title>Controller lag measurements?</title>
      <link>http://forums.ouya.tv/discussion/1228/controller-lag-measurements</link>
      <pubDate>Sat, 13 Apr 2013 19:48:27 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1228@/discussions</guid>
      <description><![CDATA[I'm trying to track down a source of input lag in my game. I estimate that its about 50-100ms, but I was wondering if anybody else has done any measurements on this yet?]]></description>
   </item>
   <item>
      <title>Issues with ODK 1.0.2 on ASUS Transformer TF700T</title>
      <link>http://forums.ouya.tv/discussion/1217/issues-with-odk-1-0-2-on-asus-transformer-tf700t</link>
      <pubDate>Fri, 12 Apr 2013 13:35:11 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>dionw</dc:creator>
      <guid isPermaLink="false">1217@/discussions</guid>
      <description><![CDATA[Hi! I'd like to start testing on my Transformer TF700T before my OUYA cube will arrive somewhere the next weeks (hopefully). I am experiencing some problems. The launcher itself runs, touch selection and hardware keyboard work, but:<br /><ul><li>When I select "Play", the launcher crashes. I have the sample game apk installed. The sample used to show up and work under older ODK versions (might have been 1.0.0 or earlier).</li></ul><ul><li>I can't access the store at all. When I select "Discover", I see two errors appearing after one another:</li></ul><ol><li>"Did not load store: Error parsing response from server: No value for versions" and</li><li>"Did not load store: Error parsing response from server: No value for type"</li></ol>I tried cleaning up caches from within the launcher's SYSTEM -&gt; RE-RUN SETUP and cache/data cleaning through Android settings of both OUYA packages and the samples, removing and reinstalling, to no avail. I do see a Console ID assigned if I check through the System menu.<br /><br />I'm running stock Android 4.2.1 (kernel 3.1.10-g03bdcb1) on ASUS Transformer TF700T. It would be great if anyone could tell me how to fix the above; these issues are starting to hinder my progress.<br /><br />BTW found some minor issues as well:<br /><ul><li>&nbsp;The background of the "Make" and "Manage" screens is completely
 transparent and thus hard to read, as opposed to the red background of 
"Play" and "Discover". Used to be okay in older ODK versions.</li></ul><ul><li>When doing other tasks on the tablet I regularly get "The OUYA launcher stopped working" messages.</li></ul>]]></description>
   </item>
   <item>
      <title>Bug when deleting submitted photos</title>
      <link>http://forums.ouya.tv/discussion/1223/bug-when-deleting-submitted-photos</link>
      <pubDate>Fri, 12 Apr 2013 20:04:39 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1223@/discussions</guid>
      <description><![CDATA[I just tried replacing my app's photos with updated ones. &nbsp;I clicked the X on the first one but the second photo got deleted instead. &nbsp; I clicked on it again and the 3rd photo (now the 2nd photo) got deleted. &nbsp;Only when the first photo was the last photo did it work and delete it.]]></description>
   </item>
   <item>
      <title>Subscription purchases</title>
      <link>http://forums.ouya.tv/discussion/1219/subscription-purchases</link>
      <pubDate>Fri, 12 Apr 2013 16:07:24 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>slawo</dc:creator>
      <guid isPermaLink="false">1219@/discussions</guid>
      <description><![CDATA[What type of subscription will be available?<div>&nbsp;- We understand periodic subscription will be available.</div><div>&nbsp;- Will subscriptions for per issue release be available? (i.e. for each episode).<br /><div>Will it be possible to setup the length of each subscription period?</div><div>&nbsp;- is there a minimum period lenght (day/hour)?</div><div>&nbsp;- is there a maximum&nbsp;period lenght&nbsp;(year/more)?</div><div>Will it be possible let a user pause/resume a subscription?</div></div><div>&nbsp;- If we want users to opt out for a few days/weeks is it possible to let the user pause an unused subscription? (eventually from our own servers if possible).</div>]]></description>
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   <item>
      <title>Bug in OUYA's processing of the system button presses</title>
      <link>http://forums.ouya.tv/discussion/1212/bug-in-ouyas-processing-of-the-system-button-presses</link>
      <pubDate>Fri, 12 Apr 2013 02:07:28 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1212@/discussions</guid>
      <description><![CDATA[Today I was testing multiple controller input and noticed that if two controllers press the system button (only once) at the same time, it registers as a double tap and exits the game.]]></description>
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   <item>
      <title>Controller input causing FPS dips</title>
      <link>http://forums.ouya.tv/discussion/1211/controller-input-causing-fps-dips</link>
      <pubDate>Fri, 12 Apr 2013 01:27:14 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>Oriku</dc:creator>
      <guid isPermaLink="false">1211@/discussions</guid>
      <description><![CDATA[Simply spastically moving the right trigger, left trigger, left analog stick, and right analog stick all at the same time is causing fps dips. Not even doing anything with the input (a return at the top of the input handler function), and it still causes FPS to drop. =/<div><br /></div><div>Has anybody else experienced this and possibly have a work-around?</div>]]></description>
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   <item>
      <title>Got everything set up in Eclipse but the sample game crashes</title>
      <link>http://forums.ouya.tv/discussion/1195/got-everything-set-up-in-eclipse-but-the-sample-game-crashes</link>
      <pubDate>Tue, 09 Apr 2013 19:17:21 +0000</pubDate>
      <category>ODK (OUYA Developer Kit)</category>
      <dc:creator>sonder</dc:creator>
      <guid isPermaLink="false">1195@/discussions</guid>
      <description><![CDATA[<div>Hi, I'm new. &nbsp;Excited about OUYA development.</div><div><br /></div>Got a virtual Nexus running with 1024 ram and HAXM and tried running the sample game, the main menu of the game (OUYATron!) &nbsp;popped up, but when I tap Start Game it crashes with bad_alloc<div><br /></div><div>Revision on that ... I just tried relaunching Eclipse and this time I can't even get to main the menu. &nbsp;Same bad_alloc error message as before.</div><div><br /></div><div>Help?</div><div><br /></div><div>Here's the log output...</div><p>[2013-04-09 15:15:07 - MenuActivity] ------------------------------<br /></p><div>[2013-04-09 15:15:07 - MenuActivity] Android Launch!</div><div>[2013-04-09 15:15:07 - MenuActivity] adb is running normally.</div><div>[2013-04-09 15:15:07 - MenuActivity] Performing tv.ouya.sample.game.MenuActivity activity launch</div><div>[2013-04-09 15:15:07 - MenuActivity] Automatic Target Mode: launching new emulator with compatible AVD 'SlowBoy'</div><div>[2013-04-09 15:15:07 - MenuActivity] Launching a new emulator with Virtual Device 'SlowBoy'</div><div>[2013-04-09 15:15:08 - Emulator] emulator: device fd:944</div><div>[2013-04-09 15:15:08 - Emulator]&nbsp;</div><div>[2013-04-09 15:15:08 - Emulator] HAX is working and emulator runs in fast virt mode</div><div>[2013-04-09 15:15:08 - Emulator] creating window 0 0 641 1025</div><div>[2013-04-09 15:15:08 - Emulator] emulator: emulator window was out of view and was recentered</div><div>[2013-04-09 15:15:08 - Emulator]&nbsp;</div><div>[2013-04-09 15:15:08 - MenuActivity] New emulator found: emulator-5554</div><div>[2013-04-09 15:15:08 - MenuActivity] Waiting for HOME ('android.process.acore') to be launched...</div><div>[2013-04-09 15:15:27 - MenuActivity] HOME is up on device 'emulator-5554'</div><div>[2013-04-09 15:15:27 - MenuActivity] Uploading MenuActivity.apk onto device 'emulator-5554'</div><div>[2013-04-09 15:15:27 - MenuActivity] Installing MenuActivity.apk...</div><div>[2013-04-09 15:15:28 - MenuActivity] Success!</div><div>[2013-04-09 15:15:28 - MenuActivity] Starting activity tv.ouya.sample.game.MenuActivity on device emulator-5554</div><div>[2013-04-09 15:15:28 - MenuActivity] ActivityManager: Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] cmp=tv.ouya.sample.game/.MenuActivity }</div><div>[2013-04-09 15:15:28 - Emulator] terminate called after throwing an instance of 'std::bad_alloc'</div><div>[2013-04-09 15:15:28 - Emulator] &nbsp; what(): &nbsp;std::bad_alloc</div><div>[2013-04-09 15:15:28 - Emulator]&nbsp;</div><div>[2013-04-09 15:15:28 - Emulator] This application has requested the Runtime to terminate it in an unusual way.</div><div>[2013-04-09 15:15:28 - Emulator] Please contact the application's support team for more information.</div><div><br /></div>]]></description>
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