What Adobe needs to do is take Adobe Flash and give it the ability to export games to android right from adobe flash.
That's *exactly* what "captive runtime" for Adobe AIR is. In addition to Android and OUYA, you can also export apps for iOS and Blackberry 10 directly from Flash Pro or Flash Builder.
What Adobe needs to do is take Adobe Flash and give it the ability to export games to android right from adobe flash.
Games coded and animated in flash. From Flash to ouya.
it would be cool too if Maya had some sort of SKD plug in to edit games right in Maya.
Captive Runtime just allows you to deploy to your target platform without a need for the AIR runtimes - this is how iOS works.
But you can't export with Captive for BlackBerry, and not only that, you're waiting for RIM to update the AIR runtimes on their platform... I think they're still back on 3.2.
Blender has "Blender Game", and it's a cool idea, but that's never what the tool was designed for and seems a little of a waste - and I think the same would be said for Maya.
Just going back to your original question, you have to make the distinction between Flash Professional, Flash Builder/Develop and the Flash Runtimes.
Flash Pro and Builder/Develop are authoring tools. So if you make something in Flash Pro, you can export it to Android (and thus, OUYA). Does that make sense?
However, if you're wanting to make use of ANEs, I've not had much chance with Flash Pro in the past... that was CS5, but after making the switch to Flash Builder, every application we make is soooo much better!
Oh, yeah, I forgot about the wierdness with BB10. It has its own built-in version of AIR, and yeah, it's an older version. It doesn't even support Stage3D yet (I went to Blackberry JAM in May, where they promised an update to 3.7/3.8 soon, although captive runtime is where it's at).
(I went to Blackberry JAM in May, where they promised an update to 3.7/3.8 soon, although captive runtime is where it's at).
This is excellent news!
Even if they don't support Captive Runtime, knowing that a newer version of AIR is on the platform opens it back up as something suitable for many AIR devs!
Back on topic, though... would any of the other features of the ODK be something folk would like to see in a new (or added to an existing; or a new one modified from the existing with all the features?) ANE?
If the ODK has capabilities that aren't currently exposed to AIR, I would like to see them in the ANE... I'm sure someone will want them sooner or later.
Did you already change the IAP API so that it gives some clear response to the effect of "zero receipts found"? That's still my top feature request. I don't think I'm the only game that would like a way to check for ownership of their game's one Entitlement, and know for sure if the answer is "no"...
I made sure to call out your awesome work on the ANEs that made all this possible! It was the least I could do. Thanks again for sharing your work and helping the Ouya/Flash development community, Gaslight. :)
Has anybody noticed that GameInput on OUYA assumes that you want the left thumbstick to work like a D-pad? I had precise analogue controls implemented on Xbox and PS3, but the OUYA controller overrides it with blunt digital movements! It interprets 0.5 and beyond as one of Buttons 19-22.
@MDickie I'd look to start a new thread about that, as it's more related to GameInput than any of the Native Extensions.
That said, I've not come across this issue. We built our own interpretation of the GameInput code so that it better fit with our controller abstraction method and we're receiving a reasonably smooth run of values.
I do know that some of the analogue sticks haven't been all that smooth with passing the values, but you should still be getting values from the AXIS, as it's interpreted in GameInput.
Comments
Games coded and animated in flash. From Flash to ouya.
it would be cool too if Maya had some sort of SKD plug in to edit games right in Maya.
https://www.udemy.com/nocode2dgames/
Did you already change the IAP API so that it gives some clear response to the effect of "zero receipts found"? That's still my top feature request. I don't think I'm the only game that would like a way to check for ownership of their game's one Entitlement, and know for sure if the answer is "no"...
I made sure to call out your awesome work on the ANEs that made all this possible! It was the least I could do. Thanks again for sharing your work and helping the Ouya/Flash development community, Gaslight. :)
That said, I've not come across this issue. We built our own interpretation of the GameInput code so that it better fit with our controller abstraction method and we're receiving a reasonably smooth run of values.