Application Tiles

I was looking at the requirements for Application Icons/Tiles for Android applications, and noticed that they are all square, and on the Android tablets/phones that I've seen, they are all drawn square.

However, on the OUYA the Application Tiles are rectangles, and as a result they are stretch and look distorted.

Now obviously I could create a tile that when stretch horizontally look correct, however then the same icon couldn't be used on Android devices.

Will OUYA be conforming and rendering tiles as square so that they look correct, or will I have to create a separate set of icons for OUYA?

I'm aware that the UI is still very much in development so I'm assuming this will be resolved, but any information on the matter would be much appreciated.
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Comments

  • KonajuGamesKonajuGames Posts: 560Member
    The ouya_icon application tile is only for display in the OUYA Launcher, where they have decided to use rectangular images.  You will have to use different icons for regular Android builds.
  • noctnoct Posts: 122Member
    edited January 2013
    From the Setup guide in the docs:

    The application image that is shown in the launcher is embedded inside of the APK itself. The expected file is in res/drawable-xhdpi/ouya_icon.png and the image size must be 732x412 for games or 412x412 for applications.
    Post edited by noct on
  • ZeroDependencyZeroDependency Posts: 27Member
    Yep, cheers guys. I hadn't seen this.

    It's a bit irritating that I have to create separate icons for OUYA, but I guess it's catering to a different UI design/style.
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  • DreamwriterDreamwriter Posts: 768Member
    edited January 2013
    I think part of the reason for it is that they'd rather people make console games for OUYA rather than make cell phone games that can run on an OUYA. They don't want gamers to think of it as an Android device but as a new budget game console, so their launcher is designed to look and run completely different than an Android device.
    Post edited by Dreamwriter on
  • AyrikAyrik Posts: 429Member
    I think it would be better if we uploaded the launcher icon to the store separately, just like the App Store and Google Play, and the OUYA would just cache it once you download the game.
    Saga Heroes - Adventure RPG
    image image
  • BalbiBalbi Posts: 198Member
    Ayrik said:
    I think it would be better if we uploaded the launcher icon to the store separately, just like the App Store and Google Play, and the OUYA would just cache it once you download the game.
    I'd rather keep everything inside my APK and not complicate things further :P
    Lead Developer of Leroux
  • AyrikAyrik Posts: 429Member
    It doesn't seem to complicate anything to me. When submitting your game you also supply A FEW other images, one for the launcher image, and some others for marketing banners like Google Play. This is very common. And they're already downloading the game information, which it will hopefully cache, so it's pretty much already built in for them.
    Saga Heroes - Adventure RPG
    image image
  • BalbiBalbi Posts: 198Member
    Ayrik said:
    It doesn't seem to complicate anything to me. When submitting your game you also supply A FEW other images, one for the launcher image, and some others for marketing banners like Google Play. This is very common. And they're already downloading the game information, which it will hopefully cache, so it's pretty much already built in for them.
    Part of the sexiness of Android is how organized the filesystem is for applications. This kind of disrupts that :-X but I see where you're coming from. Personally I'd just rather the icons hang out in my res folders hehehe.
    Lead Developer of Leroux
  • ZeroDependencyZeroDependency Posts: 27Member
    edited January 2013
    Ayrik said:
    It doesn't seem to complicate anything to me. When submitting your game you also supply A FEW other images, one for the launcher image, and some others for marketing banners like Google Play. This is very common. And they're already downloading the game information, which it will hopefully cache, so it's pretty much already built in for them.
    This is what we do on IndieCity (http://store.indiecity.com) and find it works well. Most images on a store are not required for the actual games, so there is no point in including high res images in the package

    Balbi said:
    Ayrik said:
    It doesn't seem to complicate anything to me. When submitting your game you also supply A FEW other images, one for the launcher image, and some others for marketing banners like Google Play. This is very common. And they're already downloading the game information, which it will hopefully cache, so it's pretty much already built in for them.
    Part of the sexiness of Android is how organized the filesystem is for applications. This kind of disrupts that :-X 
    The Android file system is not organised. Developers are forced to almost do a hack in order to access assets, whereas on iOS (which uses the same principle of a single package) the OS abstracts that all away so you can access files on the FS or in the Package with the exact same code with no 'hack'
    Post edited by ZeroDependency on
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