in regard of the Ouya-GameJam and the many questions in this forum how to use cocos2d-x or JNI/NDK we decided to create a project template for you: the MetaProject.
We implemented a binding to the OUYA-controller-Java-class for cocos2d-x all other API-Calls will be delivered during the next months.
@sled7: I would like to see this post in the new "native" subforum, because the MetaProject is our attempt to give Ouya Devs a good starting point developing for Ouya with Cocos2d-x and C++.
I just ran the test project. The FPS isn't really stable at all, jumps around 20, 30, 60fps when all that's shown is the cocos2dx background and the FPS counter.
I still ported my own game over, and I'm seeing the same slowdowns.
I got my prototype running on the Ouya using the MetaProject which helped a lot. I know eventually the community will need controller support for the menus, either hooking into the existing menu/controls or writing a set of new ones. Anyone have any thoughts about that?
Hi bioroid,
Can you please explain what you actually need ?! Because there is controller support in the metaproject. You can use the class OuyaController.
Best
Hi bioroid,
Can you please explain what you actually need ?! Because there is controller support in the metaproject. You can use the class OuyaController.
Best
I mean expanding the cocos2d-x menu system to be navigable with the Ouya controller (or any controller or keyboard) and have the same menus work for touch screens automagically. I did have a touch/joystick compatible menu system a few years ago when I did some XNA Xbox360 and Windows Phone 7 games (using the same code base). This is something I'll be looking into next month when I try to get my game out in time for the Ouya launch.
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I mean expanding the cocos2d-x menu system to be navigable with the Ouya controller (or any controller or keyboard) and have the same menus work for touch screens automagically. I did have a touch/joystick compatible menu system a few years ago when I did some XNA Xbox360 and Windows Phone 7 games (using the same code base). This is something I'll be looking into next month when I try to get my game out in time for the Ouya launch.