Using cocos2d-x with OUYA

PelzMorphPelzMorph Posts: 5Member
edited January 2013 in ODK (OUYA Developer Kit)
Hi everyone,

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.


Have great week and happy hacking !

Best,
Christopher(pelzmorph)
Post edited by PelzMorph on

Comments

  • bioroidbioroid Posts: 4Member
    Awesome!  Going to dive into this in the next few days.
  • kiekie Posts: 5Member
    edited January 2013
    @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++.

    Best Kie
    Post edited by kie on
  • BojacobBojacob Posts: 1Member
    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.

    Did I miss something?
  • kiekie Posts: 5Member
    Hey there, 

    Thats a nasty issue. We'll look at it, but probably its some cocos2d-android issue with the OUYA. We'll adress this, as soon as possible.
  • MadhotdogMadhotdog Posts: 1Member
    Awesome job on the Meta project! I was beginning to think that I was the only dev working with Cocos2D-x and the Ouya. 
  • bioroidbioroid Posts: 4Member
    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?
  • PelzMorphPelzMorph Posts: 5Member
    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
  • bioroidbioroid Posts: 4Member

    PelzMorph said:
    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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