Pause Button

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Comments

  • nicknick Posts: 186Member, Administrator, Team OUYA
    Riboshom- said:
    Will there still be a way to customize the system menu, for those who need it?
    Not currently.
  • Riboshom-Riboshom- Posts: 21Member
    edited March 2013
    Riboshom- said:
    Riboshom- said:
    Will there still be a way to customize the system menu, for those who need it?
    The whole point of the changes they have made was to not require the app to make changes to the system menu.  What need do you have to change the system menu?
    As I said in a previous post, that would come pretty handy for emulators, who are likely to need both a start button and an external menu. Since you can't use the touchpad as a touch button just yet (I've been told that relative touch input would be added in the final firmware of the controllers), you can't keep the pause button for that. You'd need a way to use the same button both as a pause button for the game you're running and as a global menu for the emulator itself.
    Perhaps some emulators could use the triggers or L3/R3 for start and select? Just a thought.
    Well, say you're emulating a playstation. It had all the buttons on the ouya controller (including the triggers and the clickable analogs) plus a select button. I've seen a few people who intend to use the ouya as an emulating machine, and missing buttons aren't going to go unnoticed.
    After thinking about it for a while, I came up with the idea of using a swipe on the touchpad, but it doesn't support relative movements as of now (or so I've been told by the dev support team, though it should be available on shipping).
    As for the customisable home/settings menu, that would be very handy to house commands like reset game, change game, action replay & al.
    nick said:
    Riboshom- said:
    Will there still be a way to customize the system menu, for those who need it?
    Not currently.
    Any plans to add this feature sometime in the future?
    Post edited by Riboshom- on
  • OrikuOriku Posts: 263Member
    edited March 2013
    the lack of start/select is kind of disappointing and I'll likely run out of buttons for that as well in the future. I also considered swipes for start/select, or touching on the right vs left side of the touchpad. Have you tried to use shift buttons to "expand the number of buttons" so to speak?
    Post edited by Oriku on
  • DreamwriterDreamwriter Posts: 768Member

    For regular games, the Home button now works as a perfect "Start Button" - I'm using it in my game to bring up the in-game menu, where you can equip items or save your game.  For emulators, most of the systems that the OUYA is powerful enough to emulate are mostly fine with the buttons as they are with a little reorganizing - even the Playstation, because most PS1 games didn't support all the buttons because the analogue controller didn't come until late in the system's life.  The Nintendo 64 is probably the most powerful system the OUYA could emulate, the developer of Dolphin said that emulator couldn't even be tried on OUYA due to the Tegra 3 not supporting the 32-bit color OpenGL extension.

    Note that you *can* use the touchpad a a button, as long as you only use it as one button - it detects taps just fine, you just don't know where on the pad the player tapped.

  • Riboshom-Riboshom- Posts: 21Member
    nick said:
    Riboshom- said:
    Will there still be a way to customize the system menu, for those who need it?
    Not currently.

    For regular games, the Home button now works as a perfect "Start Button" - I'm using it in my game to bring up the in-game menu, where you can equip items or save your game.  For emulators, most of the systems that the OUYA is powerful enough to emulate are mostly fine with the buttons as they are with a little reorganizing - even the Playstation, because most PS1 games didn't support all the buttons because the analogue controller didn't come until late in the system's life.  The Nintendo 64 is probably the most powerful system the OUYA could emulate, the developer of Dolphin said that emulator couldn't even be tried on OUYA due to the Tegra 3 not supporting the 32-bit color OpenGL extension.

    Note that you *can* use the touchpad a a button, as long as you only use it as one button - it detects taps just fine, you just don't know where on the pad the player tapped.

    Game specific button rearrengement? This is far from ideal IMO.
  • TyrusTyrus Posts: 67Member
    On double-tap, would it perhaps be better to ask the user if they want to quit the current game/app and only return them to the home screen if they confirm that?

    As is, especially with unity games, games generally have issues coming back from the home screen any way. I'd rather have stuff consistently be forced to quit and not have to worry about other games running in the background.
  • AyrikAyrik Posts: 429Member
    Yes please. Actually, what I'd really like is exactly what Xbox 360 does and just pop up a menu with options, but this won't suspend the app because multiplayer games need to keep going. From that menu they can quit to home if they want.
    Saga Heroes - Adventure RPG
    image image
  • TyrusTyrus Posts: 67Member
    Agreed! The (hypothetical) double tap menu shouldn't suspend things, although some sort of SDK feedback that it's occurred would be nice so that pauses could happen if desired.

    I've seen menus pop up on top of the game without issue since I've launched games with the bluetooth notification open before, and they seem to overlay fine on top of games and function as expected.

    I'm not sure what options would be available... I guess "Quit" and "Shut down console" would be nice.
  • AyrikAyrik Posts: 429Member
    For now, but it could be expanded to include a friend list, achievements, quick launch, etc.
    Saga Heroes - Adventure RPG
    image image
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