Detailed porting manual or application?

CanobieCanobie Posts: 10Member
edited March 2013 in ODK (OUYA Developer Kit)
I've been making a game (in java with eclipse) and I want to bring it over to OUYA. I've never developed for another platform besides PC, and I'm really looking to not having to re-code everything. I know about putting in the Android plug-in and downloading the ODK, but it's all greek to me, even with some light instruction online. I'd love for someone to just tell me in precise detail how to specifically port my game to OUYA. 

BTW: I can get the Android plug-in working but after that it turns to gibberish.

Thanks. 
Post edited by Canobie on

Comments

  • SpoonThumbSpoonThumb Posts: 426Member
    I think I spoke to you on twitter?

    Actually I misread what you said about the game. I thought you were talking about android/eclipse rather than regular old java. Depending on how you've done your java stuff, you may need to either adapt the UI or completely rewrite it. The game logic is no problem. You can pretty much copy/paste all of that across. Finally the art assets (pictures, models, animations etc) you'll have to copy/paste into Android's own resource loading system

    Basically, an OUYA game is just an android app with some extra stuff for making the controller and IAP work, so the challenge is to turn your game from a java game into one that works on android.

    First question is how are you drawing stuff on screen? If you're using something like swing, awt and/or paint, then it's going to be painful. If you're using OpenGL, then it will be a lot easier (though still not entirely straight forward). If you're using another engine, it will depend on that engine

  • CanobieCanobie Posts: 10Member
    I think I spoke to you on twitter?

    Actually I misread what you said about the game. I thought you were talking about android/eclipse rather than regular old java. Depending on how you've done your java stuff, you may need to either adapt the UI or completely rewrite it. The game logic is no problem. You can pretty much copy/paste all of that across. Finally the art assets (pictures, models, animations etc) you'll have to copy/paste into Android's own resource loading system

    Basically, an OUYA game is just an android app with some extra stuff for making the controller and IAP work, so the challenge is to turn your game from a java game into one that works on android.

    First question is how are you drawing stuff on screen? If you're using something like swing, awt and/or paint, then it's going to be painful. If you're using OpenGL, then it will be a lot easier (though still not entirely straight forward). If you're using another engine, it will depend on that engine

    I'm using java 2d with paint Component on a JPanel on a JFrame. I installed the ODK and Android SDK but the virtual machine/emulator stuff made me give up until I have an OUYA with me. Thank you so much for your help.
  • SpoonThumbSpoonThumb Posts: 426Member
    When you do, let me know. The easiest solution I think is going to be using android canvas (and probably surfaceview) which lets you do roughly the same things as paint. There is an introduction guide here: http://developer.android.com/guide/topics/graphics/2d-graphics.html (the first half is the relevant bit, up to where it starts talking about drawables)

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