You'll need to use the JNI so that you can communicate between the Android NDK and Java SDK. A little frustrating, but it's not too bad once you get it working.
We have a similar issue, as we use AS3/AIR for our primary development, but need ANEs (…
To those who have made use of the new GameInput API...
How are you handling the fact that the Start Button is not exposed? I've cycled through the list of all Inputs that are available for the "Device", and have nothing for the Start Button.
Also, …
This is a good plan!
We've modified our release plan a little, with the changes (and issues) to the release/shipping schedule, so I can look to update to ODK 1.0.6 & add these new features (or reworking of old stuff) over the next couple of days…
There's a testing flag in the initialization setup in the ODK/Java side - so the testing flag passed from AS3 to Java changes this within the ODK.As far as I can tell, this should be working - but hopefully someone can confirm this :-)
No receipts..…
IQpierce said:
Thanks man! I was about to comment though that I think you were right and my issues weren't from the old ODK; I've actually submitted again. But I appreciate the update all the same, and will put it into the next version!
…
OK, the IAP ANE has been updated to ODK 1.0.5 - I've tested it with the sample/quick test app that's also available on github.https://github.com/gaslightgames/AIROUYAIAP
Any questions or problems, get in touch while it's (re)fresh in my mind :-P
OK, scrap the delay - now had more people ask for an update... sorry to IQpierce for not pushing this higher up my to-do list: but I'm on it today and will have a new version uploaded later this afternoon (GMT)!
Unfortunately updating the ODK version's not high on my priority list... at least for the next couple of days, perhaps even the next week.
It's by no means a long/difficult task... but just need the "work" time to finish our title.
Going over the OD…
IQpierce said:
Here's an Adobe support post from a coule of days ago, in which an Adobe developer mentions that, even though it hasn't been called out in release notes, the latest AIR SDK betas have support for GameInput on desktop AIR platfo…
How have you gotten GameInput working on Windows?With 3.7, when GameInput was introduced, only Android is supported.Are you using AIR3.8? According to the latest release notes for AIR3.8, there is still no support for GameInput for platforms other …
Interesting.
Once you have your project linked to the latest AIR, then the Game Input API is part of it, so you shouldn't need to add the SWC again. If you can call "import blah.blah.GameInput" and Flash CS6 finds that package, then you should be O…
Aaah, OK - are you using Flash Pro? Flash Develop? Or hardcore and mxmlc on the command line!? :-)
Just make sure that your AIR SDK download is definitely being used and specifically the latest airglobal.swc is being targeted.
With the ANEs for OU…
AIR's GameInput doesn't work on Windows - I just get an "Unsupported = False" when I try to run it on Wednesday. But on the OUYA, yup, got it working nice and easily.
With that error, have you definitely updated all of your SWC's?Sometimes Flash Bu…
The tag is the approach you must take for iOS and generic Android, so I would wager that this is how to support the icon on OUYA.Have you tried?: images/your_icon.png
Also, are you using AIR 3.7? As the updated OUYA support should be present in th…
Yeah, the air.* pre-requisite is a little frustrating, as it's added outside of the application. I believe it's added even if you use captive runtime and not an "installed" version of AIR. This was a real pig of an issue to find and suss out, as t…
Thanks IQpierce for not only delving into the problem more deeply, but for the detailed solution!
It's a strange one that, even after removing, the references to the old ANEs remains in the project - but the plus side is that, as you've discovered, …
Wow. Just... wow.Throw in just a modicum of multi-threading and the OUYA is an incredible machine. If you develop your games right, they'll work almost "out of the box" on all of the modern Android devices (Smartphones, Tablets, OUYA etc).
The lev…
Very strange.You may need to remove the ANEs and re-add them to the project, as the paths *could* be formatted in a Windows way, rather than a generic/unix manner?
Once I get into the office tomorrow, I'll upload another project - test, with both AN…
We have 1080p, with rigid-body physics running @ 60fps*
*When compiled in release mode, obviously less in debug. Haven't yet tried to push the rendering capabilities to it's limit, so not sure on max poly/vertex count with what we're using... but 2…
Laboratory said:
I'm still using an old version of the ANE, so I should update. Right now in multiplayer, my controllers are canceling each other out for some reason. I'll update soon and see if I'm getting the same results.
The ODK has…
Interesting - I have it working with a test application, s'how I know that I got the right class files in each ANE.
Did you remove the ANEs from the project(s) in Flash Builder and then re-add them?
I find that if you just copy the ANEs over the old…
IQpierce said:
You are the man. I still have not experimented with Adobe's own gamepad solution; I will let you know how that works on the Ouya, though. Thanks for creating these ANE's, they are a lifesaver.
Glad they're going to be usef…
Awesome! Glad to have at least lead you in the right direction :-)
Yeah, I've noticed that with imports/libraries when using Eclipse (or Eclipse derived applications like Flex/Flash Builder) it's "safer" to remove and re-add them, rather than refre…
You can use "Captive Runtime" to include the AIR runtimes within your APK on deployment - that makes sure your users don't need to sideload the AIR runtime themselves.
Adobe is adding support for the OUYA controller to the next release of AIR, but u…
I both have that method and have it working fine with ODK 1.0.3.Are you definitely linking to the latest ODK?Can you give us an example of the source you're using?
While it's for a native extension, you can see some working code here:https://github.…
I'd also like to say that I've been using Alternativa3D, along with their physics implementation and get ~35fps @ 1080p with full physics steps.Take physics out and it's a 60fps jaunt in 1080p :-)
But if, like me, you want collision detection, rigid…
Killa_Maaki said:
Guys, any progress on things like Gamepad and IAP?
I'm looking into using Away3D 4.1, AwayPhysics, Stage3D, and AIR for developing OUYA games, but I'd love to know if I can get REAL access to the gamepad (all buttons, direc…
IQpierce said:
First of all, I resolved my previous problem, I mostly just needed to do the adt build myself on the command-line, and check that I was using the right parameters there... adding an "-extdir" parameter to my ANE directory was p…
Aaaaand there we have it!https://github.com/gaslightgames/AIROUYAIAP
What I believe to be full support for ODK 1.0.3, encrypted receipt requests and responses are now implemented along with an update to the way of signalling "testing".
*PHEW*
OK, so I'm about 90% there with the update to the IAP ANE... latest version on GitHub:https://github.com/gaslightgames/AIROUYAIAP
Make sure you read the "Notes" section of the ReadMe on the GitHub page, as there are several annoyances nuance…