Does it work if you don't use ProGuard? If so, then the issue is with ProGuard and not LibGDX. It is often the case when using obfuscators that certain libraries must be excluded from obfuscation. Are you excluding the LibGDX libraries from obfus…
There doesn't seem to be any reason it wouldn't run. Have you tried it? OUYA is simply an Android device, so as long as you can get the AIDE APK (no Google Play on OUYA) you should be able to run it and use it, except for perhaps if it uses Google…
The ODK doesn't "run" on your host OS. You simply extract the ODK and link to the ouya jar contained within.
Your first step will be to get the Android SDK, most likely the ADT Bundle, for Linux from here. That will give you Java support. If you …
Why is everything you come across described as a "serious issue"?
The only way to be sure is to try it on an actual 720p display device. Are you 100% sure that the command you are using displays accurate results when used on non-720p display device…
You can use C++ for 99% of your game, and that is what a lot of games built for OUYA and Android use. I don't understand the logic of saying that all your programmers have all this experience in C++, so you use a HTML5/JS based solution.
The closes…
I would be surprised if the review process was expedited for updates. It doesn't happen for other app stores. It would be far too easy to submit a safe by-the-book game in order to pass review, then add all the nasty stuff in an update. Every asp…
I don't think there is any easy way around this. The OUYA framework and launcher require Android 4.1 and they haven't worked on non-OUYA devices for several months.
Unless you were to acquire an OUYA free of charge or on loan, you would have to out…
OUYA uses Android 4.1, so the framework and launcher will be set to require 4.1.
The framework and launcher have not worked on tablets or non-OUYA devices for several months now.
tonline said:
Thanks for the response...I just like things to be neat and tidy!
You don't want to see what goes on during development of a large commercial game then. :)
You can just leave them there and never reference them from your game. You could try emailing support. They may be able to do it. Otherwise just leave them be.
That information is not available from the Product class. You could encode it into the product identifier, e.g. a "_C" or "_E" suffix, and seeing as your app already needs to know the identifier you will then already know if it is a consumable or e…
A couple of surprise additions in ODK 1.0.10 that I had not seen announced.A new GamerInfo class retrieved by OuyaFacade.requestGamerInfo. This class contains the gamer UUID (same as that returned by requestGamerUuid) and the gamer's username. This…
WRITE_MEDIA_STORAGE is intended for system apps and the permission is not supposed to be granted to third party apps, which is why it is not in the public Android documentation. See this xda-developers forum post for more information. What you sho…
You don't set your screen height and width to the safe zone. The safe zone is an area within the bounds of your back buffer that you must render all critical text and UI elements. If your back buffer is set to 1280x720, render all of your UI eleme…
The Android documentation is a good place to look for most information regarding Android development.http://developer.android.com/guide/topics/manifest/manifest-element.html#package
The general format is com.company.apptitle
I've used the setFixedSize method of the SurfaceHolder class.http://developer.android.com/reference/android/view/SurfaceHolder.html#setFixedSize(int, int)
In MonoGame we use an AlertDialog and add an EditText to it. This shows the OUYA-customized on-screen keyboard that can be used with the controller.https://github.com/mono/MonoGame/blob/develop/MonoGame.Framework/Android/GamerServices/Guide.cs#L83
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