@tgraupmann: I have tried the tutorial, I even tried mixing up the type of controller it is. Example I have a Logitech like stated before, I included the type of controller it was in the xbox section and as wonky as it was, I still manage to get som…
I've got a usb Logitech Cordless Rumble Pad 2 and I've been getting no luck with input. I've tried all the tutorial's and made all the adjustments but no luck. Is there any support for said controller? or is it all just PS3's and Xbox's at the momen…
@CorgiCommander: I emailed them earlier in the week but they said they didn't get the license from the guys over at unity yet so I was just wondering if that was still the case seeing that create deadline is so close.
wow android is a heavy OS when you step back and look at it. You kind of have to give it to Sony and Microsoft in terms of how small the their OS footprint is.
@FelineArts: any chance you could do a test that had about 200k-250k verts without any transparent shaders. I don't have a dev kit and possible not until april when the pre-orders go out so I'm having to rely on others for some ballpark te…
@tgraupmann: are you the only dev working on the unity integration side of things? if so man I salute you :). One question I have is, could other controller setups not have so much dependency on the SDK? what I mean is if I only want the Ouya SDK wi…
Weird isn't it. Still puzzles me why you would want to release a product named after yourself. The only other company I think did that was Nintendo, and they called it NES.
I'm kind of confused about the rules. They say you can't use an existing game engine but Unity has been the exception. Also since Unity is now an exception does that mean that a unity user can qualify for other prize categorys other that the Unity s…
@JCS: 110mb is actually small compared to more recent android games that are released. Look on the google play store and you will find many games way above that number some even close to 2gb in size. I feel that they will only keep getting bigger to…
@Suese: I wasn't thinking of running my game build on Ouya at 1080 native res. Its quite polygon heavy but low on draw calls, if you consider 200-250 low :(. back to the coffe pot for me ~O)
wow.. I don't even have a dev kit and I can tell that I am going to have to do some major overhaul to get my game to run if what you guys are saying is true
@Killa_Maaki : interesting stuff, but I don't doubt that. Considering how NVidia had two different versions of their 680m gtx mobile parts. on for windows laptops and the other for Imacs, with the Imac version blowing away all other variants. To the…
So for you guys that need more clarification. Based on what I think chamberlin is saying is that the device 'Ouya' is not overclocked and probably wont be overclocked. if I read what he said correct.
Did the Ouya team ever get back to us Dev's on just how much of the devices resources we can actually use? my current project I wont say is resource hungry but the more the merrier. As long as I get at lease 512 of that memory I'm happy :)
I suppose Unity users got it easier. All they have to do is set the android to run at what ever resolution they want in the build settings and watch it go. Other users have a bit harder time figuring this one out.
@jtn0514The Dev units are not overclocked. I'm thinking the consumer version will be and the dev units are kinda like a Beta version of the device. Maybe they will overclock the dev units through a software update late or maybe not?I'm also wonderin…
@ Balbi: is the Ouya's output similar to the xbox360 where it will upres to 1080p if your TV supports it? Also what kind of performance impact are we looking at, is it something we should design our games in mined with. and for unity users, will set…
@noct: Being an old time Designer/Technical Artist, I guess I'm just too comfortable with how the Big 3 operate their consoles. I'm not one to purchase a console at first launch and usually wait after the first wave of " Demo" games are release. Tha…
@noct: what I'm saying is that it wouldn't be beneficial to upgrade so soon because then it would be like apple releasing a new device each year. The Ouya team don't have the money to do that even if they wanted to. Think of it from a Dev standpoint…
@Noct: Do you think the Ouya team is financially in a position to support multiple devices, that kept on increasing on a yearly basis?@Magnesus: You do know that 2-3 years from now there will be a tegra 6/7 right. Nvidia release a new tegra every y…
I second a 2 year gap before upgrading. considering that the Ouya team sticks with Nvidia with the next iteration of the console and the rate that Nvidia release a upgrade of tegra, a 2 year gap would allow Ouya to stay at a cheap price point, while…
So anywhere between 200 and 300 draw calls at any given time would be acceptable for ouya? And I don't know if I'm just overlooking it or what but does the Documentation tell how much resource developers can use.