Added pacman game example (in samples/ouya) made by Benny Chen (https://github.com/bennychen/Moai-based-Pacman) but did some modifications it somewhat to work with MOAI controllers.
Adding Purchases and Storage support later.
Repository link: http…
Hey, for those interested, I updated my branch. Controllers are workign again. I'll be extending it to support mouse input (from the controller), and the L2, R2 pressure thingies next update, plus a game example. After that I'll be adding the Pur…
@apLundell Im planning on updating my branch SOON (tm). Been very busy with other projects, hopefully this weekend I'll be able to dedicate some time on this.
Hi there, planning on expending more time expanding the MOAI OUYA branch. What things should be priority and what is the total of items to make it 100% covered?
Thanks for any input in this ;)
I do intend to complete it, just can't right now.
We are presently running a Kickstarter for a separate game, but I thought this was a nice opportunity to work on the Ouya so I had to spend work time on our project, and free time on this. I intend…
Anyways, now that the game builds properly, do I have to keep using the Ouya panel to build, or can I build using the normal Build option for Unity and it'll include everything the Ouya panel made?
This is the Manifest.
http://pastebin.com/f1DdL0KT
Made me notice something. Is that period supposed to be there before the activity android:name? It was there before I changed the name... should I remove it?
I am building for 16. I set it up at the Player Settings. But the flag's not showing up on the manifest. If I put it up manually, that error goes away. Sadly, the game crash remains, with the same ClassNotFoundException.
I had already checked that link.Everything matches as far as I can see in those 3 places.
How can I tell it is compiling? The result from pressing the button is:
elapsedTime: 4.923282 errors: D:/android-ndk-r8d/build/core/add-application.mk:128: A…
I've reached a point where I'm comfortable, if not happy, with the performance. I have 40 ships all fighting with each other and the slowdown is playable, though drastic when compared to how it runs before the firefight starts.
I moved some things…
GPU's generally at 13-17ms. CPU blows, though, from 20ms spiking to 95ms at max.
GPU usage seems to be fine. On memory the amount of materials keeps steadily increasing... I think that's when I assign the materials to the bullets to change their col…
Not while it's running on the Ouya. I can't get the profiler to connect...
This is the game, a web player build, at least. Maybe by seeing it you'll get an idea...
https://dl.dropbox.com/u/14109812/SquadronOuyaB14-Sounds/SquadronOuyaB14-Sounds.htm…
I did the bullet pool, and still gettig real bad fps degradation... I really have no idea what's going on, bordering on frustration at this point.
In fact, without the pool it runs a tiny bit better, for some strange reason.... So no, the creation/…
WHen I lower the resolution, the game still starts off just fine, but as soon as the shooting starts, I lose 20-30 fps, from the solid 60 that starts. As the firings cools off, the framerate picks up again.
This means that something's happening on…
As for the second controller crash, gonna work on using the ODK now. I've resisted it because the first time I tried to use it it was really unfriendly, the errors I got. I didn't even know what was wrong, just that I was getting error lines.
My problem doesn't seem to be rendering, since the slowdowns happen even when the action's off camera. I will try the resolution change, though. How do I change resolution?
I'm getting this error on the logcat when I start the game with 2 controllers at once... Any ideas?
Is this something that would be solved if I used the ODK?
http://pastebin.com/sxaRHUid
If I plug a USB Xbox360 controller the same happens. WOrks fine if it's the only controller, but as soon as I pair up an Ouya controller the game crashes back to launcher.
Must every Ouya game use the ODK, or can I use the Unity InputManager safely?
I've read around, and after some experimenting myself I got the controller to work as I wanted with the Unity InputManager. But when I have 2 controllers, the game freeze…