It feels like it's been forever since I last checked in here... :o
I got my hands on a retail controller and I'm happy to report the accuracy issues are *greatly* reduced. It's still not as silky-smooth as a 360 controller, but the difference is ba…
Your dead zone method is pretty good, but for games that need highly precise, small movements -- like aiming a sniper rifle in an FPS -- you're going to feel a little "kick" as you cross the dead zone threshold.
I usually re-scale the input magnitu…
Yeah, I've been investigating this problem last night and this morning. My 360 controller feels great, but my OUYA controllers have several problems, most obviously exhibited by rotating either stick in a slow, complete circle at full extension:
- …
I'm having this same problem.
In my case I'm using the Ouya Unity package, and for a while I thought maybe it was something in that package (it has a *lot* of extra input logic) but I've traced it all the way down to OuyaUnityApplication.java's onG…
I'll be at GDC all week, but since I started my OUYA game literally six days ago I won't exactly be demoing anything. ^_^
I've been using Unity for ~3 years before this, though, so if anybody wants to talk Unity shop, I'm there.
I wrote a second code path (#if UNITY_EDITOR) and created new entries in the Input Manager specifically for the 360 controller, and that all works fine using regular ol' Input.GetButton and Input.GetAxis.
When I dig around in OuyaInputManager I see…
So where do I do that? I've been looking all over the place for a link and either I'm blind or there's nothing.
I did see that a new ODK went up today, but the only Unity package it contains is the NGUI distribution. The OUYA core and example packa…
If by "1D" you mean plugin version 0.0.5.1d, then... well, I'm using that version, and I just ran into this same issue and it still appears as Setsuki described.
I fixed it locally but... yeah.
How does this control on Ouya? In the videos you're manipulating a really small cursor and you're doing it really fast, as if you're actually using a mouse. Are you planning on using the Ouya touchpad for it, or dragging it around with the stick/d-p…
LOL this looks rad. ^_^
The core mechanic looks and sounds really clever, and I like the super-whimsical tone in the trailer. No grimdark serious space marine B.S., just a fun video game!
So this would probably be a huge scope grenade, but this ga…
Gameplay sounds fun!
I think you could benefit from finding ways to add more light and color into your scenes, though. They're very dark and brown... yeah, it's a dungeon and all, but a few little spots of things like glowing crystals/mushrooms, li…
If the controls are as tight as the animations, this could be splendid fun.
I kinda wish there was more light and less shadow overall, though, especially since the more finished-looking bits in the video look pretty great when they're well-lit and …
Hey all,
I'm Josh Sutphin. Before going indie (just a few days ago!) I was the lead designer on Starhawk (PS3), and a game designer on Warhawk (PS3) before that. I spent just over eight years in commercial game development altogether, but the comme…