AkbarBitcoins said:
MightyRabbit said:
Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward …
I'd really like to see the numbers for the SNES emulator - I'm curious if they're making a lot of money as I think most people are using the OUYA for emulation. I'd also like to hear how Stalagflight and Final Fantasy III are doing - it's unlikely w…
Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people ar…
Akbar - We've got time split pretty well right now. I've been handling design and production on B&C which gives me time to branch SMRPG to other platforms (the other 6 of us are only working on B&C). OUYA has been great for press and word of…
I'll go ahead and divulge our sales/downloads - we're at 217 downloads with 4 converted purchases at $5.99. So we're seeing that roughly 2% of downloads will buy the game. If we can manage to get 100,000 downloads during our lifetime on OUYA and hav…
Just looking at Mountain Sheep's numbers, they're way ahead of us. We're sitting at 163 downloads total and we're featured. I have absolutely no idea how you're getting those kinds of numbers! I guess Saturday Morning RPG isn't appealing at first gl…
I just would have thought by nearly two weeks in we would be seeing a constant rise in downloads, instead we're seeing an inverse. Downloads peaked last week at ~20 and are now at 4 per day. This doesn't seem cohesive with a steady rollout of consol…
You're probably not getting purchases, but if you really want to check you can set up a new account and buy your own game. Just for reference, no one is really buying our game either. If I had to guess, less than 1,000 OUYA consoles have been delive…
Lord of Portals was awful. Control stick implementation barely worked, the camera jittered an absolutely insane amount, and for some reason "Y" was their confirm button. I'm pretty sure it was developed without an actual OUYA to test on.
If any of you guys figure out how to do this with Unity using the ODK Plug-in (which I'm guess Beast Boxing doesn't use, since Good Hustle has their own bridge) please let me know how you pulled it off. I'm going to dive in and try to figure it out …
@JonAbrams
Thanks for the support and kind words. Team OUYA has made us feel very at home - we're supporters for life. I have full faith that the Sandbox will be efficient and fair to everyone. Steam Greenlight has been hell for Saturday Morning RP…
I don't think many have arrived to backers yet. We've been downloaded 40 times, with 1 actual sale. I don't think I can judge anything properly until the end of the month.
I dont see any chance for indie devs to really get their name out while being covered up like a turd in the sandbox by all the bigger, and well funded dev groups with more team members.
I hope ouya can rectify this and give indie devs a fighting c…
(EDIT: Disregard, this seems to have been a temporary issue with the auth token.)
Awesome, that appears to have done the trick! Now it pops up the buy box, and when I choose yes it goes back to the game failed apparently, because of an invalid auth…
We seem to be making progress with this method but have run into a problem, when actually requesting the purchase it refuses to use our actual developer ID in the API call and instead uses the one used in all Ouya examples. This is what it spits out…
Yeah, I'm further optimizing view frustums and that seems to be fixing most of my issues. There's certain instances where the camera needed to pull back to show a large scene, but we've just cut these from the OUYA version of our game.
We're taking the lazy route and just exiting the app on suspend - I think console gamers are used to not having games get backgrounded.
As it stands in every game we've tested on OUYA, textures will disappear on resume after being sent to the backg…
The key goes into your TestOuyaFacade.java file - you'll need to open your key.der file in a HEX editor. Cross-reference the IAPSampleApp.java file in the official ODK sample apps to see an example of how this is done.
I did manage to get it to work, just had to delete my old R.java and OuyaUnityApplication.jar files before clicking "Compile". I guess it wasn't completely overwriting certain parts of these.
Looks like I'm getting a list of purchasables now; however, it's the default list - I've changed every reference to these in my project (TestOuyaFacade and in OuyaSDK) and am explicitly calling OuyaSDK.requestProductList with my own newly created li…
Commenting out any references to playerNum seems to have done the trick in getting rid of the crash! I haven't verified that IAPs are returning back yet, but getting rid of the crash is a good step forward. Thanks for the help, Tim. I really appreci…
Here is the full logcat of the crash - I'd appreciate any help in figuring this out:
D/AndroidRuntime( 5443): Shutting down VM
W/dalvikvm( 5443): threadid=1: thread exiting with uncaught exception (group=0x41ac8300)
E/AndroidRuntime( 5443): FATAL E…
Are you on a Mac? If so open terminal and navigate from your root directory to your android sdk folder (just type "cd foldername" a few times until you get there). Once in type "cd platform-tools" then type "./adb logcat" while your game is running …
Every time I swap in the 1.0.0 SDK I get this error in logcat: java.lang.RuntimeException: Unable to start activity ComponentInfo{com.test.ouyatest/com.test.ouyatest.OuyaUnityApplication}: java.lang.NullPointerException
I do not get this problem wh…
Ugh, I did exactly the same thing as oddeven yesterday and for some reason what I did causes Unity to just hard quit on boot (no splash screen, it just goes straight into crashing).
Well, it seems like an issue that might be beyond my comprehension - the error lies on line 410 of TestOuyaFacade. decryptReceiptResponse needs a "PublicKey" instead of the application key. I tried modifying the code to make it match up with the IAP…