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Thread: Lets talk OUYA

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  1. #1
    I'd really have to disagree with your representation of fpc/lazarus. sure, it's not a walk in the park where you simply install the software, make a new project, click run and it works on the device. fpc requires some advanced knowledge of its tools, but once you have that you'll see that it is very powerful.

    one indisputable advantage that fpc has over any java based tool for android, is that it can compile native code for the platform. I speak out of experience here, because before I started using fpc for android development I did try to make a game using java. Half way to completion I ran into some really bad performance issues and that is already using a multithreaded architecture to separate the logic, rendering and input. in the end I decided to abandon the whole project and restart it using fpc. you can now find the finished game here: https://play.google.com/store/apps/d....gemmasterdemo and I am planning to release a new game for android very soon.

    and yes fpc and lazarus are free, so if in the end you find that it's just not working for you then you won't loose anything.

    "Are you serious about making games or really not", I'd say that if you are then you should not be afraid of investing some time in learning your tools. once you have fpc/lazarus and your gamedev framework properly setup to build android games then it becomes as easy as clicking two buttons (once to compile with fpc and once to assemble an apk and run the app). you can see the process here: http://www.youtube.com/watch?v=dr8QSAnSl1E
    Last edited by Dan; 06-06-2013 at 07:45 AM.

  2. #2
    In any case, how one would compile Pascal game for Ouya e.g. from Lazarus or even directly FPC?

  3. #3
    as far as I can tell it's just the same as compiling for an android phone/tab (arm-linux), since tegra 3 is a quad-core ARM processor. I should have some fun with that as soon as I have the console.

  4. #4
    Quote Originally Posted by Dan View Post
    as far as I can tell it's just the same as compiling for an android phone/tab (arm-linux), since tegra 3 is a quad-core ARM processor. I should have some fun with that as soon as I have the console.
    correct, you just need to implement the conroller handling via ouya sdk and thats all

    Some post content moved to more appropreate discussion thread here
    Last edited by WILL; 10-06-2013 at 12:54 AM. Reason: Removed off-topic part of post and put in another thread!

  5. #5
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Daikrys View Post
    correct, you just need to implement the conroller handling via ouya sdk and thats all
    We have found libGDX to be excellent at this! capturing mouse and touchscreen actions has been very easy as they are treated the same. So you can test on desktop for single finger touch using the mouse. Multi-touch obviously can't be tested off-device, so testing on device is necessary. You won't need to worry about about this on OUYA unless you plan on using the touchpad on the controller.

    And there is this great post about using libGDX to receive OUYA gamepad input in your existing apps/games: http://www.badlogicgames.com/wordpress/?p=2733

    There are others that may work really well, but Paul and I have had only great experiences with libGDX so I would recommend trying it out. If you guys know of any others post them here!
    Jason McMillen
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  6. #6
    Co-Founder / PGD Elder WILL's Avatar
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    And lets keep the C/C++ vs. Pascal discussions out of this thread please. This is here to talk about the OUYA and making games (or apps) for it. Thanks!

    I made a new thread for you guys to continue your conversation here: http://www.pascalgamedevelopment.com...-vs-C-argument
    Jason McMillen
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  7. #7
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Darkhog View Post
    In any case, how one would compile Pascal game for Ouya e.g. from Lazarus or even directly FPC?
    Here is a link to the FPC Wiki, but I don't know much about the specifics. http://wiki.freepascal.org/FPC_JVM_Android_Development Again, I wouldn't use this tool as I can't debug while it runs on the device using FPC. (Unless there is another tool or someone made a tool.)
    Jason McMillen
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  8. #8
    Co-Founder / PGD Elder WILL's Avatar
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    IMG_3836.jpg

    Testing Subject 33 on an Android device from Oxygene's IDE.

    It's a Samsung Nexus S phone in case anyone is curious.
    Jason McMillen
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  9. #9
    Co-Founder / PGD Elder WILL's Avatar
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    The developers of libGDX and Spine showing off some details on using libGDX with the OUYA.



    It's a Dev Kit version that was sent out to backers who were willing to pay $1337 USD for one. So it doesn't look as nice as the final one. (More bare-bones.)
    Jason McMillen
    Pascal Game Development
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  10. #10
    Quote Originally Posted by WILL View Post
    Here is a link to the FPC Wiki, but I don't know much about the specifics. http://wiki.freepascal.org/FPC_JVM_Android_Development Again, I wouldn't use this tool as I can't debug while it runs on the device using FPC. (Unless there is another tool or someone made a tool.)
    to take advantage of fpc on android you should really forget about JVM or DVM and instead go with pure native code. here is the easiest way that it can be done (this is a fairly new article): http://wiki.freepascal.org/Android

    Quote Originally Posted by WILL
    I don't think that even Ecplipse can debug on device. Please correct me if I'm wrong, I would sincerely like to know if that's not the case.
    you are wrong. Eclipse can debug the java code on the device out of the box. Put a break point and wait for the program to hit it.

    native code debugging is a bit more complicated but definitely possible. here is an article on how to do the setup for native debugging:
    http://mhandroid.wordpress.com/2011/...-cc-debugging/

    so what exactly is the advantage of using Oxigene?

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