Actually you know what game might be great on the OUYA. Mini Racing Online by kotai.
I wonder how well online games would work on the console. So far all the games I've been seeing are a lot of "offline" single and multi-player games.
Actually you know what game might be great on the OUYA. Mini Racing Online by kotai.
I wonder how well online games would work on the console. So far all the games I've been seeing are a lot of "offline" single and multi-player games.
So far I know that Paul and myself are working on a project. Dan seems to be working on something--looks pretty cool too. Jason Farmer is also playing with it, a past community member and past PGD Annual competition 1st place winner if anyone recalls.
Anyone else working on a project or just tinkering?
So how about making article about setting FPC so it can compile to Ouya and what libraries to use?
Actually that's not a bad idea. You can set up Oxygene for Java to build and deploy right to the device so learning how to set that all up is just a matter of knowing the tools and figuring out how to install OUYA's "drivers" for your platform.
I'm sure that FPC doesn't have this ability on it's own, but maybe with the help of other software...?
Since we want to be a helpful community, WE could do a set (or short series?) of articles for Object Pascal OUYA development environment setup here on PGD. Would you be willing to write a short guide or list of steps for the Free Pascal portion Dan?
arm linux fpc+lazarus package (for linux32 only): http://gen2gdk.com/files/ArmLinuxUtils.tar
download, read the instructions and run the installer after that you'll have fpc and lazarus ready for arm-linux compilation.
then you'll still need some tool to assemble the apk (eclipse or android studio) so I suggest that you do some reading
about the android NDK and how to link native code with the android application.
you can also find some decent instructions on how to create an arm-linux fpc compiler here: http://zengl.org/wiki/doku.php?id=compilation:android
another more recent article (looks like things are getting more simple): http://wiki.freepascal.org/Android
I would love to write an article about the whole process up to deploying an app to the device but I simply have no time for it.
if someone else decides to do that I would be happy to answer any questions here on the forum.
Been working on the Game Controls screen for Subject 33. Thought you guys might think this is neat.
Game-Controls-Screen-OUYA.jpg
Now I chickened out on the touchpad for now, nor did I use the Right analog stick for anything yet, but how would you guys use the controller layout to your advantage?
Sweet! May I ask what company you are working for now?
You know that's something that is sorely missing as well. A way to see all games from a specific company on the OUYA. I'm really hoping for some big UI changes and feature additions over the next couple of months.
It has also been mentioned that adding the ability to give out keys, like Steam, for those you want to have a free copy of your game or access to a beta is something that they plan to put into the OUYA as well.
WILL, I know you are experienced dev and all, but that control scheme is AWFUL!
IMO, it should be as follow:
L2/R2 - prev/next weapon
L1 - shoot
R1 - Mine
Y - Throw clip
O - Toggle dive
Reasons:
Shooting is in games pretty common action, as dropping mines is. Buttons used for this should be available for players without getting away to much. Also using index fingers for changing weapons and shooting/placing mines is pretty straightforward and easy to get.
Putting away clips isn't good thing in most cases, so it should be assigned to button where player is actually 100% sure that he want to do this, so he won't throw clip accidentally, therefore Y.
Dive is not as rare action as putting away clip is, but isn't as common as shooting/placing mines, therefore it should be assigned to accessible key like O.
For right stick I'd propose aiming (left would be for movement).
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