1 decade ago
by paulh
Hopefully this will open up the doors that the gatekeepers at sony/nintendo and msoft have held firmly closed for many years...
http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console
I saw this yesterday, it was at $900,000. Now it's at 2.6 million after one night!
It will be interesting to see how well it parses HTML5. Since it's based on Android I'm hoping it'll work well.
1 decade ago
by paulh
After fighting with those gatekeepers i mentioned and the early days of closed architecture mobile phone games, im praying this gets the graphics power to compete ... and of course the developer take-up, unfortunately $2.7m will only get them through round 1 of ten .... fingers crossed!
I cant see a gpu mentioned anywhere?
Just found this image on the internets of whats on the motherboard. Might give us more insight on what it'll be capable of.
http://www.flickr.com/photos/67366155@N05/7547771292/
I backed the project when it was around $600k. For such an open platform... here's to hoping it has great success!
Does anyone know if it has like native support for HTML5 or does it just have a browser or something we have to run through?
It runs on Android OS so it should at least have a UIwebview. Downside is right now that isn't really good for HTML5 :/
1 decade ago
by mimik
well its seams kinda weak :/ Weaker than a Wii!
and a wii is weak.
Android 4, dont know if thats good or not for html5.
made alot of html5 mobile sites for android. its a hacky walk in the park.
Heres a quick sheet of HTML5 support on Android 4 browser:
http://mobile.dzone.com/news/overview-html5-support-android
I couldn't find a sheet on the UIwebview, but I think it supports the same attributes.
1 decade ago
by wilson
Me and some friends also backed the project for upcoming games and sincerely hope they succeed with it! Of course we like to be part of that.
Anyways it would be lovely to have ImpactJS on it in some shape or form. How about an iOS style wrapper or even better, a port of the engine to Android? ;-)
1 decade ago
by Altalus
I know I am necro resurrecting the post but now that the OUYA is a reality (dev consoles shipping in 8 days) I was wondering if an exporter could be done for ImpactJS like the iOS exporter... would open a HUGE door for this engine :P
1 decade ago
by dominic
CocoonJS should work for Ouya, it's just Android after all. I'm not sure about the controls, though. Still waiting for my dev unit...
@dominic
Lucky dog... getting a dev unit. I'll have to wait until March for the other kick-starter consoles get shipped out. Looking forward to trying my hand at development for it and if that means I can still use Impact even (way) better.
1 decade ago
by sdwrage
Quote from dominic
CocoonJS should work for Ouya, it's just Android after all. I'm not sure about the controls, though. Still waiting for my dev unit...
I am sure that someone will end up developing a plugin for it correct? Would it even be that hard to figure out what keys are being pressed?
1 decade ago
by sdwrage
Any update on whether this has been tested and working on ouya?
I actually got ImpactJS working beautifully on the Ouya with CocoonJS. Is not too complicated. It's just a matter of querying the gamepad buttons and axis.
You can take a look here:
http://blog.ludei.com/html5-gamepad-api-support-in-cocoonjs-android-ouya-nvidia-shield/
They have a demo on how to get access to the gamepad. You will however have to create a custom launcher for the Ouya for testing.
Hi!
You can use my wrapper, it works with impact and has the ouya controller built in:
https://github.com/WalaWala/OwnGap
1 decade ago
by Krisjet
So, for anyone wishing to use CocoonJS to make a game for OUYA, I will tell you this: it works great, but Cocoon does NOT implement the controller API spec correctly. The correct way to check if a button is pressed according to the W3C standard is to check whether gamepad.buttons[buttonNumber].pressed is true. There is also a gamepad.buttons[buttonNumber].value which shows how hard the button is being pressed, with the value going from 0 to 1.
In Cocoons implementation they've dropped having two variables, and gamepad.buttons[buttonNumber] is basically the value variable, which fluctuates between 1 and 0. If it's more than 0, it's being pressed, if 0 it's not.
Just thought I'd spare someone else a couple of hours of debugging to find that out. :P
1 decade ago
by Joncom
Interesting. I guess technically, two values are not necessary since you can determine the .pressed
state from .value
state. Still though, following the standard would probably be a good idea. Thanks for sharing.
1 decade ago
by Krisjet
Has anyone gotten the bitmap fonts to work on OUYA using CocoonJS?
My game runs fine on OUYA, but the fonts won't show up. I've tried some small hacks but I really haven't found an easy way to do debugging yet, so I'm kind of coding blind, trying to find out how to fix it. Will take another stab at it tomorrow I think, it's kind of the last piece of the puzzle before everything is working.
1 decade ago
by Krisjet
Dom helped me with the bitmap font issue, basically the way impact finds the indices and the width of characters isn't very reliable, so I hard coded them for my specific font, and it worked perfectly.
Wrote up a more detailed post on my experience porting Partypillars to OUYA here:
http://krisjet.tumblr.com/post/94704335700/partypillars-on-ouya
1 decade ago
by Joncom
Could you elaborate on "isn't very reliable"?
1 decade ago
by Krisjet
Straight from Dominic's own twitter:
https://twitter.com/phoboslab/status/499568673334767616 and this one:
https://twitter.com/phoboslab/status/499568832420528129
I'm not sure exactly what was going wrong, as I didn't have any proper debugging setup when testing it, I just know that it failed, and that after doing what Dom suggested, it works :)
Thanks very much for the info! (haven't tried to port a game to ouya yet using cocoonjs, but I'm guessing that we can expect similar issues on android phones in general)
Page 1 of 1
« first
« previous
next ›
last »