jayderyu's Forum Posts

  • I think that Valve's Steam Box will crush Ouya out from the market and that's why Ludei should just forget it and focus on improving CocoonJS's speed with WebGL on mobile.

    That's not likely to happen for a few key reasons.

    A. Steambox to run most if not all of Steam games must be a relatively efficient and higher end system. This means that Steam box performance and price tag will clock in about the same as traditional consoles.

    The Ouya isn't designed to compete against the traditional console. Similar to how the Wii didn't want to compete against the traditional console values. The results of the hardware sales were clear. The results of good games for companies that understood the Wii were clear. Massive money maker.

    Steam box only muddies the current waters. So unless the Steambox can come in at a price tag of $60. Then Steam box will never "win" some fabricated contested.

    B. The Ouya is designed as a mass consumer product. At least that's the reason why it's using an Android OS, and the console is less than $100. It's an impulse purchase console. Similar to the Apple/Play store games that range from 1 to 5 dollars. Boxer 8 is trying to prove value of a $100 game machine for a different form of consumer behaviour market. This is the reason why all games are "free to download" but full features or items in game cost. Entirely different consumer behaviour.

    C. Steam box can't beat the Ouya, because the Ouya already beat it self. Though often over looked. The model of human interaction with device and software is key. While an upstream elite, enthuiast market will often learn or enjoy more complicated devices. The mass market wants ease of use. The controller and I must stress is designed for only an upstream market. So while the console software is designed for a mass market. The console price is for a mass market. The controller however is designed for a limited number of game types and only for upstream gamers. These upstream gamers of course only want what they percieve as the best and thats a more expensive and "powerful" device. That would be XBOX360, WiiU and Steambox.

    So in effect Boxer8 created a mass consumer product intended to only sell to a market that doesn't want it :P go figure

    The result is. Is that Steambox can't beat the Ouya. The Ouya just won't go anywhere. However that's not the big important part of the entire point of the Ouya. Infact the important part is what the Ouya represents. It's a growth direction for a software model that is about easy access and convenient consumer behaviour. Which when convenient always tends to work better with consumers. That's always the technology that succeeds. The Ouya won't succeed. Instead for now it's a Micro Boom market giving an opportunity to use as financial gain.

    In the long run the Ouya is the fore runner of penetrating an Android OS into the living room TV. Boxer8 long term goal isn't to have a box in front of the TV, but instead convince Smart TV makers to package Ouya into the TV. If Ouya can prove the worth of the Ouya platform and be intstall in Smart TV's by default. Then that would by default displace the current gaming model. For the mass consumer "Why buy a console when there is a perfectly fine game machine in almost every TV made"

    So for Ludie. This isn't about just supporting the Ouya. It's about being ready to shift and be the front of being the first everywhere ready technology for the Android platform for more than just phone and tablets, but instead for your home TV.

    So for me it's important to push Ludie and the nagging I did to get them on this direction. Let's see what happens :)

    TL;DR Your on a forum about written content.

  • I can understand that, but I i'm more refering to result that is more like

    current key 0, command to go to key 1

    result goes to key 1, 2, 3, 4, loops to key 0

    then goes to key 1.

    It's a wierd result. I'll keep an eye on it and check my code some more. but my only commands are "play animation to "

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  • hmmm. My project is getting a bit Big. However I seemed to have encountered a possible bug in the Spriter plugin.

    When using "Player current animation to keyframe". it sometims bugs out when. There seems to be a problem moving through keyframes. Sometimes it will continue on past the keyframe, loop then continue to the right keyframe.

  • Actually I got slightly side tracked in the discussion :D I was replying too wookolar. Apparently you(rfisher) posted while I was still typing my message. So my prior post was after yours(rfisher) rather than Wookolar :P

  • Thanks firebelly. That was informative and really appreciated.

    I wonder if the thread I started on the dev ouya forums helped push Ludie on this. Maybe, maybe no

    forums.ouya.tv/discussion/comment/7408

  • hmm. ok. good question. to be fair that's a minimized version.

    My project puts the spriter event sheet as a seperate sheet and imports it. I wonder if that may be the problem. That the Spriter ES is imported :|

    also I'm using the last stable release. There hasn't been a required that has any features that i desperatly need. Though if a Spriter reimporter came. Then I would jump on that :D

  • that's ok. I thought you were reffering to getting somethign working with phonegap :P

    gamepad is sorta nice playing games with :) I'm a WiiRemote+Nunchuck kind of person. But that is terribly supported on Browsers. Often I need to use a mapping program to make it usable :)

  • TY

    I removed a lot of stuff. I didn't know that stuff 1px away counts. that helps. I just want the sliding to stop. i don't want to move other tiles. I'm trying it another way now

  • ok, so I tried out what you said. "pause animation" Still doesn't work at the end of On_initialized for me. "pause" works at least after the first tick of animation. However, "Play current animation to keyframe: 0" at the end of On_init works really well.

    Can we do more than one SCML file. So far all my attemps are leading to crashes :(

  • docs.google.com/file/d/0B0V2EvCXNzYULTNyWkZZTWNHbXc/edit

    Here is the capx where pausing does not work.

    Also FYI. I removed "First Animation". "mainmenu" is the only animation in the scml so far.

  • wookalar

    Does this work with Phonegap support?

  • Well if Java is not your most familiar language. Game Closure has a way to use C++ and GC uses the NDK(Native) for compiling C++ code for Android apps.

    Of course maybe C++ isn't your native language either :| If it's not. Then never mind. Actually what language is your preferred?

  • Looking forward to it. I thought PhoneGap would have run on C++ and you were using the NDK and ODK bridge.

    You mentioned last that you had good performance with PhoneGap. Is that just from careful game design and the natural PhoneGap speed on Ouya or are you using Pender?

  • Made it too page 3 with no reply and I'm still stuck :P

    This is a bump, but I think I'm going to try another way of moving the block on a limited access. Maybe that will be easier to trying to fix what went wrong with this one :D

  • Alright. So I have been tinkering with the basics of trying to do a sliding tile based puzzle game. Currently it's rudementary and trying to just get the tiles sliding.

    The problem is that I can't get it to work right :(

    docs.google.com/file/d/0B0V2EvCXNzYUMzJYQ3FiQlZqbjg/edit

    Here are the problems based on the capx

    1. The tile selected slides right though other tiles 50% of the time

    2. The tile moves the opposing tile out of the way 50% of the time

    3. The organized tile setup goes wack at the startup

    I've tried to tinker with it, but just made more of a mess :| Can anyone please help. I'll keep tinkering, but it's just not working yet.