part12studios's Forum Posts

  • thanks! I plan on doing an update for it, but all my Ouya time has been spent figuring out IAP stuff. CocoonJS might not be good for Ouya/IAP.. but fine if you want to make a 100% free game. There is another solution though that might take awhile to make, will insure C2 devs can make games for the Ouya for sure. A solution provided by a developer at Ouya, so this is going to be exciting. Nothing will happen though till September due to other current priorities on the devs plate.

    Thanks!

    Caleb

  • I've also done some further digging and reaching out to Ludei. I realize that my account was a standard account, not premium. I have since applied for premium access and got it. The big thing that I'm curious about now is that they don't list an Ouya market in their options

    also they have a gamepad option which I don't know really means anything. Standard users have gamepad support so maybe it's more of an option to turn it off for games that don't need that code in their projects.

    I'm looking to dig into this deeper in September when a dev from Ouya will have some time to help me explore some other creative options we can come up with for C2 that might bypass the need for CocoonJS or perhaps allow us to simply make direct ajax calls to the store itself somehow.. still early.. but i'm optimistic we will find a solution for this.

  • yea i'll look closer at what's going on.. maybe accessing the raw axis is a problem.. still some stuff to investigate..

    also even with my updated (but not released) version of Bee Active, the buttons were behaving right.. so yea i'm just going to have to dig deeper on this.

  • but wait there's more... ugh.. so I did some testing of my app using the new found mapping that works for PC and it seems that these mappings themselves are still inconsistent with what the Ouya actually responds too.. having this app of course was helpful because it let me test everything.. but yea there is some pretty whacked out stuff.. so I'm going to have to work on this some more to figure out the mapping specifically as it pertains to the Ouya itself..

    pretty annoying because it means you basically can't do any debugging on a pc and have that version go straight to the Ouya...

    so in the short term all I've managed to do is show someone how to map to an ouya controller for pc.. which isn't all that useful. i guess in a perfect world, someone could do all their dev on a pc and use this.. and then once it's fully worked out.. modify the inputs accordingly to reflect the game..

    however I'm concerned with a few things I'm seeing so far.. the biggest one being that the mouse touchpad seems to overlap with the left analog x and y.. none of the four dpad buttons even registered (though left and right were fired off by the left and right analog joystick buttons.

    So yea I'll see what I can figure out.. but this is a debugging nightmare.. because now i'd have to make new builds through cocoonjs.. which take around 5-10min to compile and get them on the device to then test, etc..

    UPDATE: I never installed the android SDK on this machine so there is a chance that maybe I was using some kind of default windows driver might be part of the problem.. i know at one point (i'm on windows 8.1 now) that with Windows 8 the touchpad worked. now it doesn't. So that might reveal something

  • Ok so far, I have answered part of my question. If you're new to cocoonjs, you have to make a "Compile Launcher" app. http://support.ludei.com/hc/en-us/artic ... -purchases

    In my case I'm only checking the Ouya. Hopefully this keeps options and such simpler. I'll keep reporting in as things develop. I know I've seen a game on the Ouya that was exported with CocoonJS (not made with C2) that supported IAP so I'm optimistic that this will work.

  • Hi there,

    I can't find any current tutorials out there that explain how it works so I'm starting with the official C2 "IAP Object". Looking at the manual they give a simple three step process which simple enough, but then it stops and just goes on to explain the different actions. https://www.scirra.com/manual/173/iap

    here are the three steps from the manual:

    1. On start of layout, use the Add product ID action to add the product IDs you will be using, e.g. "product1,product2,product3".

    2. After that (still in the 'Start of layout' event), use the Request store listing action. This starts downloading the names and prices of the given products. Some platforms require this information to be available for the IAP features to work.

    3. When On store listing success triggers, the product names and prices are available, and purchases can start being made or checked with the Has product condition.

    So my question is basically this.. "how does the app know where to send the the product id / requests?" There doesn't seem to be any place where some form of URL / IP address or any other authentication occurs. The manual says it supports six different platforms. There must be some place where account info / app id or something is entered so you know what to connect too.

    My immediate goal is to use this generic "IAP Object" to connect with the Ouya store or even the one with CocoonJS since I'm using CocoonJS as a wrapper, but the one IAP tutorial I found and resources out there seem outdated. I don't even see an IAP store under services like some screenshots show. This is the only comprehensive tutorial I've found on this subject https://www.scirra.com/tutorials/645/in-app-purchase-on-google-play-android-using-cocoonjs but I don't see the same stuff he shows in his tutorial. It's like Ludei removed IAP support.

    look at what he sees in his tutorial

    look at what I see in the same services view

    I would imagine that if Scirra claims you can reach six different markets they would provide some instructions on how to use the object in each of those specific fashions to address the unique steps otherwise how do they even know they stores work? It would seem that while testing things out they would document the process.

    Ultimately IAP are extremely popular right now so maybe I'm just overlooking something very simple, but my research so far has come up very empty handed.

  • Grimbarian it was my pleasure and i'm just glad to see it becoming a real possibility. I didn't get anywhere with IAP yesterday, but that has a lot to do with not connecting with Tim over at Ouya to talk about real options.

    Right now though I'm looking at the standard IAP system n C2.. and I don't get how it works. There are no tutorials on how to use it for all the markets it claims it supports. I'm going to dig some more today to figure out.

  • Behold! It is done.. http://part12studios.com/games/OuyaController/

    (Remember if you're using chrome, the ouya controller only likes to connect once.. each time you have to close the browser and reopen it when testing things out)

    the big thing was realizing that for any axis stuff i needed to use the Gamepad.RawAxis(0,0) stuff for both analog triggers and thumb sticks to insure there was no overlap..

    the rawaxis mapping is:

    left thumb x - (0,0)

    left thumb y - (0,1)

    left trigger - (0,2)

    right thumb x - (0,2)

    right thumb y - (0,3)

    right trigger - (0,4)

    Thanks everyone, especially LittleStain for your help with this. I learned a lot through this exercise.

    I'm working next on getting an IAP solution for the Ouya. I'll let folks know how that goes once it's there.

    in the meantime attached is an ouya controller capx.

    Grimbarian we're all set.. we have access to every button on the ouya now.. analog or otherwise.

    Thanks

    Caleb

  • no problem, i was just throwing it out there if you had some time it wasn't too tough to remap.. I'm just disappointed about the analog controls I couldn't get to work properly on the Ouya. Hopefully someone can find out what I'm doing wrong.

  • Ok so I had some quiet time this morning and i'm not known for my patience.. so I went ahead and took a solid stab at adjusting the xbox version of the controller to the Ouya as best as I could.

    Here is a link to the "final" version of the Ouya controller simulator. http://part12studios.com/games/OuyaController/

    two problems that I would LOVE someone to fix that I could not:

    • left and right analog triggers failed to work properly. They can work as a button, just not the analog element. As you can see when you pull them in the test above, they "jump" showing they "fire" off an event, but what I had trouble with was 0-100 stuff..
    • right analog thumbstick wouldn't work nice for me. Seems to be some issues with the Left trigger influencing the axis, but i couldn't get them to play nice together..

    honestly I think there seems to be some overlap in my testing between these problems. I noticed that I could move my right analog thumbstick with the left analog trigger, so while I've labeled them as two issues, I feel like they might be related.

    I have attached the project related to the link above for folks to play with and learn from and MAYBE find someone to fix it

    The big thing is that since this isn't an xbox360 controller, Scirra won't be able to support problems with it. I was able to fully map a xbox controller so it IS working as they claim. Maybe at some point they will add official Ouya support, but nothing so far.

    NOTE: I test with Chrome and I have noticed that each time you test you need to completely close Chrome. If you use Node Webkit you shouldn't have this problem, its just a habit for me to stick with things being on chrome

    (removed old capx from this because there is a better version available further down)

  • here is an ouya version of the above attachment.. I removed the menu buttons from the event sheet and updated the OUYA buttons with appropriate art.

  • Yes! Here is a cleaned up version of the app for the xbox controller.

    Grimbarian could you do me a favor? now that we have a baseline of a fully working controller, could you take this and tweak it to represent the Ouya? Doesn't have to be pretty.

    I'm wanting to shift my focus to Ouya IAP stuff so it would be great to split up the load with someone else invested in the Ouya

  • behold! We have full analog mapage.. http://part12studios.com/temp/ControllerTest7/ Grimbarian it's working very well now.

    keep in mind this mapping is for an xbox controller, but really its all the same, you just have to figure out which buttons fire off for which event..

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  • aah ok I wasn't sure i followed the talk of index stuff and why it matter..

    turns out its actually 6 and 7, but yes I was able to capture the analog input of the controller this way! man talk about some cat and mousing, heh. I'll be sure to come up with some illustration for the tutorial to set the record straight.

    Thanks LittleStain for your help has been amazing as always!

    http://part12studios.com/temp/ControllerTest7/

    this effectively maps the entire xbox360 controller. Making it for the Ouya is just a matter of figuring out what buttons are different.

  • LittleStain hadn't because buttons are binary events, but certainly worth a try so I did it and yea it doesn't seem to offer any analog value.. just on/off output.

    Taking that logic I also tried Rawaxis which seemed to produce the same 4 values that the normal Axis offers.

    it seems like there must be a hidden other two analag values somewhere.. I know that the keypress action offers "trigger left" and "trigger right" so I can get that much data from the controller, but if they really do support "xbox360 input" then this data must be in there somewhere to access because it's a standard control input.

    http://part12studios.com/temp/ControllerTest6/

    this is an updated version.. it has been updated to reflect a true xbox360 controller.. although my goal is the Ouya, I'd rather work with what Scirra officially supports so this joystick is an xbox controller. getting the ouya's differences (and there definitely are some) can be sorted out later.