I tried Crosswalk last night for the first time in ages. I exported a game I already have working on the OUYA console via Cocoon JS, and another game I use for controller testing (a 2 player twin stick shooter) - both to the OUYA console as I wanted to test performance and controller.
The performance on the twin stick shooter was ok - not quite as fast as CocoonJS, but pretty good nonetheless. However the controllers (OUYA and PS3) wouldn't work properly. Both pads only controlled the movement of player 2, and neither would fire at all. (Both pads work perfectly and as intended via CocoonJS).
The other game that I already have working on OUYA I wasn't able to get past the menu screen as neither controller would detect button presses.
Does anyone else have any experience with the gamepad object controllers not working when exporting via Crosswalk? If you have it working how did you achieve it please?
I posted new documentation for an alternative way to publish on the OUYA.
https://github.com/ouya/docs/blob/master/construct_2.md
This uses OUYA-Everywhere input so it's going to support PS3, RockCandy, XBOX 360, OUYA, etc controllers and any controllers added in the future. And that's without any special gamepad handling in your Construct 2 app.
It would be interesting to compare your performance and experiences. I'm trying to make the process as painless as possible.
I've also added support for detecting MENU Button presses for each controller.
I did initially have some issues with button presses when the gamepad lacked some error checking. There was a not-so-rare case where an undefined check was missing. If a button input error happened, it was completely stop the game events from happening.
Thanks.