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  • It's not that crazy. During a presentation during my second year at university I talked about possibly developing games for sale online on the Wii (this was when it had been out for less than half a year or something).

    About six months later Nintendo announced Wiiware (there were industry people at the presentation btw).

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  • You're able to send them a message either via the Kickstarter page, or via an email adress they put up on their updates page: ideasnfs@ouya.tv

    I'm thinking about sending them an email talking about Construct 2, and such, but I'm still figuring out how to word it.

    They've already got Unity on board, so Construct 2 compatibility shouldn't be much of a stretch I think. They're going to want as many people as possible developing for their system, and supporting game engines goes towards that goal. They said they're going to release SDK's and whatnot, so an Ouya gamepad plugin is most likely a possiblity. I wonder if an Ouya exporter would be doable. *scratches beard*

    Edit: Actually, the FAQ contained a better email to send C2 specific questions to: devsnfs@ouya.tv

    Let's flood their inbox with C2 emails! :B

  • I just put my $10 in (I'd have put $120 in to get one, if I could)

    Strangely enough, I see a lot of negative comments about it coming from the Tigsource thread, of all places (though there are tiggers that are positive about it, too). I any place would be in favor of this you'd think it'd be the Tigsource community, but instead they are complaining about it being an Android platform. Bacially "why would I want to play mobile games on this thing?", which is missing the point entirely.

    Considering how far along they seem to be in development, the slick video presentation and such, it's very possible that they do in fact aqlready have potential financial investors already. I'd wager that, like Kiyoshi said, the Kickstarter is more of a testbed for gauging consumer interest. If that is so, it succeeded spectacularly.

    Now, there is still the possibility of failure. But I'd be lying if I said I wasn't hopeful at this point.

  • Emulating D-Pads and Buttons on the screen is a joke;

    Tell me about it. I tried playing Megaman 2 on my friends iPhone. It was terrible.

    I think people get a bit too hung up on the Android thing and instantly go "Android = Tablets".

    People ask "why not just plug in a controller into a pc/tablet and that into the tv". To that I'll say this. The average user won't go that far, period.

  • Does the floor fall for you in the capx I posted? It works fine for me.

  • They upped the max amount of $99 pledges from 20000 to 80000. O_o

  • You need to have the physics behaviour on your floor as well. Otherwise the box's phyics can't interact with the floor.

    dl.dropbox.com/u/22615804/physics.capx

  • I poked about some in the comments of the project and people have been saying it's underpowered, and the OUYA people seems to have responded, saying that it will be more powerful. I'd guess that the specs listed are more an indication of what they've got working currently. With the amount of backing they've gotten they'll probably be able to put some more powerful hardware in there. If it still fits the price point of the thing, that is.

    On the other hand if this console is made bulkier than a tablet then it could be made fan cooled which in turn would allow overclocking with less risk of overheating.recisely.

  • Also why not just make a mobile or tablet that can plug in to a TV, with wireless controllers?

    The entire point of this thing is to make a "console", not a tablet.

    Making it a tablet would also be kind of dumb. First, they would have to incorpotate a screen, increasing production costs further. Second, the tablet market is pretty saturated. Everyone seems to be making tablets. Microsoft, Gamestop, Amazon, etc etc. The console market is anything but saturated. There's three consoles, period, and to get on one of those you HAVE to be backed by a publisher.

  • To be honest the topic title made me somewhat skeptical, thoughts blazing back to the hype for the Phantom. Looking at the video though, I'm definitely interested. I do agree with them on one point, the console market have become really constricted of late. Microsoft tried to do something with its Indie label, but they have pushed it aside hard and it's relatively useless. OUYA seems to focus on catering to smaller development teams. Maybe this is the kick in the nuts the console market needs.

    I personally prefer gaming on a TV (unless it's something that needs a mouse like FPS'es or something) and would LOVE to be able to develop for a console. I'm hoping this works out.

    Edit: I really hope the face buttons on the pics aren't final.

  • Actually, there is a way to do this without adding a complete copy of the player sprite.

    Add a new sprite to your game. Make it a red box large enough to cover your entire player sprite no matter what animation is playing and set its effect to "Destination Over". Add events to center it on the player sprite and make it follow it. Also make sure to have it be in front of the player sprite.

    Now, when you want to make the player sprite red do this.

    + Whatever conditions you need to make it red

    - Player Sprite: Set effect: Destination Out

    - Red Box: Set Visible

    + Else

    - Player Sprite: Set effect: None

    - Red Box: Set Invisible

  • Just found this little problem. When I try to rename an image point in the image editor, if I type the letter 'i' the renaming is undone and another image point is added after the one I tried to rename.

    Recreation capx: https://dl.dropbox.com/u/22615804/imagepoint.capx

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