part12studios's Recent Forum Activity

  • QuaziGNRLnose I just tested your morph demo and it did respect landscape unlike 2d physics collision testing and lights and geometry tests.. so it's good to see that working well.

    Running the demo, what i noticed this time is that it loaded and got no errors however the only thing that is visible are the white cones.. i don't see all the animated guys standing around in the demo.

    i replaced mouse with touch so i could move around the camera. this worked overall for the quick hack it was and could pan around (till my finger hit the edge of the screen) but no guys in the scene.

  • well keep in mind we're buying in early to help him make it better. he's not being idle or unresponsive, but there are a lot of people who would like it to work perfectly how they want it to work and this isn't always the same result..

    People need to be patient here and express their input and opinion but don't make this out to be him failing you. he's putting in a lot more work than your $15 or even $30 for newer adopters

    tutorials and all of that very important stuff will come once the tech he's developing gels a little more. if he were to go spend time (time making this better) supporting each of your complaints / demands the longer this will take to get to a place where it's not going to change so radically that tutorials become outdated after a single update..

    On a quick note, I wanted to also report that I got the plugin to work with XDK/Cordova, BUT right now (and this is a brand new issue, so relax) it seems that Q3D wants to hardwire into Portrait perspective and seems to not want to be able to rotate to landscape. This was very basic testing and it has been reported so it might be something simple I could do to fix this or it might just need to be something addressed in a version later than 2.2.

    Thanks

    Caleb

  • I was informed that a new update is coming in a matter of days that should address the error stuff

  • Ok so I finally had a little time to do some testing with my first Ouya / C2 game "Bee Active" which was originally published with CocoonJS before it was depreciated. That version ran surprisingly well, however the problem with CJS was that there was no way to do any kind of paid / IAP system.

    I was able to get the latest (never released) version of Bee Active for the Ouya using the new Chromium wrapper created by Tim over at Ouya. The result was pretty good, but I am going to talk with him about some optimization exploration.

    The most noticeable issue is there are these black lines that popup up now and then. You can see them first hand on Controller Quest, though I let them slide because they didn't happen that often and this is largely because the game simply doesn't have much going on visually. Bee Active, the lines were much more noticeable. The frame rate is still pretty good but I could tell it was simply not as solid as the CJS verison.

    So yea if you're doing a very simple game it should be fine, but if you're doing a serious C2 pixel pushing game you may not be in love with it as it is, but don't despair, I know Tim had talked about optimization in the past, we just both got busy with other things once Controller Quest was launched and working.

    Also I got a chance to review some of the other tools Tim had me install to help with things and one important tool was "Google Chrome Canary", which honestly I never really utilized and is optional, but basically was good for capturing information. However for the debugging that Tim was doing it was super helpful for him, so anyone who knows this tool, might benefit from it

    Also be sure you open up a cmd screen when you run things.. type in "adb logcat" and you will have access to a ton of awesome realtime information.. you can see buttons being pressed and your ouya doing stuff.. very cool.

    I also installed a program called "SourceTree" which is where I got the zip command line software. I got very hand held through this so if you get this far and have questions, just post it on the Ouya forums thread and I'm sure Tim will give you a very insightful response on the steps involved.

    Other than that everything else you need is on the ouya / construct 2 and html5 sections to get you setup.

    Controller Quest has done pretty well. 340 installs in less than a month.. which is over x2 as many installs of bee active which has been live for almost six months.. so it's nice to see people are finding it and hopefully finding it useful.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm looking forward to the next update to test with XDK/Cordova. The current version 2.1 fails to wrap the files folder content into the game.

  • You bet, i had a side project of digitizing a bunch of old records that was taking up my ouya test device space.. i'm going to do some testing with it again soon and I'll share more of the specific things needed to push to Ouya over usb/wifi. I am working on some Q3D stuff and I want to test out how well it ports to Ouya.

  • Like Grimbarian said, it's mostly following the sdk setups and all that as found in the documentation. the extra little something (that i got walked through, so I haven't memorized) was that when i export my HTML5 project it went something like this:

    Initial Setup:

    • I would unzip the ouya-sdk-examples-master zip to my desktop (make sure you have the latest, which should be pretty stable now)
    • remove everything but the Construct 2 and HTML5 folders (you need the HTML5 folder!), as there are a lot of other engine folders and such you just don't need..
    • install the plugins, note that you need to overwrite the actual C2 audio and gamepad objects. the ones that C2 provide will not work right. Remember each time you do an update to C2 you have to update the audio and gamepad since they get overwritten by the update.
    • be sure you have adb connect on, on the Ouya
    • If you're doing it over wifi, in the PC cmd area type "adb connect 10.0.1.23" or whatever your IP address is on your Ouya to insure it's connected.

    NOTE: There are other configuration steps you need to do for your game specifically that I'm not going to go into here.. but once all that's done so the below steps are what I do once all that other stuff is setup.

    • When I export a standard HTML5 project i pointed it to Construct2/Controller_Quest
    • Go over to the HTML5/WebArchive folder and run the 5_install.com script which goes over and grabs my Controller_Quest folder and processed it, signs it builds the apk and then pushes it over to the Ouya either over wifi or MicroUSB cable from PC (wihich is about x3 faster)

    I'm not in the PC side of my Mac where all my ouya stuff is configured, but this is just nice stuff to have eventually worked out. It's not necessary to publish to the Ouya, it was just a nice little extra thing to push straight to the Ouya and auto-install. You don't need this though, I used dropbox as a means to sync the apk on the Ouya.

    Regarding performance, as soon as I have some time, I wanted to go back and try Bee Active with this system not only to add IAP stuff and such, but also as a benchmark. My initial findings make me think performance is not as good as CocoonJS. So I would advise anyone wanting to try the ouya should do some stress tests, which would be pretty easy to do.

    Thanks,

    Caleb

  • Hi there,

    I have this game where I have 7 different player characters. each one has it's own set of animations. they are all the same animations just different graphics.

    I'm trying to figure out the best way to approach this. One thought is to have seven different objects and spawn the one, but that seems like it would get into a lot of

    On the other hand, maybe having all of the animations nested inside one player object is better? Then this seems to also be riddled with a ton of "set animation" rules, which seems ok, but then another concern is which approach might be better for memory.

    having one object have all the animations in it might be more taxing on older devices than having them broken up into separate objects created at the start of a game when needed.

    I'm just curious if anyone else has come across this kind of situation and /or has insight on the best approach.

    Thanks!

    Caleb

  • codah thanks man! I have a buddy who did some work with anchors, but at the time it just seemed like extra work for little gain, but that was before I really wanted to remove any black boxes. Now I'm realizing it's usefulness.

  • codah ah right anchor, I've heard about that before but never really explored it. I wasn't really sure what it's good for.

    Also Ribis that's cool. viewportleft.. didn't know about that one.. I'll give those a try and see how they work.

    Lunatrap the thing is that i don't want letterbox because that creates black boxes. I'm trying to create something that uses scale inner (or outer depending) and insure that the scores and other hud information can be flush to the edges of whatever screen the player is on..

    I knew it had to be simple, I just wasn't sure what the best approach or perhaps official way to do it that I was unaware of.

    Thanks!

    Caleb

  • Bump, I'm really surprised there hasn't been a good informed answer on this. Maybe it really is impossible to do, but it just seems like having things be "justified" to the left / right / top / bottom could really be helpful in making games that can take full advantage of a wide range of devices and not rely on letterbox / black boxes.

    I realize not every game would be able to take advantage of this, but I think a lot of people could if they know the tools are available.

  • You bet! I still need to go back and try Bee Active with this new wrapper not just to add IAP, but also performance. I am a little concerned that performance isn't optimal with Chromium, but I don't want to pass judgement till I've done an objective test. Performance isn't "bad" but it feels like the way it's behaving with some of my Donator effects, a heck of a lot more sprites were moving around much faster with the CocoonJS game. We'll see. Also there are likely optimizations that might be explored as well. I think it comes down to how many people in the C2 community take advantage of this. The more people there are interested the more likely we'll see serious effort on Ouya's part to give us more of their time to make things better.

part12studios's avatar

part12studios

Early Adopter

Member since 24 Dec, 2012

Twitter
part12studios has 1 followers

Connect with part12studios

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

19/44
How to earn trophies