part12studios's Recent Forum Activity

  • Hi everyone,

    I worked with Tim over at Ouya and I'm happy to report that https://www.ouya.tv/game/Controller-Quest/ is now on Ouya. This is an app designed to help you test any connected Ouya controllers to insure everything is working as it should.

    I made this app free but added a donate button to allow people the option to pay if they like. However what is nice is that you have everything working now. You can do IAP either permanent or consumable. I went with a permanent one time $3 donation option. I check when the game loads if that person has made a donation and if they have I tell them how awesome they are and put on a little show in the main menu.

    here is a good place to start https://github.com/ouya/docs/blob/maste ... md#setup-1

    However beyond IAP, they also have screen resizing to allow you to account for users who might experience overscan issues (my TV does this) even though I didn't bother with it for this app because it wasn't necessary I did test it and it worked.

    Full Disclosure, there are some configuration things you may want to do eventually if you're going to do a serious Ouya project. It's not terrible, but once it's setup its really nice.. I'm able to do a build from C2.. as a standard HTML5 game.. then run the batch file and it does all the compiling and pushes the APK to the ouya directly.

    Thanks,

    Caleb

  • Bump, it just seems like there must be some straightforward ways to get this to work.

    I can think of some ugly hacks like having an appear and be told to move in a certain direction till it hits the edge of the screen, but all of this sounds very ugly / inefficient.

    it seems like images and objects could be told things like "Center" and left and right "justified". Top and bottom aligned. I know that for example admob can do this with it's ads, it would seem to make sense that objects in C2 would be able to in some way be told to behave in a similar fashion.

  • are you doing it for mobile or web? if you're doing mobile, consider using XDK / Cordova with Cranberry's plugins. There is a Social Network Sharing plugin that allows you to call on iOS / Android share features like text messaging. I'm using it in my game and it works great.

  • Hi everyone,

    I'm very familiar with this tutorial https://www.scirra.com/tutorials/73/sup ... reen-sizes and I get it in terms of how this works, however I'd like to take it a step further and feel there must be a way to do it.

    What I would like to do is adapt the HUD information to always appear at the far edge of a screen rather than in a fixed place.

    A classic example would be that I want to support the iPhone 4s and 5s.. if I design it for the 5s giving the best full screen portrait look possible I then do letterbox and 4s users get black bars.

    If I design it for the 4s, then I do scale Inner (or is it outter?) and I end up with a bunch of empty space above an below where the score would sit.

    What I would like to achieve is some way to tell the Text / HUD objects (pause button for example) to not just be at a certain x,y coordinate, but actually have them always appear at the "Top" or "bottom' of the screen. Then I could design my background images and other things accordingly.

    I have a game where I'd like to move the score and other hud stuff to the far left and right (in this case landscape) but if an iPad user were to play the game that info would get cut off and if i account for the ipad2 croppage then there is a ton of wasted space on the left and right side.

    I'm sure there must be a way to do this, but I don't know how. It's also probably super easy. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks!

    Caleb

  • Hi everyone,

    I worked with Tim over at Ouya who developed a nice Chromium wrapper to allow HTML / C2 games to be wrapped. He made a custom plugin for Ouya.

    https://www.ouya.tv/game/Controller-Quest/ check it out. Totally free. I added a donate button to add a little fun unlock element to it, but it's not disabled in any way.

    I created the app to allow all ouya users to be able to test out all of their buttons in a nice simple environment. It supports all four devices connected simultaneously. Give it a try for yourself.

    if you want to find out more about C2 / Ouya check this link out https://github.com/ouya/ouya-sdk-exampl ... Construct2 I plan on doing a tutorial for this in the near future but I have some immediate deadlines that got pushed off to get this thing live in the first place <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Plus we're polishing a few rough edges still that don't prevent launch, but should be addressed in the near future.

  • ok so yea it's out there now. https://www.ouya.tv/game/Controller-Quest/ with IAP working. Please feel free to try it out. It's totally free. The donate thing is just a little optional thing I put in there to make sure I could really make something that could be monetized. I'm going to do an official post about this launch shortly.

  • yousicc thanks, haters gonna hate. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    So I have some pretty exciting news. I'll have more on this soon, but I am happy to report I've submitted my next game "Controller Quest" to the Ouya store using the new C2 custom plugin created by Tim, one of the fine folks over at Ouya.

    It is a simple controller testing app to help you make sure all your buttons and joysticks are working properly. This was meant to be my "hello world" for Ouya making a simple app with a donate button to allow me to make something that could be a paid app, without making a full blown game to only then find out there was some trouble with it.

    You can get the (mostly) full scoop here:

    https://github.com/ouya/docs/blob/maste ... md#setup-1

    There are a few applications you'll need to configure to do things the really nice way, but once you get past that stuff, it's really nice! I now can export as a straight HTML5 project, then dump it into the Chromium folder and run the deploy script and it wraps everything and pushes the app over to the ouya.

    I will, once i get on top of some other work I have on my plate under control (IAP on iOS with cranberry's plugin is hyper-urgent) I'll go back and give my own breakdown of the whole deployment pipeline.

    Tim's going to help me with some additional things (like admob and the ability to take someone from the app to another game you might list in a "more games" view.

    So yea, this is a really great thing. I'm just waiting to be sure my app gets approved. there are 998 apps on the ouya.. kinda crossing my fingers to be 1000 heh, but regardless, i'm excited to figure out what the next game we'll make for the Ouya is going to be.

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  • Well bee active was a free game so it's not like I'm making any money off of it. I has 171 installs at this point and 4 of 5 stars which was very nice of people to rate it. I launched it in July.

    Soon we'll have a really cool system that will support.

    Personally I don't know what the whole thing is about people enjoying kicking the Ouya.. in fact it kinda gets me pissed off hearing people being all.. "well.. i hear it sucks.."

    wtf is wrong with indies and the games press?! This is the only console/platform largely driven by indie / amature game developers. there are a lot of great games on it. This was MADE FOR INDIES, and yet all I hear is people pissing and moaning about it.. and yet more and more games are being published for it in spite of all the "Ouya is dead" BS.

    I'm working directly with Ouya developers to make an easy to use wrapper for C2 games (with a plugin). They are actively making an incredibly awesome system that will make C2 games easy to do everything from screen scaling (to address overscan) to making all forms of IAP stuff.. including Menu button control..

    Good luck getting Microsoft or Sony to do that! I'm approved with the Wii-U but that's a whole other road and level of commitment we're not able to do at this time. Instead I'm working on games for the Ouya and if I find one that shows some promise in that market where I don't have to spend thousands of dollars on SDK hardware and deal with Console red tape..

    So yea is the Ouya going to make you rich? most likely not, but if you're wanting to make a console game, Ouya is a great place to get your feet wet with a real market.

    I've seen games out there with thousands of reviews.. many of them very positive. its a pretty generous community in terms of rating indie games.. there are less than 1000 games on the ouya.. how many on iOS? Android? etc..

    So yea sure maybe it won't make a ton of money, but maybe it will. I don't know how much money you have to make from a port of a game to make it worth your time, but a well made ouya game can still generate thousands of dollars.. last time I checked that's not bad for a casual game.

    Bottom line is the Ouya is a great testbed.. get your idea out there and get real feedback before you take it to steam.. or Wii-U.. or whatever, but frankly it's fine if people want to throw rocks from the sidelines.. I'm enjoying seeing my games on a nice big TV screen with gamepad.

  • Thanks Perlesvaus I'm really excited to report back with the new Chromium system (since CocoonJS was abandoned) that Ouya themselves are developing to allow us to easily wrap our games.

    The big piece missing now is the IAP plugin for C2. The code is there to talk to the Ouya store, but we just need the plugin to effectively make the calls needed to talk with the store. Definitely some cool stuff coming soon.

    Thanks,

    Caleb

  • hey man that's great, keep it up. I'm going to probably be covering similar ground with a project I'm doing for someone. I just got the cranberry game pro plugins to test out. If we can work out these key things it's going to be a great thing for the C2 community.

  • Very cool, I'd love to help test it out if you ever have something you want me to try out.

  • awesome thanks for the update I can't wait to try it out. Regarding facebook and your plugin, is it meant to work with XDK, PhoneGap or Ejecta? Will I be able to post a screenshot with the "canvas snapshop"?

    I'm eager to hit the ground running with this plugin. Thanks for jumping on the update/fix. I know how it is with FB standards changing and depreciating past efforts.

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part12studios

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