ArcadEd's Forum Posts

  • Just add a condition. SpriteBullet on Collision with SpritePlane AND SpritePlate.typePlane = "Whatever"

  • I know man, big *sigh*

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/e73cfcdf-b58f-4d6a-99df-1b6b3dd5db4e/2013-10-21_1902.png" border="0" />

  • Set the X to WindowWidth/2 and the Y to WindowHeight/2 when you create the object.

  • I recently asked Ludei about IAP for OUYA. Their response:

    "We don't have that task in our roadmap, however we'll take a look a it in the future."

    As far as I know, there is no other way to monetize with OUYA. Seems like IAP would be a pretty important item to have on your roadmap.

  • I've just been testing with the signed Debug apk that CocoonJS gives. It only takes a few minutes to sign APKs anyway, so I don't think it would be a big deal for a final release.

  • I'm using 146. Did 147 add anything that might change things?

  • Yeah, I only tried one button though. The A button in C2 worked as the O button on the ouya pad.

    I did try the platformer demo I used in my Tutorial Class and could never get past the Ludei screen. It's a full platformer level so it's roughly 6000x700. I'm guessing the ouya didn't like that.

  • If taking a game I already made and spending an hour on it to make it work on the OUYA, the rest is pure profit. Even if it's a a few hundred to a few thousand bucks

    I wouldn't spend my time to make a game exclusive for the ouya though.

  • No, I'm guessing Cocoon will be adding iAP support for OUYA soon. Not sure why they wouldn't have done it all at once.

  • Well, I can confirm it works with the Game Controller object.

    I created a small test project, added the controller object and compiled with the cloud compiler and ran the apk on my ouya. Voila, controller and shooting with the controller :).

    When using the 8Direction object, it defaults to the left analog stick for controls, but I confirmed that D-Pad does indeed work.

  • You can't set values of an array in the editor. It has to be done at run time.

  • I could be wrong, I just don't see a specific option in the CocoonJS Object about controllers.

    Unless the Gamepad object works with it???

  • sorry, I don't twitter at all :).

    So as far as we know right now, we have OUYA export support via CocoonJS Cloud Compiler. We don't have support in C2 for the OUYA Controller.

    Second, the CocoonJS cloud compiler does not show support for the OUYA In app store.

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  • Really? Dang, I use my OUYA almost everyday. I love the little thing :). It's pretty amazing when you have 2-3 friends over too. The multiplayer games are so much fun.

    Anyway, let us know how it goes, and if you are able to get the controller working.

  • Great news. Looking forward to hearing people's experience with it.