ArcadEd's Recent Forum Activity

  • 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.

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  • 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???

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ArcadEd

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