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  • Also I reached out to Clement the developer who made Sticky Sticky today. I hope to hear back from him to see if he can share how he did it exactly.

    I have also sent an email to Ouya to see what their stance is. I know they want more devs making games for the Ouya and opening up the C2 community would certainly give them a great community to bring games over.

    So hopefully they have some encouraging thoughts on the subject as well.

  • I did some initial testing and my first attempt to get a test app working on the ouya was not successful.. i made a simple app that listens to button A and B (which are the U and O in testing)...

    I used crosswalk to make the APK. It installed and i saw the screen.. but it seemed to not recognize the Ouya Input.. this is the test and even on web on my PC my ouya joystick (connected to pc via bluetooth) works on this browser version http://part12studios.com/temp/OuyaTest/

    i'll try a pure android port sometime soon and see if XDK exports something that works there..

    EDIT: though now (first time using game controller with c2) I can't seem to get local web or the web versions to respond to joystick input.. so i don't know.. weird that it was working and now it's not at all.. ugh..

  • jayderyu thank you for being a voice of reason. All valid points. Also with the news that they are taking Ouya to a cloud based service is also could be very cool. A way to allow people to play the games we publish through Ouya on non-Ouya devices.

    I also retain my support for Ouya but that's not to say I would explore other android-console platforms. If I can publish a game on the GameStick or Amazon device I will. I just want people who want to kick the Ouya because it's not on par with Xbox or PS..

    I find the Ouya market great. I Love the previews .. i try a lot of games.. games I wouldn't otherwise give a chance.. many i don't buy, but as an iOS developer, it's much harder to even get someone to try out your game, even free these days..

    All I could wish for now is an honest step by step tutorial to get a C2 game on the Ouya market. I see it's possible, but it seems like whoever did it, did it in a very obscure way.. additionally, with CocoonJS offering an Ouya export option, perhaps that's all we need? If not, what else is needed for an app to successfully upload and work on the Ouya store.

    Thanks!

    Caleb

  • aaah ok that's cool and i get that. i'll see how that works for me.

    so PixelRebirth have you done much with Clay.IO? What platforms have you taken a game too with it if any?

    Thanks!

    Caleb

  • you know what, I think anyone who wants to kick the Ouya for not being good enough need a swift kick in the groin.. seriously.. lol

    How many years of development and millions if not billions of dollars went into developing the Xbox and Playstations? holding the Ouya that that standard and expecting it to make a bunch of indies rich was never realistic in the first place..

    you know what our options where before the Ouya as mobile / casual developers were for a console? pretty much nil.. now we have a marketplace that while not perfect, EXISTS. it has spawned a whole scene of other systems that may be better in some ways, but there is nothing fundamentally wrong with it.

    I love the Ouya because i'm not going to go buy a $400-500 game system.. ever.. and guess how many emulators you can run on most of those other systems.. i'm pretty sure none.. the ouya is open.. most of these other big boys coming along that everyone is so ready to bow down and say are winners (like the amazon, with optional controller) are not going to give you a piece of hardware that is yours to do what you want with it...

    Yes if you have indies who came from a certain standard or expectation were disappointed, that's not the Ouya's fault.. yes they have had hardware issues with manufacturing.. I had two bad controllers and they replaced them with very little hassle.. their heart is in the right place.. sure they've made some mistakes but for F's sake.. I get tired of hearing everyone crap on it.. even those who professed to say they wanted it to succeed..

    these folks took it upon themselves to try something radical.. and all i hear people do is dump on it because various reasons..

    it's not dead.. i don't believe it's going to die.. even if it does.. so what? you can keep developing for it and take what you make and port it to other systems later on.. play emulators on your TV.. keep playing the games you own.. I just don't see it being the aweful thing so many articles make it out to be. it's just really unfair..

    there.. venting done..

  • me too! thanks DUTOIT

  • bump, I really would like to know if anyone (not looking good) is able to use Clay.IO to monitize their free games and that it works on any (or maybe even most) platforms.

    like many people I'm interested in multiple platform deployment and having ads, leaderboards, IAP, achievements, etc all in one service that we could wrap into ALL of our games is VERY attractive, but I'm stuck on such basic stuff and waste a lot of time on something that's really a dead end.

    I really would love to know that it works and that people are successfully using Clay.IO but it seems like everyone would be using this if it is everything the plugin seems to indicate. Yet it seems like no one is doing anything with it.

    Thanks,

    Caleb

  • Ok so this is what I ended up doing and it seems to work well.

    Because i have a custom mouse that tracks the mouse position it was difficult to dock the mouse because i didn't know how to directly tell the Mouse.X and Mouse.Y to move since I think this is outside of C2 control (the actual MOUSE indicates where the Mouse.X and Y are)

    So I made a variable MouseX and MouseY which the custom cursor would slave to instead of directly to the Mouse.X and Mouse.Y although the MouseX and Y are themselves constantly being updated by the Mouse.X and Mouse.Y make sense?

    Now for the real magic..

    I made an event that was saying "Touch is in Touch" + Left Mouse Button is down (inverted)

    This was set to destroy the mouse icon and also set a global var "MouseExists" which was set to 1 by default and set to 0 when the mouse was destroyed.

    then another event

    Mouse On any click + MouseExists = 0 this is set to create a new CustomMouse object.

    Seems to work nicely..

    so basically any touch event on the screen will kill the mouse and to get the mouse to return, any mouse click will create a new Mouse Cursor

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  • Hi there,

    I posted a game to be published and it's been pending since March 31st.

    Has anyone had luck with taking Clay.IO into mobile wrappers to publish on iOS, Android or WP8?

    I tried to email Austin the guy who did the Clay.IO tutorials but those messages strangely sit in my outbox not going to him.

    It seems like a great solution but I can't seem to find anyone who has used it.

    One of the biggest blocks I ran into was simply how to manage popups.. if a user clicks the X i couldn't see how to capture that action.. and it seemed to be a click through to whatever is behind it which also introduces certain problems with layout, but more importantly if they click X when you want them to do something, it seems like there would be some way to be able to listen to that X being clicked so you can take appropriate next steps to get them back into the game.

    Thanks,

    Caleb

  • yea i haven't tried that approach. i'll give it a shot. sounds like it could work. kind of like an auto hide feature. I'll give that a shot!

    Thanks!

    Caleb

  • Hi there,

    I'm making an app for kids that has a custom mouse graphic. this works fine with a windows 8 machine with a mouse.. but the trouble i run into is figuring out a good way to hide the mouse in all the layouts.

    I would like the app to show the custom mouse when the mouse is in use and when touch is in use hide the mouse custom icon..

    i've tried a couple of things and it just doesn't seem to be working.. I just can't seem to find a good logical system that can detect if the user is using a mouse and clicking things or touching things.

    There must be some efficient / straight forward way to allow a mouse to be hidden if touch is used..

    otherwise what i end up with is this static mouse that appears wherever i touch..

    Thanks!

    Caleb

  • Ok so yea I went to a weekly event over at the Cambridge Microsoft office and worked with one of their evangelists who works a fair amount in C2 and we managed to figure out how to get what I need (which if course you've been saying, but I wasn't understanding completely).

    {

    "c2array":true,

    "size":[4,2,1],

    "data":[ [["Joke1"],["Punchline1"]],

    [

    ["Joke2"],["Punchline2"]], [

    ["Joke3"],["Punchline3"]], [

    ["Joke4"],["Punchline4"]]

    ]

    }

    Once i got those right and understood how to properly made a 3d array call I now have it working as I was hoping for. If anyone finds this and needs some help let me know and i'll explain what i understand (which is the bare minimum, but i think what i can do now with this will still be a substantially useful feature.

    Once again the C2 forum community has been amazing. Thank you so much everyone for your help with this! I'm sure I'll want to do more fancy stuff in the future with this, but for now i'll make this work!

    Sincerely,

    Caleb

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