This thread about our games on a console again.
Take a look at http://www.ouya.tv/
It's a 99$ console who runs an nvidia tegra 3 chip and runs android.
there are alot of youtube videos about it if you wanna take a glimpse of what it really is.
The problem is that it has its own sdk and you still have to make your android game compatible with its buttons and all, plus you'll still have to manage to create a store system for the person to buy your game from it, as every game on it is a free demo and if the person likes it, they purchase the full game.
Do you think our beloved klik products will have support for it one day?
And one thing people don't understand is that Graphics doesn't mean fun, I've seen alot of youtube comments saying it's not good because the xbox has better graphics, personally, I've had alot more fun playing most of the indie games some users here has made than playing most next gen games I've had around.
discuss
I'm very interested in this, and am impatiently waiting for Clickteam to finish the exporter. It sounds like they're having trouble with it though...
Ouya is my preferred platform for realising games (From what I currently know about the system) as it just looks better/more impressive than releasing for PC or Mac as an indie download. A lot like releasing a game on iPhone as an iOS developer, only I cannot stand being limited to a touch screen with that.
I aim to release a game commercially simply to put on my CV in the hopes that some employer in the multimedia industry will give me a job. Currently I'm either over qualified or have no industry experience - iOS and Ouya seem like something to work towards in my case.
I'm interested in releasing stuff for Android and this console always seemed like a great way to get my games running on a TV. I can't wait to be honest!
Gamestick is another one that is coming, and it's supposed to be cheaper.
I'd rather PC over all. I couldn't see myself buying games for a underpowered system unless it was a mobile console like the 3DS or Vita. Which I'd much rather devs focus on. I think Nintendo and Sony shot themselves in the foot when they didn't have easy indie support out the door. Now it's kinda too late.
Originally Posted by eliris And one thing people don't understand is that Graphics doesn't mean fun, I've seen alot of youtube comments saying it's not good because the xbox has better graphics, personally, I've had alot more fun playing most of the indie games some users here has made than playing most next gen games I've had around.
discuss
I bought an XBLA game last week called "Cursed Loot" that in all honesty has terrible graphics but is pretty fun (which is why I bought it). So though you're right about all the graphic snobs out there, the other guys are out there too.
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Whenever my old room-mate would see me working on my games. He would often ask why am I doing such a primitive art-style and call it bad-looking (Jamie's Revenge 2's 16-bit graphics). He's a visual effects compositor - he just doesn't understand that things don't have to always be cutting-edge
Let's all hope for us to be able to develop games for this console and that it won't die and fade away guys.
I've gotten into other languages in game developing from my university but still I can't see myself without our beloved klik products
"This export module gives you the ability to export your creation as an Android APK that can then be executed on Android Devices running version 2.3 and above and the OUYA console."
On the subject of graphics, the NVidia Tegra 3 chip is fairly powerful. The reason X360 and PS3 games look as good as they do has less to do with the actual hardware power and more to do with the huge budgets of today's games.
- Ok, you must admit that was the most creative cussing this site have ever seen -
Shab; Are Clickteam actually working on a Vita exporter? I bet Sony charge a lot for hosting indie games. Do you know if it'll be through Mini's or not?
Getting back to Ouya, I'm a bit disappointed with what I've seen/heard about it since people have gotten their hands on it. The interface looks really bad. Like no thought went into it at all. Apparently it's going to be updated as time goes by though. Still, I'm keeping my eye on it in the hopes that it improves.
I used the beta version of the vita exporter, but it has a ways to go. Last I heard they halted development for a bit so they can focus on other things.
Originally Posted by -Liam- Shab; Are Clickteam actually working on a Vita exporter? I bet Sony charge a lot for hosting indie games. Do you know if it'll be through Mini's or not?
Probably not Minis since those run on a cut down SDK in PSP compatibility mode.
Originally Posted by Jake G I not-so-secretly want a 3DS export module
I feel the Nintendo market are very appreciative of low-res-pixel art style games heheh..
Would be hard to do though because... 2 screens. Oh and 3D.
Not to mention the 3DS is significantly weaker than the PS Vita or a mid-range tablet or smartphone.
- Ok, you must admit that was the most creative cussing this site have ever seen -
It's not just lower resolution, 3DS has two ARM11 cores at 266mhz, much slower than even a low end smartphone or tablet, if Clickteam decides to port the MMF2 runtime to native 3DS code (not just running in Java as the various other exporters) then maybe it could work. I actually like the idea but it's unlikely to happen.
- Ok, you must admit that was the most creative cussing this site have ever seen -
Yeah, but if Clickteam were to make an exporter for the 3DS they would buy a development kit from Nintendo, and a license to publish a runtime for it, assuming Nintendo would allow it. (in which case you're not running your own code, you're running Clickteam's code)
Now this isn't likely to happen so don't get your hopes up, I was just explaining how it would work if it were to happen (because the way it works with PS Vita and Android would not work with 3DS)
- Ok, you must admit that was the most creative cussing this site have ever seen -
I hope the ouya does well, but I am a bit doubtful.
And I agree eliris, gameplay > graphics. I have not touched my xbox 360 for a few years now, I do not find any of the games particularly fun. Minecraft multi-player on xbox is concentrated lameness, and console based FPS have slowed the genre's speed down to a snails pace. Trouble is, console tailored FPS games have kind of infected PC FPS games, the days of Quake 3 and Serious Sam FE and SE I think are sadly over.
I got given "Call of Boredom, Modern Boredom 2" as a birthday present a few years back, I think I have played it about 20 minutes - that was enough for me.
The last console FPS game that worked in my opinion was TimeSplitters (in particular TS2), which is a game I can still pick up today and have fun.
To be honest the 3DS is the only machine I have found fun lately, Luigis Mansion 2, New Super Mario Bros 2, Super Mario 3D land, Mario Kart 7 and more. I do not care what processor the machine has, as long as the games are fun
Note that I was talking about MMF2 games in specific, the 3DS is powerful enough for a system of its size. For a handheld battery life is more important than graphics anyway (remember how the Game Boy despite having just 4 greyscales way outsold contemporary color handhelds sega game gear and atari lynx?)
- Ok, you must admit that was the most creative cussing this site have ever seen -
Incidentally my pal Phizzy (remember him?) pre ordered an Ouya and he says it's not even been sent out yet. Which is a shame because I'd like to ask someone just how good these things are.
I am pretty sure my xbox looked like that the last time I powered it up
I agree with Gamester, at $99 its dirt cheap (or knowing the UK it will probably be >= £100 - we NEVER get prices breaks here) . I am sure the interface will get better too - I just hope that happens before it potentially falters.
Originally Posted by ..::hagar::.. I agree with Gamester, at $99 its dirt cheap (or knowing the UK it will probably be >= £100 - we NEVER get prices breaks here)
I've been thinking the exact same thing!
What usually happens is that we end up paying the same amount, except that we pay it in pounds not dollars - and somehow, the difference is always very slightly less than the amount it would cost to get the item shipped from abroad.
Here are a few games enhanced for Tegra 3 (the same chip as in Ouya) which gives an idea of what it's capable of. I don't think it looks worse than some early 360 and PS3 games.
(YouTube doesn't really like the fast motion in this game so it's a bit smeared compared to how the game actually looks)
- Ok, you must admit that was the most creative cussing this site have ever seen -
I got my Ouya today. Was supposed to get it in April, but moving on...
Went through the setup, looked through the games, downloaded a few... no real problems to speak of. I couldn't seem to find a way to view your current downloads/status though. I didn't find any issues with the hardware. It's all going to come down to individual software. A few of the games had some issues, a 3D racing game had option text that was outside the screen.
I can't say in any way whether this console will still be supported a year from now, or whether it will find any degree of mainstream success, but for $99, it's definitely worth it if you want to get your games on a tv console. I'd love to play Tops or Jamie's revenge on it...
Originally Posted by ..::hagar::.. at $99 its dirt cheap (or knowing the UK it will probably be >= £100 - we NEVER get prices breaks here)
I've been thinking the exact same thing!
What usually happens is that we end up paying the same amount, except that we pay it in pounds not dollars
Guess what? The UK retail price of the OUYA is £99.99, so the console whose main selling point is that it only costs $99, actually costs $152, plus another $60 for a second controller (only £20 shy of what you'd pay for an xbox360 or ps3 with a second controller).
What a surprise...
Incidentally, shouldn't kickstarter have some rules against this sort of thing?
What's to stop me saying I'm going to create a flying car that will only cost £100 - and then decide that actually only residents of the Central African Republic will get it for that price, and everyone else has to pay £10 million?
Interesting. That game looked like it ran pretty good actually. Was there just one layer?
My game is running very choppy. It has several layers. I've got Color Reduction enabled, Smooth resizing off, and am running Open GL 1.1 (2.0 was terribly slow). I'll be trying some more optimization techniques tomorrow, but there are some catastrophic issues that will only be fixed through future builds of the exporter, such as everything crashing when it jumps to another frame, and some weird things like the Ouya controller working perfectly with standard Joystick Left/Right events, but not responding at all to Up/Down events.
It's actually three layers. But there's not much on two of the layers.
The worst thing for slowdown is having several moving objects on screen at once. It's worse on my tablet but that is a bit slower than the Ouya.
I plan to optimise the hell out of the game so animated or moving objects that aren't on screen are basically replaced by a static 8x8 square lol.
Ive noticed using built in movements is pretty fast. Pinball objects as particles let you have 100's of objects on screen without much of a problem, but when i coded my own it slowed down with about 5...
I really wanted my game on Ouya. But it's lagging like crazy on iOS. How does Ouya compare to iOS, in terms of running MMF2 games? Is it far, far worse? Or kinda similar?
That would depend on what type of ios device you were trying to run it on. But so far, Ouya is not comparing to my ipad 2 or ipod touch 4th gen. And I already implemented most of the acceleration methods I came up with for ios. Technically the Ouya is more powerful than those devices, so really I think it's going to come down to Clickteam doing some more optimization. Keep in mind the ios exporter has been out for a long time while the android exporter is brand new.
I'm having to take optimization to new levels with my MMF2 games but it's not impossible. The Android runtime has clearly got huge overheads because the Ouya is supposed to have a 1.7 ghz quad core processor lol.
I must admit i'm having loads of trouble when I test my games on my Ouya now ive made a level editor/loader. It likes to freeze then kick me back to the home screen. I'm not really sure what the problem is because sometimes just changing frame causes it to freeze and other times it's more obvious. Fastloops for instance are even slower on Android.
I just checked and apparently The 'jump to frame bug' has been fixed with the latest beta. It was an issue with the Ouya controller object.
Andy, how easy is it to actually get your game from MMF2 to the Ouya? Do you simply export using the Android Exporter and take it to the Ouya through a USB drive? Easy as that?
Originally Posted by JustinC I can't say in any way whether this console will still be supported a year from now, or whether it will find any degree of mainstream success, but for $99, it's definitely worth it if you want to get your games on a tv console. I'd love to play Tops or Jamie's revenge on it..