I bought the Android exporter for MMF2 and an Ouya with the hope of making and releasing some games. I got started on it quickly and in the end gave up because
1. My games were too slow because the Ouya really wants everything to be natively 1080p
2. MMF2's Ouya support was bugged so every single game failed their testing. (I guess it was fixed at some point)
3. The Ouya's library was mostly utterly rubbish. Much worse than what most people were making back in 2001.
And that is where I stopped really making games.
I was thinking of releasing this game on the Ouya after making something smaller.
I remember thinking it was neat and considering making things for it. It seemed like it might strike a compelling balance between console experience, PC approachability for devs, and cost.
Alas! That was pretty short-lived. Sometimes the walled garden has its appeals.
I was looking for an Ouya the other day, because I'm trying to maximize controller compatibility with a project. They have retained their value all too well.
I learnt that ouya cant handle big pictureas or to many objects it slows down. ouya is like a raspberry pie 2.
So making games for ouya is limited but possible.
I met so many bugs and slowdowns that it wassnt fun at all working with ouya game making but I figured out a success to make it work better and better.
I used array file to store all game tiles positions and other object positions, so it loads in when it scrolls into frame and delete/destroy it when it scrolls out and it works
I am making a game for ouya that i want to release when its done. Just becouse off the idea to have a functional game on ouya.
Originally Posted by LordHannu I used array file to store all game tiles positions and other object positions, so it loads in when it scrolls into frame and delete/destroy it when it scrolls out and it works
It wasn't able to handle building levels in the fusion editor?
Anyway it sounds like more trouble than it's worth for such a limited audience.
I did get it to work loading in levels... from an ini if i remember? Which caused the actual game to slow down very easily and i couldn't work out why.
My solution was to scrap all that and make everything 1080p natively, which was actually faster. Still not a solid 60 FPS though. The only option at that point (aside from using something else) was to hope Clickteam made the android runtime faster.
But I gave up entirely because the library of Ouya games was 99% awful shovelware.
Originally Posted by OMC I remember thinking it was neat and considering making things for it. It seemed like it might strike a compelling balance between console experience, PC approachability for devs, and cost.
Alas! That was pretty short-lived. Sometimes the walled garden has its appeals.
I was looking for an Ouya the other day, because I'm trying to maximize controller compatibility with a project. They have retained their value all too well.
Will you ever resume making games, Ando?
Ive never given up entirely. I even opened Fusion 2.5 a short time ago and started drawing some new stuff. It's hard to keep at it though.