Hello Guys,
thanx for your support and suggestions
I estimate that porting to OUYA would require following:
- OUYA for testing (120eur incl shipping) - anyone willing to donate?
- Time to remove the Android Dependencies (32 hrs)
- Time to integrate in app payments (16hrs)
- Time to test everyhting (16hrs)
- Publishing costs (don't know) + time to publish (8hrs)
LibGDX (the 3D library i'm using) supports OUYA. So this sounds like it's not much work to be done.
The problem however is that since this is not my primary job and i'm still working a lot on new features for standard android i can't work on this more than 1hr/day - which gives us 14+ weekslet's say half the time for a very limited beta
The kickstarter campaign would be great way to postpone my normal job (as a contractor) and take the game to a next level + i would easily show how many people wan't this game on OUYA + the port would be done in a 2-3 weeks + if there would be more money to spend i could focus on new features.
My original post to this forum was primary because i wanted to know if the game runs on OUYA at all (there are some android audio issue that are seriously messed up) so i would take this as a start.
If someone has an rooted OUYA here with google play market (sightlight maybe) - please try to install the game, play with it a bit and let me know if there are any serious issues that could send all the porting efforts to dev/null
I'm sure we can take this step by step...
I think the situation here will shift dramatically in the next 6 months since Android Lollipop has a native TV integration - anyone who want's to publish a game for Android TV (which i'm sure will be the primary android version for all HDMI Android sticks including M.O.J.O. e.t.c.) has to support gamepads or at least TV remote controls.
Also all major 3D shooters/Racing games from bigger studios support gamepads already, i'm starting to also see the shift towards splitscreen multiplayer (BeatX will support double mode and 2p multiplayer within a week)






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