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My game Twin Robots is one of the many that are not available on the Ouya Everywhere program.
I don't know about others, but in my case the main reason for that is lack of time. Being a solo dev, I'm doing it all on the side of my full time job which leaves very scarce free time.
My game uses an old version of the Ouya SDK (well, it was the latest one when I implemented it back around Sept. 2013). I have not bothered to update it to a newer one because I remember it was quite a pain to set up, so you know the saying: "if it ain't broke, don't fix it". When OE first appeared on MOJO, I thought that it was not worth the hassle of going back and fighting with the new SDK because of the reasons Victor Coleiro previously pointed (no device to test on, no big market share from MOJO), coupled with... yes, lack of time.
The Xiaomi and Alibaba deals are much more interesting in my opinion, and as soon as I heard of them I thought "It's finally time to make it work!". So I recently tried to update the SDK, only to find out that the "old" one has not been updated since last September, and there's a new one but it's still in beta; Ok, I downloaded the new one but could not get it to work: Hundreds of errors (I'm working in Unity btw) that I have to go through because following the official steps to substitute the SDK simply didn't work out. I could go ahead and try to work with the previous SDK version but if it's going to be deprecated soon I'll be basically wasting time and I'll have to get back to it later on to update it again.
So, if you prefer the TL;DR version: MOJO deal was not interesting, new ones are, I'm working on it but lack of time and confusing documentation makes it slooo-o-o-o-w. I really want to make it happen, though!
We do have a thread on the new ODK posted by one of the OUYA team.
http://ouyaforum.com/showthread.php?...w-Unity-Plugin
You may be able to get your questions answered there if you post your info.
I keep seeing this device to test on thing. According to them it was supposed to work, no need for that. I don't know if that is true since I also don't have a MOJO but that is what I was told so...that's all I can add on that. But we do have a few members with a MOJO and I'm sur ethey would let you know if there are issues.
Last edited by Killswitch; 03-02-2015 at 03:25 PM.
indeed. It would be great if you would update your game to support Mojo. I already bought it and I enjoy it.
Yes, that's where I first read about it - I don't post a lot but I visit this forum several times a week
So true - My main concern was not related to performance since MOJO has better hardware than OUYA if I remember correctly, and my game works great already on a Shield ( which is Tegra4 too ); It's more about the controller mappings, since I'm using a separate library for input management (InControl) and not being able to test it myself it's like shooting on the dark... though the MOJO gamepad follows common mappings and should work ok.
Thank you for your purchase, and for the kind words! Happy to hear that you like it
I just followed their instructions: deleting the old files before importing the new package; But after importing it I have a ton of errors.I'll have a closer look at it and report on the other thread if I still have problems.
I use InControl too, you should be good to go but we can always request MOJO be added. He adds most controllers by request.
Obscure Indie: "What Should Thinice & Co. Be Doing?" is what this thread is turning into...
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I think they should get out of the hardware business and partner up with one of the Chinese companies and slap a TWOUYA sticker on something like the Wii-Box PSI-Toy AKA the Warchief. Then maybe they could focus on better communication with the game media, devs and consumers or software related things like chat.
"On a mountain of skulls, in the castle of pain, I sat on a throne of blood! What was will be! What is will be no more! Now is the season of EVIL!"- Vigo the Carpathian
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