That’s great news! Out of curiosity, were you running it at 30 or 60fps? I’d think with it’s overclocked Tegra 3 the Ouya could handle 60fps.
After fiddling around with isometric(staggered) maps I’ve decided to shift my focus to true isometric maps. My reason is that staggered maps do not visually fit to the actual data in an easily visualized or understood fashion. For example, moving a sprite from location 1,1 to 1,2 to 1,3 and so forth causes the sprite to move in a zigzag pattern rather than a straight line. In order to move diagonally across the screen you must move the sprite in a bizarre 1 to 2 to 1 to 2 stepping pattern such that it’s true movement against the map data is something like a sharp 15 degree angle. On even tile rows the Up direction is to the right, while on odd rows the Up direction is actually to the left. As you move through the map the orientation of the sprite in its local environment flips wildly around.
True isometric maps are so much easier for the end user to use. Taking into account that everything is rotated, up is always up, left is always left, etc. Moving a sprite in a straight line will, in fact, move the sprite in a straight line! Those of you using A* algorithms won’t have a near-impossible situation to contend with. It really is just a square map rotated 45 degrees and squashed slightly.
The plan currently is for all of MTE’s movement functions to conform to the isometric projection of the map data. So, if you set your Y velocity to 10, the sprite will move at an angle down screen along the Y axis of the isometrically projected map rather than straight down the screen (which would be diagonal movement through the map data).
Isometric and Isometric(staggered) maps are visually indistinguishable except at the map edges. Staggered maps are square, while isometric maps are diamond shaped. Tiled v0.9 supports both map types.