I am getting this when trying to prepare a build of the sample on a Mac with Corona Pro:
2013-09-06 14:33:23.425 Corona Simulator[37482:707] Copyright (C) 2009-2013 C o r o n a L a b s I n c . 2013-09-06 14:33:23.426 Corona Simulator[37482:707] Version: 2.0.0 2013-09-06 14:33:23.426 Corona Simulator[37482:707] Build: 2013.1202 2013-09-06 14:33:23.428 Corona Simulator[37482:707] The file sandbox for this project is located at the following folder: (/Users/tonygod/Library/Application Support/Corona Simulator/OuyaCoronaPlugin-D85458E18E8025AB7924AA842FE23919) 2013-09-06 14:33:24.210 Corona Simulator[37482:707] PluginSync: downloading plugin: http://plugins.coronasphere.com/tv.ouya/plugin.ouya/2013.1202/mac-sim/plugin.ouya.zip 2013-09-06 14:33:24.368 Corona Simulator[37482:707] plugin.ouya is not supported on this platform
Now on the OUYA dev portal you’ll register a game and enter a package/bundle identifier. Then download the signing key (key.der) and put it into your Corona folder. Set your developer UUID in
Thanks, that extra bit got me into my own products and I have it all working with a modified sample. It is so great to have this Corona/OUYA integration at this point!
Where do I download the correct signing key from? I am trying to test completing the purchase today and it always fails. I am assuming it has something to do with not having the correct key.der (I am still using the one from the sample).
In the OUYA developer portal is where you create a Game and assign a bundle id. When you’ve created the game record, you’ll see the signing key download. It’s the same place where you upload builds.
I am getting this when trying to prepare a build of the sample on a Mac with Corona Pro:
2013-09-06 14:33:23.425 Corona Simulator[37482:707] Copyright (C) 2009-2013 C o r o n a L a b s I n c . 2013-09-06 14:33:23.426 Corona Simulator[37482:707] Version: 2.0.0 2013-09-06 14:33:23.426 Corona Simulator[37482:707] Build: 2013.1202 2013-09-06 14:33:23.428 Corona Simulator[37482:707] The file sandbox for this project is located at the following folder: (/Users/tonygod/Library/Application Support/Corona Simulator/OuyaCoronaPlugin-D85458E18E8025AB7924AA842FE23919) 2013-09-06 14:33:24.210 Corona Simulator[37482:707] PluginSync: downloading plugin: http://plugins.coronasphere.com/tv.ouya/plugin.ouya/2013.1202/mac-sim/plugin.ouya.zip 2013-09-06 14:33:24.368 Corona Simulator[37482:707] plugin.ouya is not supported on this platform
Now on the OUYA dev portal you’ll register a game and enter a package/bundle identifier. Then download the signing key (key.der) and put it into your Corona folder. Set your developer UUID in
Thanks, that extra bit got me into my own products and I have it all working with a modified sample. It is so great to have this Corona/OUYA integration at this point!
Where do I download the correct signing key from? I am trying to test completing the purchase today and it always fails. I am assuming it has something to do with not having the correct key.der (I am still using the one from the sample).
In the OUYA developer portal is where you create a Game and assign a bundle id. When you’ve created the game record, you’ll see the signing key download. It’s the same place where you upload builds.
I’m having a bear of a time with this… I still can’t get the ‘in app purchase’ dialog box to show up. I have my developer key set, I’m using the same bundle name defined in the OUYA interface for the apk, I’m calling plugin_ouya.initialize() when my game loads and calling plugin_ouya.asyncLuaOuyaRequestPurchase(callbacksRequestPurchase.onSuccess, callbacksRequestPurchase.onFailure, callbacksRequestPurchase.onCancel, “donate_justrain”); when a button is pressed… yet still, nothing. I should note that my mac simulator crashes because it can’t find plugin_ouya because the plugin is not supported on OSX, so I have no way to test if the plugin is being loaded, initialized, or anything. Can anyone help?
I’m kind of confused as to which files of the plugin have to be included alongside my main.lua file. plugin_ouya.lua I guess, but do the callback lua scripts and the helper scripts, etc., also have to be included?