Sadly no, this did not resolve my problem on Windows
@BackToTheTopic: After building the .apk via macbook and uploading it to my webserver I can not get it to run … “parsing error” … I made sure that I am able to install unsigned/unknown software on my Ouya but it still does not work…
May someone please upload this .apk file? I would like to test if I can not install software at all (official apps from Ouya work fine though)
Update: I managed to get it working… Side-note to myself: Never ever rename a compiled apk file -.-…
@Josh Will Pro users have to also wait for the next public build? Will these be in the daily builds beforehand?
Also any updates when the plugin is coming? Can some of us Pro users be beta testers for it?
I have an app working using basic controller support etc, but if I understand correctly I can’t upload it to Ouya store as some of the settings are not right with the xml file made by corona?
Also can you put a 1280x720 screen in the simulator so we can test more in the sim before building for device.
thanks
We’re not writing the Ouya plugin. The plugin is being developed by Ouya (the company) themselves. When it is ready for testing, we’ll make it available via our daily build system to Pro users. When, I don’t know. As I’ve said, we’re not writing it. But they’re working hard on it and we’re doing our part to support them and working on gamepad support in parallel.
Ouya (the company) plans to open source the plugin code. Their initial plan is to make it available to Corona Enterprise users via the link below. It won’t help you, but it demonstrates the progress that they’ve made and their commitment to making this plugin.
https://devs.ouya.tv/developers/docs/corona
Regarding your other questions, have a look here…
Big thanks green.castle for your instructions
I have got this working pretty well, only the bindings for the right joystick (up,down,left,right) don’t seem to be working. Is there something I am missing?
Anyone from Corona can give us a time frame for the IAP to be ready?
Currently you cannot receive input from the right joystick. This is because we don’t support analog axis input yet. That’ll come later this month. For the left joystick, notice that you are only receiving digital up/down/left/right key events from it instead of analog axis input too.
A developer at Ouya (the company) is creating an Ouya plugin that will allow you to do in-app purchases and game network functionality. No ETA yet, but he is actively working on it.
Our newest daily build now provides information about the device that key events come from. This allows you to identify input coming from different controllers. Have a look at our updated documentation here…
http://docs.coronalabs.com/daily/api/event/key/device.html
http://docs.coronalabs.com/daily/api/type/InputDevice/index.html
There’s more to come!
Excited for the plug-in!! Hope that’s coming soon - the Ouya market is primed and ready!
Happy to hear that! We’ve been working hard on this for sure.
Oh, and as an added bonus, our newest daily build supports mouse events. Every Ouya game controller comes with a touchpad which allows you to manipulate the mouse cursor onscreen. This can come in handy if you want to add mouse hover effects to your app. Mouse clicks register as tap and touch events, making porting apps easy. Have a look at our API documentation via the link below for more details…
Everyone,
Today’s daily build now supports analog joystick and trigger input via the “axis” event. Documentation can be found here…
Awesome, any ETA for the official plugin from Ouya? I checked their site but didn’t see much about a plugin for Pro users…
Odd… if i try the code in this article, build it, and run the APK on my Ouya with Ouya controller, i get “left, right, up, down” from the D-pad and the left stick, i get “POWER” from the central button, i get “back” from the A and “Center” from the O button. Shoulder buttons, right stick, L3, R3, as well as U and Y do nothing.
Why can’t i detect half the buttons? Most people only seem to report trouble with the right stick…
@Thomasvq50: I guess you are using the latest public build of Corona to build and deploy your .apks?
Ouya is still not *officially* supported and it won´t be until the plugin is ready to use.
If you want to use the recent features announced in THIS thread then you have to use the recent Daily Build(s) of Corona.
But as you can see Corona is implementing new stuff for Ouya every week and I don´t think that the official plugin is so far away
I have no idea about Corona´s timeline for upcoming features but I think that there will be a new public release in one or two months including the new graphics engine and hopefully the official Ouya plugin
Max / CineTek
@CineTek: You’re right, i’m using the standard free version. It crossed my mind, but I was really hoping that this wouldn’t be the problem. Oh well, i’ll just have to keep building for now and do the Ouya implementation when it becomes available in the free version. Or i could just end up buying a Pro license… i’ll have to think hard about this one
In any case, thank you very much for your answer!
I would just wait a little bit and try to implement all the features of your game/app which do not require the full plugin yet.
And if you need any Ouya-like controls then you should take a look at the virtual joystick example in the code section
I can confirm. After installing the latest public release, the code I posted earlier no longer works. I am getting the same limited button feedback that tvg50 describes. In addition, the game no longer shows up in the Play section, I have to go to Make to get to it - and my build.settings are the same as before.
I am assuming that it will work again in the next official release.
Awesome! Any ETA or news on the plug-in yet?
Everyone,
Today’s daily build contains another major input device update.
We now have a means of fetching all connected input devices via the following API…
http://docs.coronalabs.com/daily/api/library/system/getInputDevices.html
We’ve added several new properties/methods to our InputDevice object in Lua. You can now read its current connection status. We’ve renamed properties “permanentStringId” to “permanentId” and “aliasName” to “displayName”. We’ve also added vibration support, but it is untested, and Ouya game controllers do not supports vibration feedback. But if you try hooking up a PS3 controller to your Ouya (or Android device) then feel free to give it a go.
http://docs.coronalabs.com/daily/api/type/InputDevice/index.html
We’ve also added an “inputDeviceStatus” event which you can used to detect when the status of an input device changes, such as when it connects/disconnects from the system, or when it has been reconfigured. Note that Android unfortunately takes 16 seconds to determine when a bluetooth device has been disconnected, which is unfortunate. I wanted this to be used to pause a game in case the Ouya controller’s batteries suddenly died.
http://docs.coronalabs.com/daily/api/event/inputDeviceStatus/index.html
In any case, we now have new toys for you to play with. Have at it! :)
And now that we think we have a solid input device foundation to build off of, we’ll be working on axis input next! I know many Corona developers have been dying for that feature. Thank you so much for your patience.
Thanks Josh. Please let us know when support for InputDevices comes to an official release (for those of us Corona fans who can no longer justify maintaining Pro)
@Josh: This is awesome! I am currently adding Ouya support to the alpha-build of my game and I am very excited about the results so far!!!