Things have been a bit quiet over here these days, soÂ it’s time to break the radio silence. I have been working on severalÂ small projectsÂ for the last month and a half, but most of themÂ are not related to gamedev at all. What I really want to share isÂ that I will be teaching at a OUYA gamedev workshop at my university next week.
I have been organizing and preparing materials to use inÂ the workshop.Â As a consequence I have been experimenting with OUYA usingÂ Flixel Community a lot.Â I made a very simple test today: compiled an early game prototype against the latestÂ versions of AIR SDK and Flixel Community dev, packaged the resultÂ as an APK and uploaded it to myÂ OUYA. AndÂ itÂ worked!
The controls are not responding because the game has no gamepad support, but I was extremely happy to see aÂ 1920 x 1080Â gameÂ running steady at 60 FPS.
I have to stress that I was usingÂ a developer version of Flixel Community, powered byÂ the brand new GPU render. The game I used was developed usingÂ Flixel 2.54, so I had to adapt it to use Flixel Community’s API.Â I made no code changes other than adjusting methods and packages names that changed. That’s a huge win! Â
OUYA development improved a lot since theÂ Chupacabra firmware update, released in August. It’s now possible to deploy APK files using a web browser, all you have to do is drop the APK in the upload page (something like http://192.168.0.100:10000) and it will be transferredÂ to and installed inÂ the console. That simple!
After my workshop, I will release all the code and docs I used. I will probably create a pull request to enhance the AIR section in theÂ ouya-sdk-examples at Github, to help other developers to port their games to OUYA. More OUYA dev articles to come soon.
RT @as3gamegears: Experimenting with OUYA using Flixel Community. http://t.co/6BRuAxgce6 #as3 #flash #gamedev