Cave games on Ouya?

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trap15
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Re: Cave games on Ouya?

Post by trap15 »

DJ Incompetent wrote:I guess my first question is why you're so against an Android without resource-suckin' multitasking and background apps. Is it really that shitty to build for like trap15 said, or are you saying it just has awful horsepower?
You can't make Android not suck resources, even without "multitasking". And it's an absolute nightmare to write applications for Android. Ask almost literally every Android developer, and they'll tell you that.
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Re: Cave games on Ouya?

Post by BPzeBanshee »

trap15 wrote:You can't make Android not suck resources, even without "multitasking". And it's an absolute nightmare to write applications for Android. Ask almost literally every Android developer, and they'll tell you that.
I imagine Android games would be easier to make with this thing.
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Re: Cave games on Ouya?

Post by trap15 »

>implying that gamemaker is a good solution to a fundamental underlying problem

Hell,
>implying that gamemaker is a good solution to anything
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Re: Cave games on Ouya?

Post by BPzeBanshee »

Oh, I'm sorry. I didn't realise I was on 4chan. I'll leave this thread now.
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Re: Cave games on Ouya?

Post by louisg »

trap15 wrote:
DJ Incompetent wrote:I guess my first question is why you're so against an Android without resource-suckin' multitasking and background apps. Is it really that shitty to build for like trap15 said, or are you saying it just has awful horsepower?
You can't make Android not suck resources, even without "multitasking". And it's an absolute nightmare to write applications for Android. Ask almost literally every Android developer, and they'll tell you that.
I'm actually curious about the reasons. I've used both Android and iOS platforms, and so far the iOS devices just come off as much more solid/smooth. For example, I was disappointed when I heard that Android couldn't actually get latency down to a respectable amount for synthesis. So what's the main problem here? Bad libraries? Java? Trying to get things to run across different models...? Couldn't a fixed platform alleviate some of this?
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Re: Cave games on Ouya?

Post by antime »

The problem is the number of different devices, all with their own quirks and bugs. Supporting only a single device removes most of that.
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Re: Cave games on Ouya?

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What antime said is pretty much correct. But you'll never be able to "convert" Android to that, because the concept of multi-system compatibility is so ingrained into the design architecture.
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Re: Cave games on Ouya?

Post by CMPXCHG8B »

I'm actually curious about the reasons. I've used both Android and iOS platforms, and so far the iOS devices just come off as much more solid/smooth. For example, I was disappointed when I heard that Android couldn't actually get latency down to a respectable amount for synthesis. So what's the main problem here? Bad libraries? Java? Trying to get things to run across different models...? Couldn't a fixed platform alleviate some of this?
It's a cross between Java, and a total lack of feature rich APIs.

For synths and music instruments, iOS has Core Audio and Core MIDI- both APIs make writing music targeted applications a total dream. Core Audio in particular offers seriously low latencies (nearly realtime) and is the same tech OS X uses. Core MIDI handles everything MIDI related (device enumeration and communication) and is super simple to use.

Android has nothing even remotely the same, so you have to handle everything in-house instead. And because anything your modern day developer writes isn't going to be low level enough to achieve a reasonable latency, you get issues like that instead.

IMHO; Android will never be able to achieve the same sort of things as iOS because Google doesn't control the hardware and also because they don't run native code in any sane manner. They've got an NDK targeting C++ but it's more of a nightmare to configure and get working then Android development in general- and you've basically got to target and test each device you want your code to run on separately.

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Re: Cave games on Ouya?

Post by Drachenherz »

So, in theory this should allow for a custom ouya android-OS, which could be optimized specifically for the ouya-specs, alleviating the known problems with the android?
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Re: Cave games on Ouya?

Post by trap15 »

trap15 wrote:But you'll never be able to "convert" Android to that, because the concept of multi-system compatibility is so ingrained into the design architecture.
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Re: Cave games on Ouya?

Post by ancestral-knowledge »

...gamemaker...
/thread
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Re: Cave games on Ouya?

Post by Mordecai Walfish »

Might try this if it has some good titles and supports bluetooth controllers. I just cant trust that these guys won't make a piece of shit for a controller, amongst many other things I dont trust about this.
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Re: Cave games on Ouya?

Post by FRO »

donotcare95 wrote:
Udderdude wrote:In addition, you're nuts if you think they're going to give top billing to anything but already popular games and franchises.
Thus far the biggest games set for the Ouya are Minecraft, yet another port of the DS remake of Final Fantasy III, and standard Namco Bandai stuff. It's unlikely that you'll see AAA franchises like Call of Duty on this thing (outside of OnLive streaming), and they're trying to push this as an indie-friendly console rather than a major competitor for the current console manufacturers, so I'd say the fact that Cave probably has no interest in publishing for the Ouya is a bigger hurdle than promotion.

Even if they did want to release STG ports for the platform for whatever reason, going from the pledges given, the initial install base for the Ouya will be 58,221. I'm going to guess that means 58,220 people who wouldn't have any interest in Cave games in the first place, and one person who might be interested if it somehow happened but isn't getting his hopes up for reasons given. I don't see any situation where this would work well and be cost-effective for Cave.
You're missing the point. It's not supposed to be a direct competitor to the XBox or PlayStation brands, or even the Wii. It's supposed to be a "back to basics" approach with a console designed specifically to give developers (especially indie houses) a place to play and develop good, solid, simple games that play well and are fun to play. Would you want to play COD3 on an Ouya? Probably not, considering either the XB360 and PS3 have controllers with more buttons and a host of 3rd party options which are programmable for additional flexibility. The Ouya isn't even out yet, so expecting it to have the same kind of platform maturity (especially since it's designed for different goals) is unrealistic. Simply put, the Ouya is where the indies will go when XBL and PSN reject their games, and some of them may jump ship entirely because they have more freedom in the Android space.
louisg wrote:
trap15 wrote:
DJ Incompetent wrote:I guess my first question is why you're so against an Android without resource-suckin' multitasking and background apps. Is it really that shitty to build for like trap15 said, or are you saying it just has awful horsepower?
You can't make Android not suck resources, even without "multitasking". And it's an absolute nightmare to write applications for Android. Ask almost literally every Android developer, and they'll tell you that.
I'm actually curious about the reasons. I've used both Android and iOS platforms, and so far the iOS devices just come off as much more solid/smooth. For example, I was disappointed when I heard that Android couldn't actually get latency down to a respectable amount for synthesis. So what's the main problem here? Bad libraries? Java? Trying to get things to run across different models...? Couldn't a fixed platform alleviate some of this?
Yes, Android is a resource hog and has been laggy, but it's my understanding that the Jelly Bean 4.1 update is supposed to make things far more "smooth" and responsive. I'm not an Android whore, by any means, as I have and love my iPhone 4S and will be getting an iPhone 5 as soon as it comes out. But my Android personal phone is cool too. There are games I have on my phone that I would love to play with a real controller and on more powerful hardware (like the Ouya) that I think would work well in that space. Personally, I look forward to the Ouya. I don't yet own a PS3 or XB360, and though I now FINALLY own an HDTV making the purchase of either finally worthwhile, I am very curious to see how the Ouya takes shape. I will likely order one as the release date gets closer, or possibly wait until after the "street date".
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