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MJD1981
Inspiring
July 20, 2013
Answered

AIR app rejected by OUYA

  • July 20, 2013
  • 3 replies
  • 2094 views

Hi, my first attempt at an OUYA game made in AIR was rejected with several issues that I hope can be addressed:

1) Adobe's otherwise excellent "GameInput" class does not seem to recognize their "Home" button, which they would like to be used as pause.

2) Upon leaving the program to follow a URL, the app will restart upon returning. I thought this had more to do with OUYA's OS than AIR because I have no such problems on mobiles.

3) Accessing textfields does not bring up a virtual keyboard on OUYA. Again, I have no such problems on any mobile.

I know several people have got some AIR apps on there already, so it depends which reviewer you get. But this was my experience, and I'd like to address some of these grievances to avoid a battle of wills with each update.

This topic has been closed for replies.
Correct answer zeh

1. Listen for a KeyboardEvent instead. The ouya/START button dispatches a KeyboardEvent with keyCode of Keyboard.MENU (0x01000012) and keyLocation of KeyLocation.STANDARD (0).

2. Haven't investigated much of that, but as a last resort maybe try listening to the stage's ACTIVATE and DEACTIVATE event. That way depending on how your game functions you can at least save and then restore the game state.

3. Are you using StageText? A normal textfield would work on most mobile platforms (with certain limitations), but using StageText is the "right" way to support a text entry field as it lets the OS control more of it.

3 replies

zeh
zehCorrect answer
Inspiring
July 23, 2013

1. Listen for a KeyboardEvent instead. The ouya/START button dispatches a KeyboardEvent with keyCode of Keyboard.MENU (0x01000012) and keyLocation of KeyLocation.STANDARD (0).

2. Haven't investigated much of that, but as a last resort maybe try listening to the stage's ACTIVATE and DEACTIVATE event. That way depending on how your game functions you can at least save and then restore the game state.

3. Are you using StageText? A normal textfield would work on most mobile platforms (with certain limitations), but using StageText is the "right" way to support a text entry field as it lets the OS control more of it.

MJD1981
MJD1981Author
Inspiring
July 23, 2013

Thanks for the Keyboard.MENU suggestion! There was some strange behaviour to contend with, but I got that to work for pausing. Just in time to be part of my revised submission too.

My textfield is a regular input one from the Flash toolbar. I didn't have much luck creating them dynamically...

Adobe Employee
July 22, 2013

Hi,

Could you please share the rejection email or reason sent by OUYA for "HOME" button.

Regards,

Nimit

MJD1981
MJD1981Author
Inspiring
July 22, 2013

This is the part of the e-mail that referred to pausing:

"For future submissions OUYA loves to have the system button used for a Pause Menu or return to Main Menu feature. If at some point this could be implemented in-game that would be awesome! Please refer to the Interface Guidelines and In-app Purchasing & Technical Info of the Content Review for further information. (https://devs.ouya.tv/developers/docs/content-review-guidelines)."

Are there any plans to capture that button? It would make a big difference because I'm having to come up with increasingly elaborate ways to simply pause the game!

Adobe Employee
July 22, 2013

Thanks for sharing the email. We have logged a bug internally  and now investigating the problem.

Thanks for reporting,

Nimit

MJD1981
MJD1981Author
Inspiring
July 21, 2013

Thanks for the suggestion, but needsSoftKeyboard="true" made no difference. The OUYA does nothing at the point when any other device would bring up a virtual keyboard.

Mark.fromOP
Inspiring
July 21, 2013

Dont know why the page listed "true" in quotes but obviously it should not be in quotes.