Ouya Unity Game Development
By Gary Riches
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Ouya Unity Game Development - Gary Riches
Table of Contents
Ouya Unity Game Development
Credits
About the Author
Acknowledgment
About the Reviewers
www.PacktPub.com
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Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. What Is Ouya and Why Does It Matter?
The early years
The crash
The recovery
Home computers
Advancement of game consoles
The first indie console
Cellular games
The iPhone
The competitors
Current day situation
History of Ouya
Ouya's release
Summary
2. Setting Up Unity and the Ouya Plugin
Installing the Android SDK
Installing Java
Setting up the Android SDK
Setting up the Android NDK
Connecting Ouya to your Windows computer
Connecting Ouya to your Mac computer
Ouya Development Kit
The Unity project
The bundle identifier
Setting up Ouya Panel
Ouya required prefabs
Building, running, and compiling an application
Summary
3. Setting Up Your Game
Boo, C#, or UnityScript
Boo
UnityScript
C#
The project structure
Setting up your Scenes
Scripts and MonoDevelop
Scene progression
The title screen menu
Advancing to the game
Ouya controller support
Creating the level
Prefabs
Creating a Prefab
Materials
Multidimensional arrays
The BuildLevel method
Summary
4. Adding a Character and Making Them Move
Making the camera move
Making the character move
Ouya controller support
Animating the character
Summary
5. Adding Finesse to Your Game
Texturing your Prefabs
Adding a background
Adding extra levels
Level complete detection
Moving to the next level
Restarting our level
Adding sounds
Summary
6. Show Me the Money!
Setting up your purchase
Setting up your game
Implementing the Ouya payment framework
How to manage your purchases
Getting the list of products
Limiting your levels
Unlocking levels for people who have paid
Buying your product
Adding a new menu item
The buy method
Hiding menu items
Submitting your game
Summary
7. Building Cross-platform Games
Platform Dependent Compilation
Changing the TitleScreen scene
Removing In-App Purchases
Mobile controls
Summary
Index
Ouya Unity Game Development
Ouya Unity Game Development
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: October 2013
Production Reference: 1171013
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78355-970-1
www.packtpub.com
Cover Image by Jarek Blaminsky (<milak6@wp.pl>)
Credits
Author
Gary Riches
Reviewers
John P. Doran
Steve Jarman
Acquisition Editor
Kevin Colaco
Commissioning Editor
Sharvari Tawde
Technical Editors
Novina Kewalramani
Amit Shetty
Project Coordinator
Amigya Khurana
Proofreader
Lesley Harrison
Indexer
Mariammal Chettiyar
Production Coordinator
Kyle Albuquerque
Cover Work
Kyle Albuquerque
About the Author
Gary Riches is a longstanding member of the iOS developer community. He has a keen interest not only in established sections of the industry such as gaming but also in emerging technologies such as Ouya, GameStick, and others.
Filled with a passion to program on new systems, he has just become a registered Wii U developer and will also create content for Xbox One and PlayStation 4. To target so many platforms he uses Unity, which he learned while working on the Augmented Reality SBook for Saddington Baynes.
When not building software for other companies, he builds his own business by creating photo manipulation apps such as Zombify Me, games such as Aztec Antics and Amazed, and also works on educational apps and games such as Nursery Rhymes: Volume 1, 2, and 3.
Acknowledgment
I would very much like to thank my wonderful wife, Sophie. Without her support and enthusiasm I would not be where I am today or the man I am today. This one paragraph cannot thank her enough but I doubt Packt Publishing will let me write a book to her so it'll have to do. I must also thank my beautiful daughter Evie, she provides a brilliant distraction when I'm taking a break or thinking of what to write or do next.
I must also thank my Mum and Dad, they provided me with computer equipment from an early age, without which I would have never been able to learn how to program. Along with the rest of my family, my brother David, helped to foster a very strong interest in computers and computing. I will never forget when he made our Spectrum flash insults at me on the screen by programming it and it seemed like pure magic.
Dave Mark and Jeff LaMarche wrote the book I learnt iOS development from and without them I would have missed the mobile train completely.
And finally I must thank all of those from the #actionscript IRC channel where I first learned to program. Special thanks goes out to Rob Gibson, Mark Griffin, Glenn Jones, Andreas Rønning, and all the other people from that channel that I haven't mentioned.
About the Reviewers
John P. Doran is a technical game designer who has worked on all manners of educational, mod, and professional game projects. He graduated from DigiPen Institute of Technology in Redmond, WA with a Bachelor of Science in Game Design.
He previously worked at LucasArts in San Francisco, CA on Star Wars 1313 as an intern Level Designer. He is currently the lead instructor of the DigiPen-Ubisoft Campus Game Programming Program, instructing graduate level students in an intensive, advanced-level game programming curriculum. He's also a Software Engineer at DigiPen's Singapore campus teaching advanced usage of C/C++, UDK, Flash, Unity, and ActionScript in a development environment to students.
He is the author of Mastering UDK Game Development, Getting Started with UDK, and the co-writer of UDK iOS Game Development Beginner's Guide, all available from Packt Publishing.
You can check his blog at http://johnpdoran.com and contact him at
Thanks so much to the author for allowing me to give him my thoughts while writing the book, I hope that they helped.
I'd also like to thank my brother, Chris Doran, and my wife Hannah Mai for being there for me whenever I need it and being patient while I was working on this. I'd also like to thank all the lovely people at Packt Publishing for all of their support and know-how!
Steve Jarman is a software developer from Sydney, Australia. He has been programming for almost 30 years; starting out on a Commodore 64 at an early age. Since 2008, Steve's efforts have been focused on video game development, primarily using the Unity engine. He is the creator of several successful mobile apps and games. Steve can be contacted through his website at www.stevejarman.com.
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