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Ouya Unity Game Development
Ouya Unity Game Development
Ouya Unity Game Development
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Ouya Unity Game Development

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A clear, concise, and practical guide that will teach you how to build your own console game and become an indie developer.This book is for game developers who are interested in developing games for the Ouya console on the Unity game engine. It is assumed that you have a basic understanding of Unity.
LanguageEnglish
Release dateOct 23, 2013
ISBN9781783559718
Ouya Unity Game Development

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    Book preview

    Ouya Unity Game Development - Gary Riches

    Table of Contents

    Ouya Unity Game Development

    Credits

    About the Author

    Acknowledgment

    About the Reviewers

    www.PacktPub.com

    Support files, eBooks, discount offers and more

    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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