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Leadwerks for OUYA

Over the weekend I attended an OUYA game jam and got to play around with the OUYA dev kit for the first time. My goal was to see if I could get Leadwerks running on it.

Josh Klint, Blogger

June 24, 2013

1 Min Read
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Over the weekend I attended an OUYA game jam and got to play around with the OUYA dev kit for the first time.  My goal was to see if I could get Leadwerks running on it.  I had problems with the USB driver, but compiling went smoothly:


I didn't have any problems with controller latency, but did not finish mapping the controls or updating our project to use some newer functions we need.  In the end, I had to manually copy the compiled .apk file to the device to deploy it.  All in all, it was a good  proof of concept.


Last week we launched a Leadwerks for Linux Kickstarter campaign.  As we now pass the 60% mark, we're ready to unveil our first stretch goal. We want to put OUYA development in the hands of every Leadwerks developer, so we're making that our first stretch goal.  There's still a lot of work to be done, but my tests last weekend prototyping Leadwerks on OUYA proved it was possible. When our campaign reaches the $26,000 mark, we will provide all backers who pledged $100 or more with OUYA support, delivered at the time Leadwerks for Linux is ready.  This will let you build games for OUYA and Android, without ever leaving the Linux operating system.


Although the OUYA is new and the firmware still has a few rough spots, it's a lot of fun deploying games straight to your big-screen TV, and we've already prototyped it.  We're looking forward to bringing OUYA game development to Linux users.

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