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I don't know much about ouya but seeing the log, 01-02 07:09:21.490: W/PackageManager(305): java.lang.NullPointerException 01-02 07:09:21.490: W/PackageManager(305): at android.app.ApplicationPackageManager.putCachedIcon(ApplicationPackageManager.java:782) 01-02 07:09:21.490: W/PackageManager(305): at ...


In my experience, I would suggest you start with a networking layer, right out of the gate. Connecting to a network (and the issues related to it) are worth confronting head on. Since it's a multiplayer game, you're going to want to start facing those issues early (and often). Further, my recommendation would be to develop your server code, run it ...


The standard way of doing this is to pick a class that you know should exist and then see whether it does: try{ Class.forName("tv.ouya.console.api.OuyaFacade"); } catch (ClassNotFoundException e){ Log.e(TAG, "No ODK Found!"); }


The wireless network problem has been discussed on the OUYA forums. It seems impossible to proceed beyond that point on an Android emulator. You’ll need to test on a real device. This isn’t only an OS X problem: I’ve encountered similar problems (“OUYA Launcher has stopped” and “Can’t play this video”) on Windows too.


buttonDown() and other methods inControllerListener only fired when the key is pressed.If you want constant movement you need a variable and set for example when KeyRight is called and unset when keyRight is released or another key like KeyLeft pressed There is a good sample here ...


are you sure the image is where it should be? maybe that's why the desktop project works and ouya's doesn't also how come it gives you an exception but you can still see things on the box2d debug? what happens if you disable the drawing of box2d debug? gl if your doing the jam and I hope you'll solve this fast

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