Here I cover the development process of a bus driving game I have been working on for some time now. I hope this information will bring in and attract more people's interest in the game I am making. Feed back is something I enjoy so please leave any.
-Resolution problems on android and gamejolt fixed.
-Controller issues solved on android and desktop builds
-fixed icon for windows
-added screen shot feature to web play versions press * as of right now webplay is only on gamejolt(doesn't work with desktop or android versions)
Will get web, windows, mac, linux
trophy and leaderboard support only for web.
Will get windows, mac, linux.
suggested price $1.99
android 4.2+(arm; x86) price $0.99
source code cost: $4.99
Chrome web store:
cost $0.99 (only android 4.0+ version(arm))
Scirra Arcade(canceled due to file size limitations being low)
If there is any place you would like my game please suggest it, these are the only places as of right now are for sure.
For the android build of this game I have decided to switch from cocoonjs to intel XDK for its multi arch support and performance increase over cocoonjs, without any of cocoonjs's problems. The only problem it has is controller support. It reads it like PC does were it needs a 360 controller if you are to use one but lucky the game has touch controls fully integrated and functional. It functions as it would in chrome because it uses a chrome wrapper from what I have read. Meaning it is probably the most cleanest ports that can exist to android for construct 2.
Intel makes a pretty damn good tool even though cakewalk is in beta.
The game I have worked on for over a year now, on and off in my free time, I am having someone else doing the music for the game, and the game is pretty much done right now, I am just working out details of individual site releases, like gamejolt, in which I have added trophies and a highscore table. I am also working on getting it on itch.io and scirra arcade releases with their own workouts. Scirra arcade has a 10 mb limit, which the game is over it right now with its compressed format.
I'm hoping to get it out within the next week or so, but delays could set it back with each platform.
Now that I have added 30 brushes to the create a bus menu, and all its tools I will begin working polishing the game even more so. From making sure that when a controller is not pluged in that keyboard controls will show instead.
A few graphics will be changed to improve quality, and hopefully better music will be added soon before I release it on scirra arcade, itch.io, gamejolt, and many many other sites, store fronts, and later down the road this updated version may see android devices, but it may or may not be free on those.
A few simple things need to be added as well to provide more feed back to the user still yet. Hopefully we are looking at a early to mid September release for windows, mac(maybe), linux. I still need a tester for mac builds, I don't have a mac but want to know if there is additonal steps, if anyone is willing to test it that would be nice.
Adding brushes to the create a bus menu inorder to allow more customization, right now individual parts such as windshields, front lights, and back lights. There is also a transparent brush now as well as many various shapes. Allowing the user to make a deeper detailed bus with less effort.
On a side note the game should be complete in september and released on various platforms, and in various store fronts, some places it will be a pay what you want, others it will be a premium price depending on the platform and store front, while free on others, probably just demo versions and what not.
I still need people who own a mac to test the mac builds.
Linux builds will require me to write a sh script to download and install dependencies.
scirra builds are ready and not hard to do at this point.
The ouya version shall remain as is until it is properly supporting construct 2.Righht now android builds in general maybe on hold due to research that needs to be done with the various different e…
I have most things done, with this update I am just ironing out bugs, and trying to get better much in the game. Right now I am working with someone on that. I have recieved various criticism to fix up some of the graphics, such as the level of detail of the cars, the road, and the background. I will be trying to do improvements on those, as well as adding more to the create a bus menu, right now I am working on brush shapes. Someone has also told me about itch.io and I might end up publishing this there.
5fps.... Do I need to say more... because apparently the fokes at ludie consider that a upgraded experience with many improvements. Also all the same bugs are still there, NONE of them have been fixed like they claimed to have....
Looks like there will be delays with the ouya release of this patch.... Looks like I am either going to either end up quiting on ouya or I am going to need to look for something else.... in the mean time I think I will just port it around... fuck cocoonjs, I'm tired of submitting bugs for them and them never testing if they work. They still have gamepad issues, even after I have reported them all, and they claimed it was fixed. They just don't test anything, but claim to support them.... No matter what I do in this situation I am pretty much screwed, the newest update heavily depends on webgl, and cocoonjs does "support it" but it is crap for support the frame rate lowers sooo god damn much with the more webgl things you have. The main menu…
Version 220.127.116.11 is going into Ouya testing stages sometime today or tomarrow. Hopefully there is zero bugs, other wise I will need to do a major over hull and figure out each problem. Cocoonjs has been bad luck in the past for me. But a major part of this update remains probably untested in cocoonjs's engine. It includes screen shots, canvas resizing(for create a bus menu) and several other features untested by cocoonjs & ouya so there probably will be problems. Once the ouya update is released I will begin working on ports to other platforms.
Look what I can do. LOL....
I was just testing this out cause I saw it, and I was like what does canvas screen shots do... apparently this is what they do... to bad I havn't figured out a way to store them in webstorage or something.... then I could make a paint program and people can make their own bus's.
I could let them download it but I am pretty sure I will run into problems on ouya publishing it, and the other problem is if the user downloads it I would have to code it to load from a file location that may differ and may change..... D: This would be awesome to have if only it worked like I want it too.... I guess people can have their custom skins but they would have to redo it every time.
The other thing is that Canvas Screen shot is a single value overridden each canvas shot. Meaning if you wanted multiple things custom then you might run into a problem.
I think having a custom bus option would be cool to have, but I don't see it happening anytime soon.
The upgrade shop will only appear at the end of challenge mode sessions, meaning only when you get a game over in challenge mode. All of these like the challenge mode is infinity expansible, meaning there are no limits, that being said there will be a way to reset your upgrade stats, meaning if the player wants to go a million billion miles per hour they can, the down side to this decision is not all players will, which is why reset stats is necessary, along with that their will be a option to reset saves as to allow the player to reset their progress.
Now I got it displaying when you complete a goal, a image, the goal's name, and, how many upgrade points you earned from it. They are never ending by the way, once you complete a tier it increases the difficulty, and how many points you get from each goal. A tier is a set of 5 different goals, and their are 3 tiers in the game so far, which means 15 goals so far, with 15 different messages and difficulty. As of right now it does reward you with the points, but it does not have a menu to display the challenges themselve out. Going to be working on that and once I get all that complete I can work on the upgrade shop and have it effect gameplay for challenge mode. Arcade mode which is to get a high score will not be effected by this.
The sales numbers for the month is 2..... those 2 were when I had a donate system in.... Looks like premium isn't the way to go unless you are super popular game on the system like towerfall. Free to try or die it seems like....
Don't know whether I should continue even trying any more.... Ouya a system where developers go to die from discouragement..... This system has been nothing but trouble for me since I started trying to develop for it... I find it funny how many people got mad at me for getting mad over the $150 threshold requirement.... This is why... you pour a bunch of effort into getting the game on the system then get nothing out of it.... Not even feed back from anyone out side of ouya's staff.... Stars don't tell me why people have a problem or what the problems are...
Making the game free with a donate option but because cocoonjs doesn't support IAP for ouya I doubt any one will use it minus the 2 people who already have because the only place you ca…
Right now I have been working on optimizing the challenge mode, and displaying it but haven't gotten it to a point of showing anything. Working on A LOT of image icons for the different achievements. Also working on some game music.
Here is just a test clip using my midi keyboard and 2 tracks:
Here is what I have so far for the game over changes:
Instead of automatically sending the player to the main menu every time I gave the option to do so or just retry. The other thing I have been working on is getting the highscore only to display during arcade mode as it is ill relevent to the other modes, which have different purposes, and will alter gameplay negatively other wise.
Challenge mode has a set of 3 different tiers of objectives to do. Each tier has a never ending loop of challenges to complete, but they do repeat. Every time you complete a objective you earn upgrade points which you can use to improve your bus, and change how it looks.
A lot of new code for goals to reach to progress and earn UPoints... Its over 200 events, I really should look into a way of sliming it down for optimization... Also working on fixing a game breaking glitch in result of the tier 3 session events.. Also have to work on a page showing off the challenges completed and descriptions..
Text display added for after reaching the goals but not finalized.... Going to have images next to them
When I contacted support and asked them why I wasn't getting paid they explained they operate over a threshold system saying I have to make $150 monthly in ordered to get paid I was confused, and enraged because I know with as small user base as they have I would never make that much. I spent over a year working on a game in what little free time I had and I was angry because I thought they were going to keep raking in money and never pay me. I tried to get my app pulled from their store they simply wouldn't let me have it pulled. There is no way to get them to remove a game, they just use us developers to advertise the number of games they have and oh no if someone wants to pull out they don't let them.
So I jumped on that unofficial ouya forum and made a post stating warning developers to stay away from the platform and I got a lot of lash back, and a few "refractals" in the process. I had at least 3 other guys from ouya explain to me that it wasn't like th…
Upgrade points added and a link to the website has been added
Upgrade points will be used to improve the bus's stats. Purchased users will receive upgrade points bonuses if I can get it working right. The upgrades them self wont be added until a later upgrade but you will be able to earn the points for now once 18.104.22.168 is released. For more updates follow me, subscribe, or RSS feed me.
This is just a city alpha texture, its not finished it isn't scaled correctly and isn't showing colors I want it to.
This is just a grassy part. Its not finished either, I want to add less detail to it because it feels out of place.
Really all I need to add is different types of roads as well to this and I think it will fit better maybe. Possibly would want different types of trucks and cars for each terrain difference. Not sure.
But this is another sub-sub number update so I hope to have more content in it. This is building up tors a sub number update. Working on achievements next.
Every 30 seconds 1 upgrade point will be added along with every time you reach over a highscore bonus points will be added based off score. Regardless of mode selected A additional bus will be added A additional terrain will be added A different horn sound will play A radio will be added to your bus to play some music
All of these updates depend on cocoonjs updates and intergration of IAP, It will also very version to version. Such as the Ouya version can not handle cocoonjs's IAP. If anyone else knows a route to publish to ouya other than Cocoonjs with construct 2 let me know. I have contacted Ouya Support team nearly a month ago about the issues with cocoonjs and no word back.
Also windows 8 & windows 8.1 should be obvious by now but those are no longer supported.
Google chrome builds will be made available once the android version is patched, which will be after the ouya final build is patched. I plan on ending this game with the 1.2 patch, I want to work on different projects a…
I am currently working on updating the google play version at the moment but as soon as I am done with that I will be working on getting the pc version of the game up and going. Currently I am running into financial troubles as well though. Currently I can not get into any position I want, so I have been applying myself to minimum wage jobs and still I haven't gotten any call backs. I want to continue developing games, but I am lacking motivation to due to constantly being screwed over by Google, Amazon, and many other digital distribution services, along with their other services such as google adsense failing to actually pay me and making boat loads of money off of me for these blogs and youtube videos I have.
Along with failing to ever being able to be able to afford SDK kits for systems such as the WiiU. So no I wont be touching any console other than android ones for a very long time.
I guess I would normally rant on how the economy is not getting better at all and those wh…
So after a year of working on this game and many many updates, videos, and various other content I have produced. I figured I would share them all in one single post on this blog, seeing how most of the content I posted originally on my personal blog. well here you go from first to last video:
This was me talking about the publishing process and being angry with it, this was right after I had gotten done with most of the "Keep the Cash" games I had made and I was being self-pushed by the deadline on the event caving into the preasure of making 10 games in a single month.
This was right after I released the "Keep the cash" games and the event was over, I felt like spending a little time working on a ok very short video showing each game off. You really can tell where I caved into pressure on games, some of their title names where terrible. The one in the thumb nail was my favorite out of all the games.
Some of the advantages of using something like construct 2 is just how many platforms you can port your games too, there are various services and tools to port construct 2 games to many many different platforms including built in features in construct 2. I have already taken advantage of cocoonjs, windows 8 store, chrome web store, scirra arcade, kongregate, and Node-webkit.
Facebook, a possible future:
I have no experience what so ever with publishing games to facebook. I do not know the requirements, but I am thinking of publishing to it once I find a means of which I can get income off of it. I need to do a lot more research before I say yes or no to it, unlike in the past where I spent so much time just jumping into a platform to publish too.
With the node-webkit export you get a linux build, I have tested it in linux and it works meh... I really want to find a way to put my construct 2 games on the ubuntu software center but I know this is a far fetch stretch of a g…
As of right now the game is what I wanted originally but I keep on getting more and more ideas.
I think I will create different modes, this being challenge mode mode, arcade mode, and story mode.
The game as it is right now, with graphical updates explained bellow in "And Stuff updated".
I am thinking of adding upgrades, and currency with bus tokens. which you would use to "upgrade" your bus in a challenge mode. Where you have several different objectives to complete.
Classic mode's bus but for every x amount of points in your score you get bus tokens. I also want to work on a combo system for both, where you have x amount of time to do something and you can only do said action so many times before it stops multiplying but I have to work out those details.
For the last several months I have been working on and improving on this game from its orignal release on windows 8 store. It is finally ready for release for the most part. The only thing left to do is make it through the Ouya publishing process, and from there several updates after words.
This is the point of this blog. To inform the users, and show off this game I have worked so hard on, and keep people up to date with its development process. Any and all input is much appreachated so long as it helps. If anyone has any questions about developing, or publishing to Ouya I would gladly reply as best as I can.
For those looking forward to this game on ouya, it will be the most up to date version of the game for some time.
Latter on I will try to update the googleplay version maybe, and possibly release it for PC(windows/linux maybe BSD). I hope all my plans for this game come true in the up coming months, but I also hope to work on other projects as well.