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.