Sunday, June 22, 2014

Bus Driver 2d Experience Rush development re-cap videos





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:

6/21/2013:







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.



6/30/2013:







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.



10/17/2013





Through out August, September, and October I was publishing android ports of my games. I worked a long time on optimizing them and getting them on Google play, Amazon, and chrome web store.  Some of the games I re-did a majority of the code in the process just to get more objects on screen. There was still some watering down though as cocoonjs wasn't good at the time and neither was construct 2 on objects. Review sites came in basically blackmailing saying pay them or hey will give me a "bad review". I laughed and made this video. They were free at the time because Amazon had screwed me over so I decided to make them all completely free at that time.



12/4/2013:







At this point I was working on polishing up the game, I was working on a Ouya version, and a IAP system which didn't work out because cocoonjs is extremely broken far worse than it is now but it is still pretty bad. I basically compiled a todo list and tried to do as much of it as possible in the video. This was right before a ouya build of the game was delayed till March.



4/15/2014:







This massive update showed a working model on the ouya, the problem with it is it was no where near meeting the requirements to publish and because of a issue on ludei's front with their "ouya support" of not actually having the proper android manifest properies setup for ouya I had to delay the game massively again... All the way till June 20th. Mostly I had school at the time and I wanted to wait till the college term was done so I could work on it, and publish it to ouya then work on a 3d platformer with unity that really hasn't worked out well.

looking to publishing to more platforms.

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.

Ubuntu store:

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 goal to even get it anywhere near that level.

Chrome web store :

I have had a good experience with putting games on the chrome web store, it is easy and simple to do with very little time worrying about details for publishing. It does lack a few things here and there but its simple enough. 

The problem platforms:

CocoonJS and its problems: 

I mostly have used cocoonjs to port to google play, amazon, and ouya but it is becoming more and more clear that that construct 2 to cocoonjs to other platforms is really having problems. With the ouya port option it really isn't even functional enough to publish a game without glitches or bugs. Not saying I am stoping work on the ouya version just pointing out the obvious. ludei is a pain to contact, everytime I do I have to get some other third party involved for them to respond, like the ouya team. The other issue I find with cocoonjs is even their IAP system doesn't work.  It is to a point where it is almost unuseable with construct 2 projects causing performance issues, flickering, uncontrolled issues and problems because of the lack of support. I understand cocoonjs is free and all but I really don't see it going anywhere as all it claims to do is offer more and more support for more platforms rather than fixing the real problems that prevent people from publishing to those platforms.


So right now I am looking for something other than cocoonjs to publish to the ouya & android. Construct 2 added a few more options I should check out, but I know the ouya team is working with a few people in getting a better way to their platform as well though.

Windows 8 and its problems:


Windows 8 store I have published to before, but that was due to my school getting access to give us access to publishing our own content. The major problem with it and the reason I havn't updated it since is it is hostile to developers. It requires constantly credit card information claiming it is for security when it places the security of the developers at risk, and has a monthly fee on top of a huge sales percentage goes to Microsoft unless you pull in X amount of money every month. Meaning what little money you make will be dumped back into paying fees to be able to publish. Which is why I have stopped all together updating this version of the game, I really can't update it either.

Amazon and its problems:

I have put my games up on to amazon before, but as soon as the money came in they closed my payments account to prevent me from receiving said money in which they were still charging the users for. Meaning the transaction would have gone straight to Amazons bank account. They refused to tell me why they closed the account and they refused to help me, threatening me and restricting my already existing developer account and user account preventing me from doing certain things just because someone got a kick out of abusing me. Amazon screw you.

Its out.. Release date and update plans

The game has finally hit the ouya tv store https://www.ouya.tv/game/Bus-Driver-2d-Experience-Rush/

Details of possible update plans: 

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.

Arcade mode:
The game as it is right now, with graphical updates explained bellow in "And Stuff updated".

Challenge Mode:
 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.

Passenger mode:

I'm been thinking of this concept for a while. You visibly pick up passengers and have to drop them off on the stops along the road. If you miss a stop, you game over. This game mode would be entirely different than the rest of the game and would feel like a different game entirely. More or less this would be a separate mini-game slapped on with a side scrolling view.  This would be to earn bus tokens rather than a score or highscore. Probably DLC... maybe IDK.... CocoonJS AIP don't really work.... on ouya at least, not sure about google play.....

And Stuff updated:

I also want to add levels in which will change the BG in both challenge and classic modes with different backgrounds for each. Classic mode I want to be more realism while challenge mode I want to be more unrealistic. Like being on the moon, with different vehicles.

I also need to add text telling you when you earned points. like a +50 points when you go near a car. Along with a better main menu system. Maybe a pause menu as well if I can.


What I want in a nutshell: 


  1. Improved GUI

    • show when points are made(plus combos multiplier plus sum of points)
    • main menu
      • Challenge mode
      • Arcade Mode
      • Passenger mode
      • Highscores
        • Arcade
        • challenge
      • controls
      • GoTo Blog (link to this site in-game)
    • pause menu
      • resume
      • quit to main menu
  2. Challenge mode
    • upgrades
    • combos
    • challenges
    • bus stats/better bus's
    • levels
      • unreal terrains
  3. Classic mode
    • combos
    • levels
      • semi-realistic terrains
  4. In game currency
    • Gained by score
    • gained by completing challenges
    • possibly IAP(maybe going to be harder to do because cocoonjs's IAP doesn't work with ouya so probably not unless ludei gets on the ball of patching their ouya support in which it needs so greatly.)

These are just ideas of things I want to do, they are not guarantee updates, they are just ideas for a big update. If any of them do come out as updates they will be broken up into parts. Please provide feed back.

Wednesday, June 18, 2014

Ouya Release is near



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.

 As soon as the Ouya Version becomes available you can download it here :

 In the mean time I am going to try to improve this blog, if you like the blogs here maybe try out my main blog : http://undeadbobop.blogspot.com/ I review games, share my thoughts, ideas, and things that go on in my personal life from time to time there.