Bus Driver 2d Ouya Delayed

Ouya Version:

Currently, I am unemployed and I was hoping to get this done within the dead line of November 28th but it doesn't look like I will be able to get the game as polished as I would like by then. I spent nearly a week on optimizing the game for the Ouya, mostly logic errors on my part. I have decided to push the game back a entire month, to get done what I wanted too. So you should hear again back from me on the progress by 12/21/2013.  This is a one man team game, with only 6 months development time with the game actually been released on other platforms. When this version is released I will address what I can of the older versions. This version of the game will be entirely different than the previous versions with a overhaul of goodies, and only costing $0.99 to unlock the full game with a free to try business model on what I can get it to work on.

Windows 8 Version:

I never realized just how many bugs where in the game when I originally released it on windows 8 back in June. Windows 8 wont be able to patch the game now as I can not afford the fee's to publish any more. Along with that the windows 8 version can not run webgl so optimization is extremely difficult. For several of the games on windows 8 I published they had to be heavily watered down after being made because of performance issues from windows 8 was terrible. I ran the game on windows 7 same computer as the windows 8 machine and in windows 8 I got maybe a frame a second with a 1366x768 game with images made in gimp with limited color pallets. I can run the game at 60fps on windows 7, so you do the math on what has better performance.

Google Play Version:

The Google play version will be updated once the Ouya version is released.

Google Chrome Version:

Not entirely sure what I will do with this version but I can try updating it.

Amazon App Store:

I am currently not going to release any games for them as they seem to think its ok to screw someone over $2.00 in sales and try to keep raking that money in and not paying the content creators.

Kongregate version:

Only the Lite version will be here once the Googleplay & Ouya version is done... maybe...

Desktop Version:

Currentily I have no method of distrobuting this version but once I am done with Ouya, google play, chrome, and maybe Kongregate I will look into getting it on some digital distribution system. Unforchentily unlike the rest of the versions I will have to spend more time making a separate demo as I can not follow the in-app purchase model here. But on a good note I will release the source materials for the demo which will require construct 2 & its system requirements, as of right now I will try to release it under 100 events. No promises though. The reason it may take some time is I plan on releasing the game atleast over windows, and linux.

Apple product Versions:

I do not own a Mac, so there is no way for me to debug a Mac version. Along with that I am not entirely sure about the Mac development process if I need anything or not. With that being said I also will not be releasing a iOS version of the game, the fee's and requirements to develop and debug on is out of my price range.

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