World Worst Pool Cleaner Comes to Android

FOR IMMEDIATE RELEASE: December 19, 2013
World Worst Pool Cleaner Comes to Android

FREDERICTON, NB – EX-Special Forces, EX-CIA, EX-Mall Security, EX-Assassin and All-Star Ladies Man – he’s the Derp and he’s coming to the Android platform in “DERP of DUTY”!  Now you can help “the Derp” put Derpville back on the map.  In this point and click adventure game, the Derp attempts to find a hot date for his brother wedding by performing assassinations for mob boss, Taco, in some of the most hilarious ways possible.

DERP of DUTY can be downloaded from the Google Play Store for just $1.  Sean Doherty, founder of Freelance Games says, “DERP of DUTY adds a whole new cast of fun and intriguing characters to the world created by our flagship franchise trilogy, ‘Trailer Park King’.”

Now, in addition to being available through the Xbox Live Indie Game Marketplace on Xbox 360 consoles, the game can be downloaded for your Android Device from the Google Play Store:

https://play.google.com/store/apps/details?id=com.FreelanceGames.DERPofDUTY

Check out the DERP of DUTY Teaser Trailer on YouTube:

ABOUT FREELANCE GAMES

Freelance Games is dedicated to creating totally awesome Indie Games…  Find us at:

FreelanceGames.com (Web)

Twitter.com/FreelanceGames (Twitter)

Facebook.com/FreelanceGames (Facebook)

Google.com/+FreelanceGames (Google+)

Marketing@FreelanceGames.com (Email)
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Trailer Park King Android Released!

Awesome News! Trailer Park King is now available for Android at the Google Play Store… If you like the “Trailer Park King” (or just want to support me), please rate, like (google+), and Share… :)

Download Trailer Park King for Android

XNA To Unity: Day 10

Merry Christmas Indie Game Developers!  Our awesome XNA to Unity journey continues with the presentation layer.  Here are the goals I’d like to achieve: Bind the Presentation Layer for the game map to the Domain Logic.  Basically, get the Players Avatar / Big-Head moving around the Map with Scrolling. Implement the Sound Effects for Walking and Climbing.

By |December 25th, 2012|Blog|0 Comments|

XNA To Unity: Day 9

Holy Crap!  Is this XNA to Unity journey ever going to end?  Today, its all about the XML baby; I’m told it doesn’t build itself (more XML jokes later if you’re lucky).  Here are the goals I’d like to achieve: Migrated the Data Layer (which contains the XML properties) from XNA to Unity.

By |December 22nd, 2012|Blog|0 Comments|

XNA To Unity: Day 8

The XNA to Unity journey continues.  Today, I’m going to start off by making a bunch of changes to the Game Statement Management in order to achieve control of initialization.  Here are the goals I’d like to achieve: Alter the Game State Management so order of initialization can be maintained.

By |December 20th, 2012|Blog|0 Comments|

XNA To Unity: Day 7

That’s right baby!  Its time for more XNA to Unity.  Today, I’m going to start off by overhauling the Game Statement Management.  Here are the goals I’d like to achieve: Refactor the Game State Management based on this article. Migrated the Data Layer (which contains the XML properties) from XNA to Unity (it should at least compile error free). Look into the Unity->Project Settings->Quality to see if I can get the default Maximum Texture size of 2048 Pixels.

By |December 15th, 2012|Blog|2 Comments|

XNA To Unity: Day 6

Holy Bucket of Crap, its time for more XNA to Unity.  It probably makes sense to learn a little about everything aspect of Unity so I can identify potential issues with my porting Strategy as soon as possible.  That said, here are the goals I’d like to achieve: Add Music to the Logo Scene and the Main Menu Scene This should help identify any issues with sound transition between scenes. Implement a Sound Effect and Transition to the Map Scene when the User clicks the Start Button on the Main Menu It might make sense for the Main Menu and the Map to Share a common scenes which is managed by a high level empty Game Object. Look into the Unity->Project Settings->Quality to see if I can get the default Maximum Texture size of 2048 Pixels. Migrated the Data Layer (which contains the XML properties) from XNA to Unity (it should at least compile error free). Create a new (or possible shared) Scene to display the Map (with a Camera Anchor in the upper left hand corner). I’ll probably have to split the Trailer Park Map into a couple of smaller Textures and create new Sprite Date Collection.

By |December 12th, 2012|Blog|1 Comment|

XNA TO UNITY: DAY 5

Its totally time for more XNA to Unity.  Here are the goals I’d like to achieve: Refactor the C# script for the Freelance Games spinning / scaling logo. Including Properties for Transition on Time, Display Logo Time, and Transition Off Time. Implement the C# script for the Music scaling logo. Transition between Freelance Games Logo, Music Logo, and the Main Menu (which is a separate scene). Look into the Unity->Project Settings->Quality to see if I can get the default Maximum Texture size of 2048 Pixels. Migrated  the Data Layer (which contains the XML properties) from XMA to Unity (at least compile free). Create a new Scene to display the Map (with a Camera Anchor in the upper left hand corner).

By |December 11th, 2012|Blog|4 Comments|

XNA TO UNITY: DAY 4

And so for it begins…  I just upgraded to the latest version of Unikron Software’s 2D Toolkit for Unity. Q&A: Q) @FreelanceGames Awesome, curious though – why’d you choose Unity or UDK or even the CryEngine? A) @shawnmave I’ve been looking at Unity for a long time – I think its the most complete / polished cross platform engine available at the time. Q) @FreelanceGames and SunBurn? A) @SimonDarksideJ  In my opinion, the future of SunBurn isn’t all that clear. Q) @FreelanceGames Let me know how you like it. After the current project I was looking to move from Orthello to 2D Toolkit A) @FinalMirage Orthello to 2D Toolkit seems pretty good!  I’ll let you know more as I go…

By |December 8th, 2012|Blog|4 Comments|

XNA to Unity: Day 1

I’ve been struggling with the decision to port my games using MonoGame or Unity.  In an ideal world, porting to Unity should not be that difficult. Unfortunately, the real world is a lot more real than most of use would prefer to admit! Wait! There is this thing called UnityXNA which is suppose to let you port your XNA code to Unity without having to do everything the Unity way. It would be cool if it worked? So, lets begin…

By |December 4th, 2012|Blog|1 Comment|