Simple project-sharing page (open source) in PHP

When reading a great article from the creators of Soma Water about how they raised $100,000 in 10 days on Kickstarter, the shared the idea of this share-page that they sent to their closest friends & supporters to ask them to share the project with their friends. The little landing page was cute, functional, and

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Posted in Web Development

Proposal for "Tatsu" standard notation

The tabletop designer of Hive, has just begun releasing his newest game, Tatsu. It's out in the UK and getting great critical acclaim, and is currently rolling out in mainland Europe and the United States during the summer of 2016. Since it's such a new game, there isn't a standardized notation for moves yet... so

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Posted in Game Development

"Simply Chess" - now free to play on Steam!

Our fourth game, "Simply Chess" is now available on Steam! It's just what it sounds like: Chess! We wanted to stick to the basics, but to provide a ton of play modes: local multiplayer, pass-n-play, 100 Levels of AI powered by the Stockfish engine, online play, and async play (correspondence chess) w/Steam Notifications. We are

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Posted in Announcements, Game Development

How to slow your framerate in XNA / Monogame / FNA

Sometimes, you may need to slow-down your framerate to test certain behavior in your game/app as it would appear on really bad hardware. The following snippet lets you easily tweak a framerate at runtime. Since Update() gets called every tick, just put this in any GameComponent and you should be good to go. Press "+"

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Posted in Game Development

Introducing "BlueZebra" a GPL command-line Reversi AI

Today, we're releasing some Open Source freeware! As part of creating our next game (Reversi for PC, Mac, and Linux on Steam), we wanted to make use of some of the great AI that's already been written for Reversi over the years. One of the most respected Reversi AI programs is WZebra by Gunnar Andersson.

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Posted in Announcements, Game Development

Our next game: Reversi!

About a month and a half ago, we released Khet 2.0 on Steam. After a few updates (fixes & new features) then last weeks release of the 'Eye of Horus' Beam Splitter expansion... we're spending part of our time on our next game: Reversi! It will be on Steam and we plan to support PC,

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Posted in Announcements, Game Development

Detecting loops with the Beamsplitter

We recently released Khet 2.0 for PC, Mac and Linux and have been working on the Beamsplitter expansion piece (among other things). The Beamsplitter piece lets the laser pass through and also reflects it at a 90-degree angle. This changes the concept of the laser from being a linked-list to being a directed-graph. This makes

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Posted in Game Development

Move Over Piracy... Theft Comes to Indies!

Yesterday we launched our second game: Khet 2.0 on Steam. As is usual with a Steam launch, we get a ton of requests (a couple dozen a day, probably) emailed to us for free "Review" copies for press. Red Handed I often had a sense that some of these people were maybe not legit, but

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Posted in Game Development

Khet 2.0 launched on Steam!

Our second major release, "Khet 2.0" is now live on Steam! Buy it once and play it for PC, Mac, and Linux. Hit that link to the Steam page to read all about the game. Here I'll just wax poetic about our history launching it... ... Before we (Sean & Geoff) started making games together,

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Posted in Uncategorized

Adding some randomness to turn-based AI (1 of 2)

We make a habit of asking great Hive players to give us feedback on the AI for our Steam version of Hive . Now that the AI has become pretty formidable, a suggestion we started hearing a few times was that the AI wasn't random enough. This allowed players to basically memorize outcomes and they

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Posted in Game Development

Visually debugging a Minimax AI engine

While creating the Steam version of the popular board game Hive, it became clear that normal methods of on-screen debugging weren't going to be in-depth enough. If you know a lot about board game AI, you can safely skip to the "Our Solution" section. Otherwise, we'll cover some basic AI stuff so you know why

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Posted in Game Development

Burndown for Trello gets flame decals!

Not literally... but we made the site faster! Our app that makes burndown charts for Trello has received a number of improvements in the past couple of weeks. A couple of days ago, we made the AJAX requests take about 1/7th of the time that they took previously. The enormous Trello board that we used

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Posted in Web Development

"Burndown for Trello" now has a Pro version

About a year ago, we started building a scrum-like burndown tool for Trello to help us manage our own projects. After a few months of work, we made it so that anyone could sign up for the free burndown charts for Trello. [caption id="attachment_326" align="alignleft" width="300"] Burndown for Trello - exponential user growth[/caption]We thought that

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Posted in Announcements

Announcing our next game: Khet 2.0 for Xbox 360!

Keeping up with the exciting pace of this year so far... we have an awesome announcement to make: BlueLine Game Studios has been given an exclusive license to bring the extremely popular Khet 2.0 board game to Xbox! Khet 2.0 is an Egyptian-themed two-player game with real lasers. It has been growing in popularity world-wide,

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Posted in Announcements

New game: Hive for Xbox 360!

After more than 15 months of work, many nights of play-testing by our devoted Alpha team, and close to a kiddie-pool worth of Mountain Dew... it's finally here! Hive for Xbox 360! When you think you're starting to get good, add me on Xbox Live - "SeanColombo" - and I'll gladly play a round with

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Posted in Announcements

DrawString() to fit text to a Rectangle in XNA

It seems that there are a number of implementations of fitting several lines of text (of a specific size) into a rectangle and wrapping them (we wrote one too), but I was surprised that SpriteBatch.DrawString() did not have a form which does the more simple task of just taking a string and making it grow/shrink

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Posted in Game Development

Drawing a hollow rectangle border in XNA 4.0

For some reason, there wasn't much info on this. For the sake of making this faster for others, I'll post code for a quick way to draw a rectangular outline in XNA 4.0. If you're planning on doing a ton of 2D drawing, you might be better served by this tutorial on drawing polygons. I'd

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Posted in Game Development

Trello Burndown is open source!

Recently, we made one of our internal tools publicly available: Burndown charts for Trello. It's been surprisingly successful: all we did was blog about it and there are about 100 users who have logged in already! Since the little app seems to be gaining popularity, we figured that now would be a good time to

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Posted in Announcements

Free app: Trello Burndown

BlueLine Games is a small team and we NEED to move fast (time is money!). Because of this we need awesome (and lightweight) project managment solutions. Thanks to recommendations from Vicky Carlsson we found the tools Toggl and Trello. Toggl is a simple tool for time-tracking (might blog more about that later). Trello is a

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Posted in Announcements

Calculating the bounding board for Hive

THIS POST IS LONG! If you don't care to see how the answers were calculated and just want to know the size of the 3D area into which all possible Hive games could fit, just skip to the bottom of the post for the results. While doing secondary-research to get ready for writing AI for

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Posted in Game Development

Hive for Xbox starting Alpha Testing!

[caption id="attachment_100" align="alignright" width="296" caption="Something's not right about the placement of that cursor... good thing we're doing an Alpha test!"][/caption] Development has been cruising right along on Hive. While we're still a few months away from a final version, we've gotten to the point that the game is playable as local multiplayer "pass-n-play" (where you

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Posted in Uncategorized

Proximity HTML5 game for Pokki is now Open Source

Last week, we announced Proximity for Pokki. Tonight - in hopes of helping other game developers get off the ground with HTML5 games and/or developing new apps for Pokki - we're making the code for Proximity open source. If you have some questions about anything we did in the app, please let us know in

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Posted in Game Development

New game: Proximity!

BlueLine's first game release is Proximity for the Pokki platform!. We're still hard at work on our larger project, Hive for Xbox 360, but we took about a week and a half aside to make Proximity. The game was an entry for the Pokki 1UP contest which is currently going on. Proximity is a territory-based

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Posted in Announcements

Announcing our first game: Hive for Xbox 360!

We're buzzing with excitement for this announcement... BlueLine Game Studios has been given an exclusive license to bring the extremely popular Hive boardgame to Xbox! If you're not familiar with it yet, Hive is a boardgame that's grown a huge following.  It was created by British Inventor John Yianni of Gen42 Games.  In his own

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Posted in Announcements

The Starting Line...

Welcome to the BlueLine Game Studios blog!  We're a scrappy startup of Indie Game Developers who are starting out our first releases in this new company by making Xbox games from award-winning boardgames. Here are some ways you can follow along with what we're up to: Add this blog's RSS feed to your feed reader

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Posted in Announcements