The initial response to Metal Poker has been very positive!! Thanks to all that ‘get it’. While Texas Hold ‘Em is HUGE, the poker world doesn’t revolve completely around just that game. So having a ton of exclusive games is a pretty big deal!! I love that a lot of the true poker players are finding our game and understand that AI and the games are the most important!!
That being said, we went right out and did our first update!! And what does it contain: NO LIMIT Texas Hold ‘Em. We ported over all of the top notch AI from All-In for No Limit including having the computer players go on tilt…. People just expect NL Hold ‘Em and I understand!! I fell in love with it too!!
I would have put it in the original release had I thought of the way I now implemented it. The idea is to expand the game, and so I want to be able to offer Pot and No Limit versions of all the games. But that will be a ton of work in the AI department for all 7 games, and I needed to get the game out. So temporarily in the game selection list there is a “NL Texas Hold Em” and a limit “Texas Hold ‘Em” which solves this. And we left it easy to modify so we can actually go in our original direction very quickly!
What does that do for us!? Well for one …. Our franchise poker game name is “All-In”. But that didn’t make sense without a no-limit game you could go “All-In” in… Well now you can, so the game is being re-branded to “All-In Poker” so people further connect it with the franchise and know more of whats coming and what to expect!
So for the next update, say hello to “All-In Poker”….
Thanks and we hope you enjoy our game!! We’re All-In!!
Its that time of year… Birdsoft will be on a family vacation in the Northern part of Wisconsin, so we won’t have much internet access! That’s Ok, that would get in the way of Fishing, Golfing, and Family Time!! So I will be back Next week energized and ready to go… Please see the FAQ sections for questions you may have.
(Perfect timing with Metal Poker being in the AppStore review queue)
What we workin on? Well that’s Top secret…
We are working on a few different projects. A couple of BIG updates and something in iPhone that is right up our alley. I only have it in me to try a couple more times on that platform, so I might as well go big on what I know… Otherwise I fully expect the Windows Mobile market to come dancing back into what it once was and more come this fall… Its a long wait til then though…
Oh, yeah, Gem Ninja just confirmed my suspicions. Not a ton of sales, and that thing would have sold like crazy on other platforms… BUT we only have 3 days in it!! People did download it a TON when I offered it FREE for a while though…
Grrrrr…. Ok, things always come up… I have some consulting work and some other things that got in the way of my little experiment.. Did I say 3 consecutive days…
Im hoping to get my 3rd day in on it early next week… 🙂
Well I have a lot of the game specific logic coded. I am having some trouble re-creating the tile flip code that Im borrowing from Poker Stacks. Its all in there, but doesnt want to work quite right which has taken up a little more time than it should have. Ther is always something. But Im getting pretty far.
Unfortunately, it may be harder to meet the exact 3 day cutoff, as I had a little problem that just Urks me about Macs. Their “so reliable” Mac vs PC commercials make me more mad than anything!! I haven’t had Visual Studio actually crash on me in years, but after about an hour of coding on the program I started typing and XCode just crashed. Every change gone. It was very weird and unfortunate that I didnt kick off a build in that time to save it. Yes, I used to have to worry about this way back when on Visual C++ and so probably have a tad better habits on the Windows side but it was just a matter of hitting the save all button in the toolbar and continue. On Mac its a menu item that then has to prompt you, and well since its not easy, its easier to try to take the chance. And well, that lead to writing the same code over twice!!! UGHHH!!! Thanks Apple…
Well, Im still working on All-In 3.0 as the main project I have going. I figured I could show you that the Desktop version is getting a complete overhaul. Though it can and will use a lot of the VGA graphics from WM, it is also getting its own cool look as I would really like this to be a premiere product and worth a big look on the Desktop side too. I’ll admit I didnt follow completely through with that in the initial releases back in 2004/2005. The AI and other gameplay that makes All-In great was there, but I could have done a better job of packaging. Well here’s a sneak peek at some of the new packaging… And with the new code clean up it will get all the new things that WM 3.0 is getting too.
Jezster was just approved for iPhone. Check it out now, and stop back here for more information on further plans we have for this title. Thanks for your support.
We are finishing up development this week for submission and got a chance to upload a couple YouTube videos of its game play. You can check them out on its product page at http://www.birdsoft.biz/jezster.htm
UPDATE: IT IS Submitted!!! Watch for it Soon!
It is now approved, but for QA purposes we are holding off release until later this week until a new version can be approved that helps with a couple small things.
We are pleased to give a sneak peek at our new iPhone game, Jezster. We are nearing completion and hope to submit by the end of the week. Here is your first look…
Jezster has taken over Shiny Happy World. It is your job to stop him and his evil Hench-Balls to once again bring peace to this cushy world.
Jezster is a game based off the classic Jezzball genre. It expands tremendously on that with Power-Ups, Obstacles, and Boss Levels. Tons of gameplay with 30 Levels of Adventure and 6 bosses. Add an Achievement system, High Score System, 3 difficulty levels, and even Classic Jezzball Mode and hours of Cute humorous action oriented game play awaits.
Beta testers from the age of 4 to 60 have enjoyed the challenging but simple game play. A great game for all ages.
Watch for Jezster VERY SOON on the AppStore.
Well the Little Green Beast is turning out to be some fun to write. The new game is more action oriented than the last few so I need a lot of animating done on screen. So I started out writing an OpenGL type engine for the game. Well, I didnt really love the results and what I would have to change to make some existing things work and so after a few days, I bounced back to straight Cocoa Touch.
And let me tell you, you can squeeze some really good results out of the straight way of doing things with a few tricks. I sometimes have over like 20-25 different things animating smoothly on the screen at once. The main trick is to make UIViews for moving pieces separately so you can leave static UIView pieces alone and only update the animations in their own ‘thread’ views… Its rather cool… I hope you all like the results.