- Lost Cities Kickstarter Launched! - 9 May 2017
Hey there, Othello Fans! We at BlueLine Game Studios are happy to announce that we have just launched a Kickstarter for our newest game: Lost Cities! It uses the same great engine that we used for Othello and have been growing over the years for our other games. The game will be available for Windows, Mac, and Linux, as usual, and we hope to use the Kickstarter to fund a bunch of translations and a few other new bells and whistles. We hope you'll take a few minutes to check out the Kickstarter: http://bluelinegamestudios.com/kickstarter/lost-cities We also have already put out a demo for the game that you can check out on the Lost Cities Steam page: http://store.steampowered.com/app/520680/Lost_Cities/ Thanks for your continued support of BlueLine Games! Enjoy!
- Updates, Translations, Sales! :D - 13 November 2016
We've just released a bunch of updates & new languages for Othello: Added Spanish translation (thanks dani_as0!) Added Polish translation (thanks Ti_Ichigo from our LiveCoding.tv channel!) Old "Steam Notifications" have been deleted and any games that end will now get their notification deleted once both players have seen the end of the game. GamePad support for BlueLineCloudSignupDialog is no longer broken... can fill it out correctly, or skip it and play without an account just like with keyboard/mouse. Made resizing the window conform to the ratio instead of using letterboxing. The Online Game Menu Screen doesn't flicker when the list reloads now. Made Alert dialogs center in the screen correctly (they were slightly off-center before). Made it so that asynchronously created games also have the opponent's name added to the serverName when the 2nd player joins. Also, we're running pret…
- Othello is released!! - 5 August 2016
FINALLY!! :D More than two years after we started trying to get this license, today we are finally launching Othello to the world on Steam! We can't thank you all enough, for all of the support! The community has been great at making our previous releases successful, helping us tune the AI to the right level of difficulty, and helping us find bugs in prior releases so that the game would be good enough that we would get the approval to bring the Othello IP back to PC for the first time in years (decades?)! This launch comes with many fixes since the last version was pushed (listed way down below). Also, a big heartfelt thanks to Othello World Champion, Ben Seeley and to Benkt Steentoft of the World Othello Foundation. Without their help, I never would have been able to navigate the tricky licensing situation and been able to capitalize on contacting Megahouse for a license, literally th…
- Bugfix release - Win/Mac/Linux - 15 December 2015
Fixed some really bad edge-cases that were caused by playing an online async game, then leaving it, then finishing a local game in the same run of the program. Please make sure you have the latest version (which was released on Saturday, Dec 12th) and you should be safe from any unwanted issues related to this. PS: If there is a steep sale on Reversi any time still in 2015, it will be the last steep sale we'll be able to do for quite a while! So grab it ;) Cheers!
- Bunch of improvements + a SALE! - 20 November 2015
Since our last release, we've made a lot of changes & are having a short sale to celebrate! Here are some of the changes: Rewrote our entire font rendering system to use a more scalable system. On users with huge high-resolution monitors, they should now be able to see the fonts as clearly as someone with a standard monitor. The new system is "Signed Distance Fields". For the curious, here is a youtube video that shows the general way in which they work: https://www.youtube.com/watch?v=CGZRHJvJYIg This change also allowed us to completely re-write how string-measurement works. After a ton of obsessing over the details, you'll notice that now, text is centered better in several spots in the app, and the Chat box looks less wonky. This is all due to being able to measure text very accurately. FNA/OpenGL fixes to support more graphics cards. Smaller log file Better display of users w/Apost…
- Recent Reversi Updates - plus FREE GAME! :) - 20 September 2015
Improvements! It's been more than a month since the last announcement about Reversi releases, so here's what's new: Made a new AI level half-way between Beginner and Easy and shifted every level from Easy onward up one (so the old Easy is the new Medium, etc.)! This has been out for almost exactly a month at this point (sorry I'm behind on announcing stuff, these things all came out at slightly different times). This is the fourth version of the AI difficulty, hopefully it's about right this time! Fixed the Online Game Menu Screen crash that was happening on Mac OSX. Redid our release-process to remove a bunch of un-needed assets that were left around but weren't being cleaned up. This leads to less hard-drive space being used for the game, and significantly less bandwidth used for the initial install. This was a pretty big change. If you were to install Reversi game 3 times (once on Wi…
- Bunch of updates & fixes - 6 August 2015
We just pushed out a bunch of fixes that had been piling up for a while (and some that we finally got fixed today after looking at them for far too long!). This release was for Windows, Mac, and Linux simultaneously. Fixed the serious bug where the AI sometimes wouldn't make a move... it would just sit there. HUGE thanks to the community (especially Diminutive Resplendence) for their help in debugging it. Couldn't have done it without you! Fixed the occasional 1-second stutter in the UI. It would happen about once every 40 seconds & it appeared at the previous release. LogFile.log is no longer part of the build, so if you "Verify Integrity of Game Cache" in Steam, it won't make you download the logfile over again. The BuildID is now in the log-file. This is useful for detecting if someone's Steam client is being stubborn and not upgrading their version of the game. Upgraded to Steam SDK…
- Maintenance update (Rematches & Sliders) - 20 July 2015
Fixed the "Rematch" functionality which hadn't worked correctly for online play since the move to BlueLine Cloud. Now it's good again. Sliders were very finicky for clicking/dragging before. They work as expected again.
- Update! - fully on FNA, async fixes, Linux gamePad support (Win,Mac,Linux) - 6 May 2015
All three platforms are now up to date with each other again. That makes life better for everyone. Here's what we've changed in the last few weeks: This update includes an upgrade of our library from Monogame-SDL2 (sorta FNA) all the way to the latest FNA. Performance improvements! (largely due to FNA upgrade... but not entirely). Depending on what part of the game you're in, it can do 10% to 20% more frames-per-second. If you're at 60 fps, then it just stops there (to not waste your CPU) but since the cap was always at 60 fps, you'll just be using less CPU! Bunch of Async fixes & tweaks We tweaked the BlueLine Cloud experience. Now, if you hit that "signup/connect" dialog, and you don't want to send us any of your super-secret-secret-data (ie: your email address), then you no longer have to put in a fake email... you can just hit "No Thanks" and you will get to play anyway. When you re…
- #TableTopDay Update - bugfixes! (Windows) - 12 April 2015
We fixed a handful of bugs. For now this update is only for Windows because we're still hammering on trying to fix game-pad support in Linux (so our Linux build is unstable right now). Here are some things that are fixed by this push: Crash when resuming a game against a player who wasn't connected to BlueLine Cloud "Peppermint" tiles in some Async games (extra tiles were rendering in the same spot as the real tiles). Rematches against the AI would get confused & the AI would pass because it was trying to make a move before the pieces were loaded onto the board. Could not create a lobby after joining (or re-joining) an async game. If you started an async game, then played your first move, if you left the game, it would show it as still being your turn. Various race-conditions! We fixed entire swathes of inter-related bugs with Async (thanks for all of the help debugging, shiny people!).…
- UPDATED! - "Red vs. Blue", Easier AI, Async-Game-Starting, DLC, Microtransactions - 2 April 2015
First big update for Reversi! Red vs. Blue skin - we got skinning working, and added a Red vs. Blue skin. Press "F2" or check it out in the Settings menu. We're going to make it easier for us to make skins, then we hope to add quite a few more. Easier AI - we Nerfed the AI quite a bit. Now, the "Insane" level is quite a bit easier than the Medium level used to be. This was based on a lot of community-feedback and the fact that an Othello World Champion said that Medium beat him twice in a row (oops!). Please let us know how many levels you can beat now! :) Async bugfixes - there were 7 bug-fixes that we made. I spent all week doing these, and my assessment is that typing them all out would bore you to death, so I shall omit them. I DO NOT WANT TO CAUSE YOU DEATH! Async-game-starting - there are a decent number of online games getting played with Async functionality (not both players hav…