- Lost Cities Kickstarter Launched! - 9 May 2017
Hey there, Tatsu 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 Tatsu 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!
- Lost Cities Kickstarter Launched! - 9 May 2017
Hey there, Tatsu 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 Tatsu 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!
- Russian translation! (and some 'regression' fixes) - 12 February 2017
There is now a Russian version of Tatsu! In a pretty unprecedented move, our translator Groundhog actually updated the entire open-source EptKazoo font that Tatsu uses, to have Cyrillic characters! That's a ton of work HUGE THANKS TO Groundhog! Between Groundhog's font, his translations, and the translations from novoleg, everything seems to be good to go! Side-note: Regressions are what we call the bugs that come from updates, in places where things used to work. The release 2 days ago had a couple of those that we hadn't spotted, but fortunately, people reported them & we were able to get everything back to how it's supposed to be! Russian translation, including Cyrillic version of EptKazoo! Thanks to Groundhog for the font changes, and to novoleg and Groundhog for the translations! Fixed a regression that caused the white parts of the dice to turn green sometimes (only showed up in y…
- Russian translation! (and some 'regression' fixes) - 12 February 2017
There is now a Russian version of Tatsu! In a pretty unprecedented move, our translator Groundhog actually updated the entire open-source EptKazoo font that Tatsu uses, to have Cyrillic characters! That's a ton of work HUGE THANKS TO Groundhog! Between Groundhog's font, his translations, and the translations from novoleg, everything seems to be good to go! Side-note: Regressions are what we call the bugs that come from updates, in places where things used to work. The release 2 days ago had a couple of those that we hadn't spotted, but fortunately, people reported them & we were able to get everything back to how it's supposed to be! Russian translation, including Cyrillic version of EptKazoo! Thanks to Groundhog for the font changes, and to novoleg and Groundhog for the translations! Fixed a regression that caused the white parts of the dice to turn green sometimes (only showed up in y…
- Bug fixes & accessibility improvements :) - 10 February 2017
Just a small update, but it's been a while since we pushed, so this morning, I pushed the following (for Windows only so-far... will go to Mac/Linux on their next push): Fixed a bug where clicking "Rejoin" very quickly after entering the Online Game Menu Screen could cause it to crash. Fixed the "Ready" button in the Online Multiplayer some more... potentially fixed other button clickability issues. Basically, MouseUp was refreshing the Input events even if the events weren't being handled. So if it refreshed and the button was already up... maybe that was the issue? Regardless, this fixes our test case for the Ready button but might not affect the other button issues. Quieted the Log File a little bit by removing the "Loading item" lines since we haven't had a problem with asset-loading in a LONG time. Fixed gamePad support for Online Game Menu Screen and lobbies. * 20170202: Hive: Fix…
- Bug fixes & accessibility improvements :) - 10 February 2017
Just a small update, but it's been a while since we pushed, so this morning, I pushed the following (for Windows only so-far... will go to Mac/Linux on their next push): Fixed a bug where clicking "Rejoin" very quickly after entering the Online Game Menu Screen could cause it to crash. Fixed the "Ready" button in the Online Multiplayer some more... potentially fixed other button clickability issues. Basically, MouseUp was refreshing the Input events even if the events weren't being handled. So if it refreshed and the button was already up... maybe that was the issue? Regardless, this fixes our test case for the Ready button but might not affect the other button issues. Quieted the Log File a little bit by removing the "Loading item" lines since we haven't had a problem with asset-loading in a LONG time. Fixed gamePad support for Online Game Menu Screen and lobbies. * 20170202: Hive: Fix…
- Bunch of Updates & Fixes!! Sales!! - 14 November 2016
Tatsu has been getting the most attention lately (it's our most recently released game, after all) and we've made a bunch of improvements and stabilized a couple of really nasty Online bugs. Things are flying along nicely now. Some of these fixes had been rolled out as they were fixed (especially on Windows) but all of these fixes are out as of now, on Windows, Mac, and Linux. Updates Fixed regression in TextBoxes that was casuing "backspace" key to lose focus. This was related to the change which allowed "Back" on gamePad to blur focus (intentionally). Opponent's dice-roll wasn't playing sound (or animating) online. AI crashed when its only legal moves were able to only move the first die value then pass with the second die. This fix also slightly improves the AI as it can now "see" those moves where the second action is "pass" and it could not previously see those moves. Fixed the err…
- Bunch of Updates & Fixes!! Sales!! - 14 November 2016
Tatsu has been getting the most attention lately (it's our most recently released game, after all) and we've made a bunch of improvements and stabilized a couple of really nasty Online bugs. Things are flying along nicely now. Some of these fixes had been rolled out as they were fixed (especially on Windows) but all of these fixes are out as of now, on Windows, Mac, and Linux. Updates Fixed regression in TextBoxes that was casuing "backspace" key to lose focus. This was related to the change which allowed "Back" on gamePad to blur focus (intentionally). Opponent's dice-roll wasn't playing sound (or animating) online. AI crashed when its only legal moves were able to only move the first die value then pass with the second die. This fix also slightly improves the AI as it can now "see" those moves where the second action is "pass" and it could not previously see those moves. Fixed the err…
- TATSU IS LAUNCHED!! :D ...and full batch of updates - 29 August 2016
HELLO LOYAL BLUELINERS! :D First off, thank you so much for being part of Early Access. The quality of the final game was only possible with all of the great feedback from the community. The game is much better now than it was when we started Early Access, thanks to you! In the previous update, we had made some big conceptual changes to the AI to let it "think with both dice" but there were still some weaknesses. John Yianni (the designer of the Tatsu board game) was a huge help and recorded videos of him playing several games against the AI and analyzing its weaknesses. Since people often like to peek behind-the-scenes, here are three videos which we streamed which use the analysis by John Yianni to make (and verify) a bunch of really solid improvements to the AI: AI improvement video 1 AI improvement video 2 AI improvement video 3 While we did a lot of work specifically on the AI, we…
- TATSU IS LAUNCHED!! :D ...and full batch of updates - 29 August 2016
HELLO LOYAL BLUELINERS! :D First off, thank you so much for being part of Early Access. The quality of the final game was only possible with all of the great feedback from the community. The game is much better now than it was when we started Early Access, thanks to you! In the previous update, we had made some big conceptual changes to the AI to let it "think with both dice" but there were still some weaknesses. John Yianni (the designer of the Tatsu board game) was a huge help and recorded videos of him playing several games against the AI and analyzing its weaknesses. Since people often like to peek behind-the-scenes, here are three videos which we streamed which use the analysis by John Yianni to make (and verify) a bunch of really solid improvements to the AI: AI improvement video 1 AI improvement video 2 AI improvement video 3 While we did a lot of work specifically on the AI, we…
- Big AI Update! - 2 August 2016
This release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works. Now instead of the AI looking for an action, it looks at all of the possible combinations of actions that it could take on a turn, then scores which one puts it in the best position at the end of the turn. This makes a big difference, because without it, the AI didn't know (for example) that the best move would be to move a piece once, so that it could move it again with the second die, to get a guaranteed attack. I did a lot of the refactoring (then testing & rebalancing) on the LiveCoding.tv stream: https://www.livecoding.tv/seancolombo If you subscribe to the channel there, you'll get notifications when I'm streaming, so you could hop in and see some really neat behind…
- Big AI Update! - 2 August 2016
This release is on Win/Mac/Linux. This also means that Mac/Linux will pick up the changes from the previous release which hadn't been released on Mac/Linux yet. We re-wrote a significant bit of how our AI engine works. Now instead of the AI looking for an action, it looks at all of the possible combinations of actions that it could take on a turn, then scores which one puts it in the best position at the end of the turn. This makes a big difference, because without it, the AI didn't know (for example) that the best move would be to move a piece once, so that it could move it again with the second die, to get a guaranteed attack. I did a lot of the refactoring (then testing & rebalancing) on the LiveCoding.tv stream: https://www.livecoding.tv/seancolombo If you subscribe to the channel there, you'll get notifications when I'm streaming, so you could hop in and see some really neat behind…
- Quick update (Windows) - 25 July 2016
Only pushed this update to Windows for now, but it contains a bunch of stuff since the previous release on Thursday! There is now an option in the app "Settings" to control the speed of the animations. Experienced players seem to like this much better when it's cranked up a bit. It goes from 50% speed to 400%. AI progress bar was in a bad/ugly spot. "Roll Dice" hint for GamePad has left-thumbstick image but Right-Trigger is actual button. Fixed smoothness of gamePad movement (it was almost unusable). Can now recruit stones from the Mat using the GamePad ("X") or the keyboard ("M" for Mat). Made it more visually clear when you've selected a piece on the Mat for movement (piece becomes enlarged and semi-transparent). Finally delete Steam Notification sessions for games that both players have seen the ending of. This actually applies to all 5 of our games that are currently live on Steam.…
- Quick update (Windows) - 25 July 2016
Only pushed this update to Windows for now, but it contains a bunch of stuff since the previous release on Thursday! There is now an option in the app "Settings" to control the speed of the animations. Experienced players seem to like this much better when it's cranked up a bit. It goes from 50% speed to 400%. AI progress bar was in a bad/ugly spot. "Roll Dice" hint for GamePad has left-thumbstick image but Right-Trigger is actual button. Fixed smoothness of gamePad movement (it was almost unusable). Can now recruit stones from the Mat using the GamePad ("X") or the keyboard ("M" for Mat). Made it more visually clear when you've selected a piece on the Mat for movement (piece becomes enlarged and semi-transparent). Finally delete Steam Notification sessions for games that both players have seen the ending of. This actually applies to all 5 of our games that are currently live on Steam.…
- Huge batch of updates - Mac online-play fixed - 22 July 2016
We batched this one up, probably for too long... but there are a ton of changes that just went out today. Windows, Mac, and Linux are all built to the same point. Early Access still has a good bit left (some online wonkiness & a lot of AI changes), but there is quite a bit of progress in this release. Here is what changed in this update: TRANSLATION: Now has Spanish translation. TRANSLATION: Now has Polish translation. BIG BUGFIX: The online play was completely broken in Mac OS X on most users' computers (but not all) due to a very complicated issue with Mono. This current release is expected to work with all versions of OS X that we support. Added a bunch of new animations: the dragons on the board have an "idle" animation & there are now dragons grappling on the main menu. BUGFIX: The Steam Notifications were getting out of sync any time a user did an "escape" (where they spend one di…
- Huge batch of updates - Mac online-play fixed - 22 July 2016
We batched this one up, probably for too long... but there are a ton of changes that just went out today. Windows, Mac, and Linux are all built to the same point. Early Access still has a good bit left (some online wonkiness & a lot of AI changes), but there is quite a bit of progress in this release. Here is what changed in this update: TRANSLATION: Now has Spanish translation. TRANSLATION: Now has Polish translation. BIG BUGFIX: The online play was completely broken in Mac OS X on most users' computers (but not all) due to a very complicated issue with Mono. This current release is expected to work with all versions of OS X that we support. Added a bunch of new animations: the dragons on the board have an "idle" animation & there are now dragons grappling on the main menu. BUGFIX: The Steam Notifications were getting out of sync any time a user did an "escape" (where they spend one di…