Archive for the ‘Cocoa’ Category

Edgewise FREE

Friday, April 23rd, 2010

I made a free version of Edgewise for the iPhone. It hit the app store yesterday.

It’s just like the paid version except it bugs you to buy the game if you really like it. I thought about making the free one be ad supported, but I decided to wait. I may change my mind after I learn more about the various mobile ad platforms. Or after Apple’s announced ad service goes live.

Since I wanted the free version and the paid version to be mostly alike I used the same Xcode project and sources and added a new build target. It was even easier than I imagined it would be.

I have a couple of ideas for how to improve the game play that I may release soon. All improvements from now on can easily be shared between the free and paid versions, which is kind of cool.

New Edgewise

Friday, August 14th, 2009

I updated the iPhone version of Edgewise to 1.2 last week. It’s a small change. I added some pretty face card pictures.

I’ve been working on a couple of other projects recently, but I kind of sputtered and stalled on them a little while ago. I decided to update Edgewise as a way to make progress on something.

Sales have picked up a bit because of the higher placement in the app’s categories on the app store. A whole bunch of people have updated. I’m not sure if that means people are still playing it or if they just haven’t deleted it from their app list in iTunes. Mostly the latter I suspect. Web site traffic and downloads of my other stuff have picked up some, too. Might as well use some of that unlimited download bandwidth Dreamhost provides, right?

Dilbert 2.0 Viewer released

Wednesday, February 4th, 2009

One of the presents I got for Christmas was Dilbert 2.0: 20 Years of Dilbert. It’s a very nice coffee table book with a few thousand Dilbert comic strips along with some history and commentary by Scott Adams. It sits on the shelf next to The Complete Far Side and The Complete Calvin and Hobbes.

Dilbert 2.0 comes with a neat addition: a CD-ROM containing every published Dilbert strip. Each one is a .gif file, organized and named by date (I’m assuming date of first publication). Viewing them is rather tedious.

The day after Christmas I wrote a little viewer app to let me browse through them. Simple, functional, but rather stark. Other things got in the way of working on it until a couple of weeks ago, when I went a little nuts on it.

I kept adding little features to make it look nicer or work better, or both. I indulged my inner geek for several days until I suddenly realized that I’d been spending my spare time working on the application and no time reading Dilbert.

It seemed interesting enough by this point to post it online. I gave it to a few friends to test it and then I incorporated some of their feedback.

So here it is, yet another application with a limited market and no commercial potential, but a heck of a lot of fun to work on.

Dilbert 2.0 Viewer

P.S. It’s targeted at Mac OS X 10.5 Leopard at the moment. I wasn’t really paying attention during development, so I have no idea if I’m using anything that really requires 10.5. If there’s a sudden giant demand for Tiger support I may revise it to be compatible. But maybe not. I’ve probably spent far too much time on it already.

Edgewise for iPhone

Monday, October 27th, 2008

Edgewise for iPhone (and iPod touch) was released on the iTunes App Store on October 25th.

Buy it, please.

It’s a solitaire card game. I’ve seen it called King’s Corners elsewhere (more on this below). You deal cards one at a time into a 4 x 4 playing field. Face cards must go around the edges in specific places. When the field is full you remove sets of cards that add up to 10. Rinse, lather, repeat, until you place all the face cards (win!) or until you can’t place a face card because there are no places to put it (lose!). You mostly lose, but for some reason people can’t seem to put it down.

History

Edgewise and I go way back.

I first wrote it in the early 90’s while I was working at a place called General Magic. All the engineers were asked to participate in a coding exercise. The goal was for the engineering team to take a few days away from our normal duties and to create some fun little games for the platform we were designing and building. (The platform was called Magic Cap and it was cool beyond description, so there is little point in describing it here. I’m not talking about the portable devices or the user interface, though they were cool in their own way. I mean the underlying software architecture. Man, was it ever cool.)

I thought and thought and thought and made up Edgewise. The name Edgewise didn’t occur to me until the game was almost finished and, well, it needed a name.

Edgewise was popular with the other team members, though not quite as popular as another game called Scramble invented by John Sullivan. Not that I’m bitter, or anything.

Imagine my surprise upon discovering that this game, or at least something very like it, had already been invented! Decades earlier! I thought I was so smart, inventing a popular game like that. I’m still proud of inventing it, even though I didn’t think of it first.

I’ve investigated the history of King’s Corners a tiny little bit, but I don’t know who (else) invented it or when. There is one significant difference and one minor one between Edgewise and King’s Corners. In Edgewise any combination of cards adding up to 10 may be removed from the board, but in King’s Corners only tens and two card combinations adding up to 10 may be removed. Oh, in Edgewise the Jacks are on the left and right sides of the board. In King’s Corners they’re traditionally on the top and bottom.

Porting Edgewise

I have ported Edgewise to several platforms over the years. It’s a useful start for me since I know it so well and can concentrate on learning the new system and tools.

It started in Magic Cap, of course.

Then PalmOS some time in the mid 90’s.

A few years later I made a version for Cocoa on Mac OS X 10.0.

Right about that time I took a job at Apple working on the secret project that became the iPod. A year or so after starting I made an iPod version. Since I was a manager and wasn’t doing any coding on that project, at least officially, I kept it a secret.

Much later came Cocoa, again, this time on Mac OS X 10.4, with 10.3.9 compatibility. That one was kind of fun. I guess they all were.

When the iPhone came out but only a lucky few were allowed to write programs for it I made a Javascript/Web version. This is the only version that comes with source code. :-)

And finally (yeah, until the next platform comes along) the iPhone version.

The iPhone version is the only one I have charged money for or widely distributed. I figured I should at least make back the money I spent on the iPhone Developer Program and the iPod touch I bought for testing. If it sells really well maybe I’ll spring for a new MacBook Pro.