Category: Euchre

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Permalink 09:56:10 pm, by jdunlap Email , 343 words   English (US)
Categories: Euchre, Assembly Line, XBox Indie Games


Well, it's been a while since I've blogged, so I have a lot to catch up on. The last post was back in July, prior to the release of Assembly Line. I am rather surprised that Assembly Line has not done better than Euchre 360, but Euchre has far outsold Assembly Line in any given time since release and also when compared in most time intervals. That's not to say that Euchre is selling like hotcakes, but I have been satisfied with the success of both. They have netted enough to keep my subscription to AppHub active at least.

So, it's now on to my next projects. I am currently working on two. One is another puzzle game that is suffering from feature bloat right now. It started as a simple net puzzle game. You know, the type where you are given a network of objects and you have to connect them. It was going to include a level editor until I came up with my new idea. I stumbled across Simon Tatham's puzzle collection and thought that it would be great to port it to the XBox. This would be allowable under the MIT license under which it is licensed. For most of the puzzles, though, I would start from scratch and some would be eliminated as they are not well suited for an XBox controller. Implementing the puzzle collection would mean that the game would randomly create levels.

The second game is a space adventure similar to an old DOS game (and C64) that was always a favorite of mine. It includes adventure, combat, and two-player head-to-head combat. I have a basic framework done, but need to write the code for the encounters, finish up the melee, create a starmap, and add the entire story. The story is nothing like the original, so it isn't really a clone. It is on hold right now, though, as I try to get some decent images to use in the game.

For anyone wondering, CityBuilder is on hold indefinitely as I do these other projects.


Permalink 10:44:09 am, by jdunlap Email , 86 words   English (US)
Categories: Euchre, XBox Indie Games

Euchre Update Approved

The update for Euchre 360 was just approved and went to the marketplace. This update changes some of the fonts, fixes a crash when you sign in, select a device, exit the game, switch profiles, and reenter the menu. Obscure, I know, but it was a crash. It also adds the option to choose between three different sizes of cards while you play and fixes a scoring issue where you only got 1 point when you and your partner take all five tricks. Now, you get two.



Permalink 12:03:12 pm, by jdunlap Email , 151 words   English (US)
Categories: Euchre, XBox Indie Games

Euchre Update

Euchre 360 has been on the Marketplace for nearly a week now.  In reality, it is doing slightly better than I had hoped for my first published game.  However, the final review during the review process was a fail as it found an issue (although a rather unlikely one, I believe).  The issue will occur when signing in/out and selecting memory devices.  During the process of fixing this issue, I also found another one that if you go back to the Start screen and use a different profile, the game also crashes due to the same issue.  It has now been fixed, but I have to wait a week before I can put the update into review, which might then take another week or more.  There also other additions in this update, including different fonts and changing card sizes.  I am considering adding some music as well, but we will see.


Permalink 09:40:55 pm, by jdunlap Email , 31 words   English (US)
Categories: Euchre, XBox Indie Games

Euchre 360 Published


Euchre 360 is now available on the XBox Live Game Marketplace! It is being sold for 80 Microsoft Points, which translates into only $1 US. Go ahead and try it today by clicking here.


Permalink 04:28:04 pm, by jdunlap Email , 85 words   English (US)
Categories: Euchre

Euchre in Playtest

Euchre 360 has been put in playtest! Well, actually, it started out in review, and the first reviewer found a bug so I pulled it. I am dedicated to ensuring that I release only bug-free products. I am very thankful to the community of developers for helping to playtest these games. Since it was pulled, I now have to wait a week prior to putting it back in review, so I'll spend the time in playtest to get help finding more bugs.

Here are some screenshots:

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