Archive for December, 2012


Santa heard me

Just a day after my last post, version 1.46 for iOS was finally released at App Store.
Oh, the joy.

Thanks Santa


Dear Santa

Dear Santa. All I want for next years christmas is that Apple finds a way to speed up their approval process of apps and that they for once begin to care about their developers instead of closing down the whole approval process between the 21st and 29th of december every year.

Version 1.46 of RummyFight has now been released to both Android (Google Play and Amazon App Store) and iOS (Apple AppStore). This is the results so far:

Google Play: Approved and available after 50 minutes
Amazon: Approved and available after 4 days
Apple: They haven’t even begun looking at it and it’s been 7 days now.

So dear Santa. Please send some of your elfs to Apple to help them out during 2013 because I really would like them to shorten their review times to 0-2 days because that is the reasonable time it should take to approve an update for an existing app.

7 days and counting and since Apple has closed their submission and approval portal until the 29th of dec, it’s very possible that v1.46 for iOS will not be available until next year.

Thanks Santa.


New Android version coming up

The work on v1.46 for Android did go a little faster than I thought so I will be releasing it later today. I even managed to get some other stuff in there too. So here goes:

* Added support for tilesets. To be used (in the future) in themes but at the moment, only we can change tilesets
* One alternative tileset added and activated
* Added another seasonal joker to be activated at the right time
* Support for Draw in a fight, which happens if all active players make a pass two times in a row.
* New gift: CleanUp. To be sent to those incapable of placing tiles at the recommended positions
* You can no longer GoOutWithABang in a fight, meaning you need to make your opening meld FIRST before finishing the fight. (Hoarders will hate this). Exception: You are allowed to GOWAB if you do it during the first 10 rounds of the fight
* TetPuz now stores it’s state after every move which makes it possible to leave a current game and continue when back… or continue if the app crashes.
* TetPuz is now running in full screen (no statusbar) and notifications are shown on the infotext area instead

* Adjusted the color of the tiles just a little for dim screens
* New design of the EndGameDialog backgrund

* TimeLeft-circle now updates in still active fights where YOU are excluded
* ChangeName in Settings could sometimes fetch cached information instead of the very latest
* AND FINALLY: Notifications work again on the free version

The new version will probably be available in about 5 hours. Need to go X-mas shopping for the kids first. Happy 21’st of dec. We are still alive and as long as we are, I will keep on improving RummyFight for you.



Time for an update

Been working quite hard the last week or so with the next version releases for both the iOS and Android versions. At the moment, version 1.45 is available for Android but only v1.41 for iOS. Now, this is not as dramatic as it sounds since v1.42 up to v1.45 for Android are quick releases with improved graphics but we would like both the version numbers and the functionalities to be as close as possible.

So, today I have sent v1.46 for iOS to Apple for approval. This will probably take about a week before it becoming available for download. During that week, I will work on the same version for Android which then will become available at about the same time since it takes about 15 minutes for Google to make an update available for download.

So why not release v1.45 of the iOS-version instead and have them using the same version number?
Well, we could do that but we also like to put new stuff into each release so the new iOS version is actually ahead of v1.45 which makes it incorrect to name it v1.45.

So what will be new in v1.46 then? Well, this is implemented already in the coming iOS-version and will be put into the coming v1.46 for Android too:

* Added support for different tilesets. This will in the future be used for user designed tiles but at the moment only we can switch between different appearences of the tiles.
* Added a tile counter inside the fights showing the number of tiles on the rack
* Added a Clear cache button in Settings to be used by those with limited space on their devices
* Tetpuz now stores the game after every move, meaning you can leave a game and continue later. This also means that if your device or app dies, you won’t lose your game.
* Added possibility to search for players based on blocking
* New gift in fights: CleanUp! To be sent to those incapable of placing tiles at the preferred locations
* Added support for Draw in fights which means that if all active players make 2 pass in a row, the fight is finished and all active players receive 0 points as prize.
* Added two new seasonal jokersets to be activated by us at holidays
* You are no longer allowed to finish a fight before having made your initial meld so all hoarders will cry now since they MUST open first and THEN finish. Exception: You ARE allowed to finish before making your first meld if it happens within the first 10 rounds.
* Added an information text at the bottom of the Settings

* Now disabling the Accept button in the Invite dialog when it’s pushed to prevent double push
* Active fights where you are excluded are now sorted in the column to the right in the Lobby
* Rewrote the redraw routine in the Lobby which means significantly faster updates (not refresh)
* When sorting tiles in a fight, only one click sound is played instead of 15 at the same time
* When exiting the app and quickly starting it again, the lobby is not refreshed anymore.
* When manually refreshing the Lobby by clicking the R in the logo, the titles in the lists are removed too.

* Long country names no longer continues outside the dropdown box
* If the very last thing happening in a fight was sending a gift, a DoubleTapFastForward didn’t show the endgame dialog

Several of these already exists in v1.45 for Android but the rest (and a fix for notifications) will be included in v1.46.

And if you don’t hear from me again in a few days: Merry Christmas to you all

_iOS Simulator Screen shot 19 dec 2012 13


iOS Simulator Screen shot 19 dec 2012 13


Improvement of chat stability

It’s become evident lately that it is difficult to get the chat server to be 100% stable. This is due to all spywares that portscans and sends strange packets of information on all open ports in the world. This includes the port where the chat server is listening to incoming packets of chat data from the RummyFight app. I’ve tried to add filters, examining incoming data etc etc but it’s almost impossible to be protected against anything that might arrive, leading to the server acting strange.

I mean, it would be easy if it just died. In those cases it’s automatically restarted again. The problem is that I sometimes have woken up in the morning only to find the chat server looking 100% visually but not working properly logically. This has happened about 2 times last week and it’s at least once too many.

So I thought like this: If the most important task of the server is to accept incoming messages and respond accordingly, why not make a thin little client that sends a message to the server every 60 seconds? If no response has arrived within 10 seconds, then it’s likely that the server is down which means it’s restart-time.

So since about 15 minutes, the WatchDog is running on the chat server. This means that if the chat server ever is acting up in the future, this will be detected within 60 seconds and the server is then back online.

So now I can sleep again at nights 😉