Advertise with Googlier.com Comments for BlueLine Game Studios http://bluelinegamestudios.com Bringing award winning board games to Steam / Xbox 360, / HTML5 Thu, 05 Jan 2017 14:36:54 +0000 hourly 1 https://wordpress.org/?v=4.7.3 Comment on Lost Cities by Reiner Knizia – Standard Notation proposal by sean http://bluelinegamestudios.com/posts/lost-cities-by-reiner-knizia-standard-notation-proposal/#comment-1543 Thu, 05 Jan 2017 14:36:54 +0000 http://bluelinegamestudios.com/?p=1020#comment-1543 Hi there,
Thanks for your support, buying our games!

We just make the Steam versions of the games & don’t actually sell the tabletop versions ourselves, but I’ll pass along the request to John Yianni of Gen42 (the game’s designer & the company that was selling them on Amazon).

Thanks again!

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Comment on Lost Cities by Reiner Knizia – Standard Notation proposal by Jabber Texting victory http://bluelinegamestudios.com/posts/lost-cities-by-reiner-knizia-standard-notation-proposal/#comment-1542 Thu, 05 Jan 2017 05:14:49 +0000 http://bluelinegamestudios.com/?p=1020#comment-1542 Please make the physical games available in stock again on amazon. I buy 99% of my stuff through amazon. I have hive pocket, but would like to buy Hive Carbon also.

I would buy hive color $29, but $10 per expansion is a bit much.

I also own 2 steam licenses of hive complete.

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Comment on Drawing a hollow rectangle border in XNA 4.0 by Frank http://bluelinegamestudios.com/posts/drawing-a-hollow-rectangle-border-in-xna-4-0/#comment-1538 Sun, 05 Jun 2016 17:31:16 +0000 http://bluelinegamestudios.com/blog/?p=246#comment-1538 This is exactly what I was looking for for my project at the moment. Thank you!

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Comment on Simple single-file PHP script for combining JS / CSS assets by sean http://bluelinegamestudios.com/posts/simple-single-file-php-script-for-combining-js-css-assets/#comment-1533 Fri, 04 Mar 2016 15:52:01 +0000 http://bluelinegamestudios.com/blog/?p=383#comment-1533 Hi Robert,
Cache headers are a very important part of performance! 🙂 While the best way to set them has been evolving a bit, one of the best current methods is to set a far-future “Expires” date (for example: a month). This will cause the browser to not even check the server in subsequent calls for a month (so you don’t have to waste the round-trip just to get the “304: Not Modified”).

In the code above, we set the Expiration caching header it in these lines:

$SECONDS_IN_MONTH = 60*60*24*30;
header(‘Expires: ‘.gmdate(‘D, d M Y H:i:s \G\M\T’, time() + $SECONDS_IN_MONTH)); // needs to be after session_start if session_start is used.

Although I didn’t mention it in this post, a very common method of bypassing that caching when you push changes, is to have a site-wide cache-buster for your assets, so you’d have a file somewhere with a cachebuster value in it, like:

$cacheBuster = “20160304_00”;

Then on each line that you include an asset, you would append the cachebuster:

global $cacheBuster;

StaticResources::addFooterFile(“http://code.jquery.com/ui/1.9.1/jquery-ui.js?cb=$cacheBuster”);

This is a pretty simple method of purging, and it’s the one I usually use. There are other methods now that CDNs are offering instant purging APIs.

I hope that answers your question 🙂 please let me know if there’s anything you’d like me to clarify!

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Comment on Simple single-file PHP script for combining JS / CSS assets by Robert http://bluelinegamestudios.com/posts/simple-single-file-php-script-for-combining-js-css-assets/#comment-1532 Fri, 04 Mar 2016 15:42:28 +0000 http://bluelinegamestudios.com/blog/?p=383#comment-1532 What about cache headers?
Thank you

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Comment on How Hive sold more in Year 2 than Year 1 despite the “Indiepocalypse” by GuacaMoseley http://bluelinegamestudios.com/posts/how-hive-sold-more-in-year-2-than-year-1-despite-the-indiepocalypse/#comment-1530 Tue, 15 Dec 2015 17:53:54 +0000 http://bluelinegamestudios.com/?p=894#comment-1530 Thanks Sean. Any specifics on the mixed reviews you can share on Adult Swim? I am interested in getting into indie game publishing and trying to understand what would make using a publisher appealing/what the common pitfalls would be. Any insights would be very helpful, and would love to discuss in detail offline if easier. Thanks in advance for any help.

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Comment on How Hive sold more in Year 2 than Year 1 despite the “Indiepocalypse” by sean http://bluelinegamestudios.com/posts/how-hive-sold-more-in-year-2-than-year-1-despite-the-indiepocalypse/#comment-1529 Mon, 14 Dec 2015 19:17:55 +0000 http://bluelinegamestudios.com/?p=894#comment-1529 I haven’t experimented with small publishers yet (I assume you mean something like Devolver or Adult Swim). With our niche games, they might not work out well. My impression is that more mainstream-friendly things like Broforce (working with Devolver) are a great fit, but honestly I haven’t tried it out yet.

Those places often take a reasonable percentage, so there has to be some good evidence that they’re increasing sales for that to make sense. I’ve heard mixed reviews from some devs who worked with Adult Swim.

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Comment on How Hive sold more in Year 2 than Year 1 despite the “Indiepocalypse” by GuacaMoseley http://bluelinegamestudios.com/posts/how-hive-sold-more-in-year-2-than-year-1-despite-the-indiepocalypse/#comment-1528 Mon, 14 Dec 2015 16:00:42 +0000 http://bluelinegamestudios.com/?p=894#comment-1528 Sean,

Great Article. Any reason you didn’t use a small indie publishing company to help with the press/marketing push side of things? Interested in your experiences in working with such firms in the past (if ever), and any pain points associated with doing so? Thanks.

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Comment on How Hive sold more in Year 2 than Year 1 despite the “Indiepocalypse” by Eli Delventhal http://bluelinegamestudios.com/posts/how-hive-sold-more-in-year-2-than-year-1-despite-the-indiepocalypse/#comment-1527 Wed, 09 Dec 2015 17:22:23 +0000 http://bluelinegamestudios.com/?p=894#comment-1527 My game is BlitzKeep, by the way. The ways that we got spikes are pretty similar, but not directly. So far we’ve had 3 spikes.

The first spike was release. Apple has a page somewhere (that I don’t even know how to find) that shows what came out that day. We got a decent amount of press without even trying (this was sort of a early access release [but you are not allowed to say that on iOS] so we weren’t hoping to get a lot of users yet) because our game looked unique compared to all the other drivel that came out that day.

The second spike was on a major update, and we also worked with someone to get featured (not too prominently) on the front page of the App Store as a “best new update”. We also had a price drop. This brought in about as many sales as the first release.

The third spike was when we worked with a free app of the day service, at which point we obviously made it free. That earned us more users than the first two spikes combined, but made us about $30 in advertising, so was more for users than anything.

One interesting note about the free app thing, is that there are services all over the place that automatically trawl the app store to find price drops. So we got only something like 2,000 downloads through the free app of the day service, and another 23,000 that were completely organic based upon those automated services.

So, you can do many of the same things as Steam, but the store in general has poorer visibility (and the fact that the top 100 grossing category is one of the most visible is a travesty), more competition (but most of it is shit), and price drops and the like are only exposed through third-party services.

We’re doing an Apple TV release soon that includes another major update and multiplayer, so we’ll see how that spikes. There’s much less competition as of now on the Apple TV, but less users too, so I’m curious. And we’ll likely increase the prominence of ads in our game and try another free weekend.

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Comment on How Hive sold more in Year 2 than Year 1 despite the “Indiepocalypse” by sean http://bluelinegamestudios.com/posts/how-hive-sold-more-in-year-2-than-year-1-despite-the-indiepocalypse/#comment-1526 Wed, 09 Dec 2015 15:53:10 +0000 http://bluelinegamestudios.com/?p=894#comment-1526 I’d love to learn more about how this goes for mobile. My impression is that it’d be really hard to get spikes. On Steam, if you put your game on a discount, you get a bunch of temporary visibility in the store.

My impression of mobile is that the only ways to get visibility spikes are to be Featured (which is hard to get more than once) or to buy the exposure from other games.

Would love to know more!

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