Super Foul Egg iOS Retires

Good news, everyone! Super Foul Egg for iOS is now unavailable. I’ve been considering pulling it down for a while, mainly because I have no time to maintain it or fix any of the bugs in the game. They are only minor - the app icons are wrong and one of the menu screen bitmaps is the wrong size on retina iPads - but they irk me every time I pick up my iPad. That this is only my eighth post this year should be a good indicator of how much free time I have. In the 18 months that the iOS version was available, at the wallet-busting price of “free”, it managed to attract a grand total of 370 punters. Clearly very few people will be inconvenienced by the game’s retirement.

What finally prompted me to retire the game was a very friendly email from the original game’s author asking me to pull my version from the store to make way for an upcoming release of his own. This is fantastic, partly because I no longer have to feel guilty for not releasing updates, but mostly because I am terribly excited to play an official remake. I’ll post a link up here as soon as it appears in the app store.

The 370 folks who enjoyed Super Foul Egg can still find the OSX version at superfoulegg.com, and the source code for the OSX and iOS versions is hosted on GitHub:


Generating a Meandering Line Between Two Points

I had an interesting problem to solve recently for a project I’m trying to revive. Given two points, create a meandering line between them that such that the y co-ordinate of each intermediate point is no more than 1 pixel higher or lower than its neighbouring pixels.

Here’s an example. We’re trying to draw a line from point A to point B:

| | | | | | |B|
| | | | | | | |
|A| | | | | | |
| | | | | | | |

This is a valid line:

| | | | | |x|B|
| |x| | |x| | |
|A| |x|x| | | |
| | | | | | | |

This is an invalid line:

| |x| | | | |B|
| | |x|x| |x| |
|A| | | | | | |
| | | | |x| | |

The problem becomes obvious if you start at point A and start generating arbitrary y values that adhere to the rules. Starting out is easy, but how do you ensure that you can meet up with point B?

Here’s the recursive, divide-and-conquer algorithm I came up with:

  • Find the x co-ordinate of the point exactly in the middle of the start and end points.
  • Find the maximum possible y co-ordinate for the mid point:
    • Assume that y increases by 1 point each time x increases.
    • Find the x distance from the start point to the mid point.
    • Add that to the starting point’s y co-ordinate.
    • Do the same for the end point, but work backwards towards the mid point.
    • Find the smaller of the two values.
  • Find the minimum possible y co-ordinate for the mid point:
    • Assume that y decreases by 1 point each time x increases.
    • Find the x distance from the start point to the mid point.
    • Subtract that from the starting point’s y co-ordinate.
    • Do the same for the end point, but work backwards towards the mid point.
    • Find the larger of the two values.
  • Assign the midpoint a random y value that lies between the calculated maximum and minimum y co-ordinates.
  • Use the start and mid points as the new start and end points and recurse.
  • Use the mid and end points as the new start and end points and recurse.


Super Foul Egg Moved

Super Foul Egg will soon disappear from the Mac App Store as I’m not renewing my developer subscription. It is now available from this new and hastily created website:


The latest version is 1.4, which matches the build in the App Store.


Gobble Developments

I’ve just pushed some new changes to the master branch of the Gobble git repository. Mostly I’ve been refactoring the code to be tidier and take advantage of features of the Go language, but I’ve also made some more interesting changes.

As a result of experimenting with closures, Gobble’s list of static files is now user-definable. Previously, only two files could be served from the root of a Gobble blog: robots.txt and favicon.ico. It seems that a single favicon is no longer sufficient, so the config file can now include a dictionary of static file definitions.

For example, this blog includes the following in its config file:

"staticFiles": {
    "/favicon.ico": "favicon.ico",
    "/robots.txt": "robots.txt"

The key is the URL of the file relative to the root URL of the blog; the value is its path on the local filesystem, relative to a new staticFilePath setting.

Gobble has a new syntax highlighting library: Rainbow is out and highlight.js is in. The new library features automatic language detection, which makes marking up code easier. Now it’s possible to just use Markdown-style indenting to indicate a code block instead of including pre and code tags with a data-language attribute.

The correct “Leave a comment” text is shown for all situations: singular, plural, no comments, and comments disabled. Until now Gobble only handled the “no comments” and “plural comments” situation. I couldn’t figure out why I hadn’t fixed that problem before now - other than the awful, awful template docs and the useless errors that the templates spit out if there’s a bug, that is - until I installed the changes on this server and took the whole blog down. It seems the fix relies on features on Go 1.2, so I had to use godeb to get the latest version of the language installed.

Posts and comments are now stored in RAM in both HTML and plain text formats. The plain text versions are searched instead of the HTML versions.


Dropbox Synced Blog

Updating a Gobble blog is now much faster due to the addition of the fsnotify library. The library watches a blog’s “posts” directory and, when anything changes, causes Gobble to refresh its post and comment cache. New posts, edits and deletions now occur instantly. The old 10 minute wait for the timer to expire has gone.

In related news, the content of Simian Zombie now gets synced to the server by Dropbox. The old workflow looked like this:

  • Write a post;
  • Commit to Git;
  • Push to BitBucket;
  • Connect to server;
  • Pull from BitBucket;
  • Restart Gobble to force a refresh.

The new workflow looks like this, thanks to fsnotify and Dropbox:

  • Write a post.

Much nicer. I can even edit posts on my phone without having to use SSH and Vim.

I had a few false starts. The initial idea was to use BitTorrent Sync, not Dropbox, as I thought it would be easier to set up. Unfortunately, the documentation for CLI-only installs is half-baked and, after an hour or so of tinkering, I switched to Dropbox instead. Dropbox had its own share of issues, the most annoying of which was a segfault at startup in the current version. Switching to the latest beta fixed that.


Sparky 1.0 - A New DS Game

A new Nintendo DS game!


This is a little version of the hacking subgame from the original Bioshock game. I started it waaay back in 2010 but got sick of trying to imitate the pipe filling graphics using nothing but Woopsi’s drawing primitives. The completed version uses a spark that travels along a line instead. Much easier to code.

I’d intended to improve on the original by only producing levels that were possible to complete. However, the recursive algorithm I wrote didn’t like the DS (probably a stack overflow issue) so that feature didn’t make the cut.


Woopsi Tabs

Tabs are done. They work in more or less the same way as radio button groups: create the group, then use its built-in newTab() method to add new tabs. The tab group will automatically resize all added tabs so that they fill up the available space.

Woopsi Tabs


Relocation and SDL2

Things have been a little quiet here recently. I am pushing ever westward; this time I moved from sunny Littleton, Colorado, to the equally-sunny Mountain View, California. I’m close enough to Google’s headquarters to be able to see their city-wide free wifi on my laptop, but far enough away that I can’t use it.

Relocation is something of a theme. The little coding time I’ve had has mainly been spent moving repositories from Mercurial/BitBucket to Git/GitHub so that I can hang out with the cool kids. Actually, I’ve been using Git exclusively for about five months and find that, when I do need to use Mercurial, I can’t remember how it works. Within the repositories, I’ve done some relocating too: consolidating DS and SDL code.

SDL2 was released not too long ago and I thought I’d have a play and see if it offered anything new. It seems the most important change for my SDL projects was the inclusion of automatic texture format conversion within the library itself, meaning it has built-in support for converting and displaying bitmaps in ARGB1555 format. This means that all of my DS projects no longer need to keep track of two bitmaps - one in ARGB8888 and one in ARGB1555 format - when in SDL mode.

Upgrading to SDL2 has allowed me to merge the SDL and DS codebases together, meaning I now have a single repository that will build for the DS and OSX out of the box. Getting them to build in Windows and Linux should be trivial. Additionally, the makefiles for the DS versions all work with the latest devkitARM. Something must have changed in the build system as all of the makefiles were broken.

In other news, I’ve been tinkering with Woopsi again. The complex, C#-inspired EventArgs system is out and I replaced it with the set of arguments that are relevant to each event. Gadgets no longer support multiple event handlers; each can now have just a single handler. Much tidier.


Putty Squad

Putty Squad for the Amiga finally got released. Who’d have guessed? I loved the demo version that Amiga Power gave away as a coverdisk, and was hugely disappointed when the full version never appeared. The SNES version wasn’t a great substitute; it didn’t feel right.

I’ve got it running in FS-UAE. Download it from the System 3 website:

Putty Squad