I was hoping to wait a few more weeks until I actually go through the app approval process, but AggieChemE09 forced my hand a bit. Last time I gave an update, I was just starting work on the AI after getting the main game mechanics down...I believe I was somewhere around 12-14 thousand lines of code.
Flash forward and I'm pushing 33K lines of code, completed most of the menu work, and finished the last bit of AI work I plan on touching for this release last night!
Here's a quick preview.

Here's the start up screen. You can go to options and play with your AI settings, or if you're a n00b, click on the about button to read up on the rules/etc.

Here you set the players names (and after this weekend, your own) and set the style of play you want your partner and opponents to have.
I typically play conservative and the original AI was based on this style of play. AI set to conservative will not play tiles with count if there is a chance it will lose them. It focuses on pulling out all the remaining trumps from the table if it can. It typically chooses not to push the bid, though I do allow it to make that decision with a high random number generation roll. It will not bid 84 except for extremely rare occasions.
For normal play, the AI prefers not to lead with trumps when it thinks that the other team could have the higher tiles. It will choose to punt or play a double and holds trumps for cases with count on the table (or possibly on the table...yikes, that took work). It will bid 84 on rare occasions.
Aggressive play likes to push the envelope with the bidding. It is more willing to bid marks with a good hand than the others. It will take risks with count that the others won't...either in hopes of pulling out the 4:4/6:5/6:6 or in hopes that its teammate can actually win the trick. It's more likely to trump in if it thinks the following players could be forced into playing count.
So on to the table....


Fairly self explanatory. There are a few things that bug me about it and this is the bulk of the work I have left.
1. Need to add labels for the player's names.
2. Need to tweak the position of the tiles. They look a little off centered to me.
3. Need to change the font size of the marks. They could be bigger.
4. Need to change the font style of the score. Arial is so...boring?
Beyond those 4 things, I need to add sound effects for tiles sliding across a table and for shuffling. Other than that, and anything you guys spot that annoys you, I think I'm pretty much ready to release it.
Edit: Holy crap, these retinal pictures came out big.
[This message has been edited by Philip J Fry (edited 5/24/2012 8:47p).]
Flash forward and I'm pushing 33K lines of code, completed most of the menu work, and finished the last bit of AI work I plan on touching for this release last night!
Here's a quick preview.

Here's the start up screen. You can go to options and play with your AI settings, or if you're a n00b, click on the about button to read up on the rules/etc.

Here you set the players names (and after this weekend, your own) and set the style of play you want your partner and opponents to have.
I typically play conservative and the original AI was based on this style of play. AI set to conservative will not play tiles with count if there is a chance it will lose them. It focuses on pulling out all the remaining trumps from the table if it can. It typically chooses not to push the bid, though I do allow it to make that decision with a high random number generation roll. It will not bid 84 except for extremely rare occasions.
For normal play, the AI prefers not to lead with trumps when it thinks that the other team could have the higher tiles. It will choose to punt or play a double and holds trumps for cases with count on the table (or possibly on the table...yikes, that took work). It will bid 84 on rare occasions.
Aggressive play likes to push the envelope with the bidding. It is more willing to bid marks with a good hand than the others. It will take risks with count that the others won't...either in hopes of pulling out the 4:4/6:5/6:6 or in hopes that its teammate can actually win the trick. It's more likely to trump in if it thinks the following players could be forced into playing count.
So on to the table....


Fairly self explanatory. There are a few things that bug me about it and this is the bulk of the work I have left.
1. Need to add labels for the player's names.
2. Need to tweak the position of the tiles. They look a little off centered to me.
3. Need to change the font size of the marks. They could be bigger.
4. Need to change the font style of the score. Arial is so...boring?
Beyond those 4 things, I need to add sound effects for tiles sliding across a table and for shuffling. Other than that, and anything you guys spot that annoys you, I think I'm pretty much ready to release it.
Edit: Holy crap, these retinal pictures came out big.
[This message has been edited by Philip J Fry (edited 5/24/2012 8:47p).]