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Topics - Brian Greenstone, CEO Pangea

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Air Wings / Voice Chat on iOS 10
« on: October 05, 2016, 07:29:21 AM »
As many of you already know Apple completely broke Voice Chat on iOS 10.  It works just as horribly has it has since iOS 6 except now when the other player turns off Voice Chat it causes the system to basically lock up.  Sometimes it causes all the other players' app to crash, or it just brings the game down to 1 fps.  So, I've submitted a new update which disables Voice Chat on iOS 10 until further notice.  Thanks Apple.


Air Wings / Game Center down
« on: June 18, 2016, 01:40:17 PM »
It appears Game Center auto-matching is currently down :(   Cannot automatch in Air Wings.  Hopefully Apple has it back up soon.


Air Wings / Re: Stats
« on: June 13, 2016, 04:52:25 PM »
What is wrong with the statistics? They are working just fine for me – I just tested them.

Miscellaneous Discussions / Forum Back Online
« on: April 26, 2016, 08:59:29 PM »
Apparently the forum was down for 2 days.  Somehow the SFM Settings file reverted to a version from 4+ years ago, and the paths to all of the forum files was incorrect, so it totally broke things.  I had to go in and manually fix everything.  It should be working fine now, but if you encounter any problems please email me!


Air Wings / Air Wings Rewards
« on: April 18, 2016, 02:45:15 PM »
For the last week I've been trying to find an ad provider to replace iAds in the game, but I'm coming up short.  Most ad providers these days are horrible for one reason or another.  Many of them are shifting to these reward-based ads, and that gave me an idea:  put a new Rewards Screen in the game where people can earn and redeem various rewards for doing various things.

Currently we have the Social Rewards dialog where the user gets stuff for posting to Facebook and Twitter.  We are working with a new company that links with fitness apps like FitBit to give rewards that people can redeem in games to get stuff.  So, I'm thinking I may merge all of that with the reward video ads, plus put in rewards for playing the game itself.  All of this would be centralized, and users can use their rewards to get level and plane packs, or to get ammo/health/speed upgrades.

We would eventually remove the banner ads from the game entirely - maybe once iAd completely goes away.  The goal here is to improve player retention while not ruining the revenue stream too much.  1/3rd of our revenue comes from ads, and 80% of that is from banner ads, so I don't know why ad providers are moving away from banners. 


April 6, 2016:   Pangea Software For Sale -  Brian Greenstone Announces Retirement from Programming

Normally, when Pangea Software has something to announce we will send out a formal press release, but because of the subject of today’s announcement I thought it more appropriate to send out a more personal, open letter instead.  Programming and making video games has been my entire life for almost three decades.  I started making video games in 1982, and formed Pangea Software in 1987.  So, it is with great hesitation that today I am announcing my retirement, and that Pangea Software is for sale.

This process started about a year ago when my wife and I started a side business / hobby called ‘Greenstone Fine Mineralia’.  Two years ago I would have never imagined that I would be in the fine mineral and fossil business, but somehow it just happened, and we are loving it!  The hobby has become a full time job, so for the last five months I have had no time to do much other than work on growing our new business.  I’m at that point in life where making gobs of money is no longer a top priority, so even though the mineral business is more of a money “pit” than a money “tree” it really doesn’t matter because this new occupation has opened my mind to a whole new world of things to explore.  I get to spend time in the garage building our display cases, and we get to travel and meet great people from all over the world.  Basically, my life has become one giant treasure hunt, and it’s very exciting!

I am extremely grateful to Apple and our fans who have supported us over the years, and I have no plan to just abandon them.  I will continue to support and update the existing games, fix bugs, and improve features here and there as time permits, but I will not be doing any new development.  My hope is to find a buyer for Pangea Software who can continue to move things forward - hopefully in ways I was never able to.  In a way this as a ‘Willy Wonka’ situation because I’m not just going to sell Pangea Software to the highest bidder.  I’m more interested in finding someone who will treat the company right, and make it better than it ever was before.  Therefore, I’m asking any interested parties to contact me directly at to discuss acquisition possibilities.  Pangea still has a decent revenue stream, and lots of IP assets, not to mention a contact network that many developers would cut off their right leg to get.

So, in closing I would just like to say ‘Thank You!  Thank You!  Thank You!” to everyone at Apple who has had our backs over the years, and to all of our customers and fans who have allowed me to have the best career in this business that anyone could ever have hoped to have.

-Brian Greenstone
President & CEO, Pangea Software, Inc.


Background Information on Pangea Software:

Pangea Software was founded in Austin, Texas on December 17, 1987.  The company first made its mark on the Apple ][gs platform with the very successful and popular game ‘Xenocode’.  Later the company shifted to doing games for the Mac, and soon Pangea Software became a primary game bundle supplier to Apple. Every consumer Mac that shipped from 1995 through 2006 had at least one Pangea game bundled on it.  Games such as Power Pete, Bugdom, Nanosaur, and Otto Matic became widely known thanks to the incredible distribution of the early iMacs from Apple.  When the iPhone OS SDK became available in early 2008, Pangea Software was one of the first companies seeded with it, and they presented Enigmo and Cro-Mag Rally at the 2008 WWDC keynote address.

In all, Pangea released 14 games for the Mac, and 17 games for iOS, not including several non-game utilities for both platforms.  More information can be found on the Pangea Software web site at or by contacting Brian Greenstone at

Air Wings / 9.8.5
« on: January 09, 2016, 06:20:28 PM »
Much to my amazement, nobody noticed until today that the Player Stats were totally broken, and have been for a while now.  It was a fairly nasty issue caused by the migration to iCloud for the saved data, so to fix it I had to rewrite how it worked.  As a result the problem is fixed, but it means everyone's stats get reset with 9.8.5.  Sorry.


Air Wings / Air Wings 9.8.4 seems to have fixed...
« on: January 06, 2016, 02:37:19 PM »
9.8.4 came out a few days ago, and one modification the game did was a workaround for the Game Center bug which would often make "Connecting..." fail on the chalkboard screen.  It was a bit of a long-shot experiment, but so far it seems to have worked.  100% of the games I've played today have successfully connected which is rare, especially since not everyone has the update yet. 

So, I'm wondering what other people are seeing?  Anyone else notice a huge increase in the connection success rate?


Air Wings / Air Wings 10.0
« on: December 22, 2015, 03:52:34 PM »
The next major Air Wings update will be 10.0, and it will come out next year.  We are going to do a major overhaul of the UI, and we'll be getting rid of the old chalkboard and paper theme.  Other parts of the game will get a graphics upgrade as well - the goal is to modernize the game enough so that it doesn't look like the 4 year old that it is.


Air Wings / 9.9 mullings
« on: November 17, 2015, 09:13:38 AM »
Something I've been thinking about doing for a while now is to remove the 2-Player / 4-Player option from the game, and make it more like Air Wings Intergalactic where it just throws you into a 4-player automatch, and will settle on however many players it can find.  The rationale here is that it will put everyone into the same pool because having them separate now splits things up.  If I put everyone into one auto-match pool then it will make it easier to do the Skill Groups which then re-split it.

I don't know how many people actually use 2-Player, I mean what's the point?  The game is kinda boring with just 1 opponent, but I'm sure there are people who will throw a hissy fit if I remove that option.  That being said, with the Air Wings Intergalactic method you could always just manually remove the extra 2 players and force a 2-player match, however, it's unlikely you'd find anyone since not many other people would bother to do that.

The other downside is that when there are not many people online it may give you a 2 or 3 player match when you really wanted 4.  I think that's more of a concern than losing the 2-player option.



Air Wings / Game Center finally bites Apple in the ass
« on: November 13, 2015, 02:15:45 PM »
Well, Air Wing 9.7.4 for iOS just got rejected by the approval folks after 8 days in review.  They were unable to get their iPad to find any players to match with.  Welcome to Game Center, Apple!  I appealed the rejection with a note that this is a well-known issue that the Game Center people are aware of, and that all they need to do is reboot the iPad and it'll work again.  Hopefully, it won't take too long for them to get to this because I really want to get the 9.8 update submitted.


Air Wings / 9.8 and bonus coins
« on: November 10, 2015, 07:27:20 AM »
For years people have been asking me to make the bonus coins do more than just give you points.  Most people want to be able to buy upgrades with those coins, but that's simply not going to happen because I can't buy virtual food and gas with the virtual money that we'd make from that.

So, instead, I think I'm going to make the bonus coins give you more shield, speed, etc.  Kinda like how the Social Rewards thing works, but it would only be temporary - per game.  You'd have to collect so many coins to get each increase in each game.  It will track the lifetime number of coins you collect too in case we decide to so something with that later.

I think the system will be automatic.  You collect X number of coins and it gives you more speed, then the next X number of coins gives you shield, etc.  Comments?


Air Wings / Going to split players into groups - need feedback
« on: November 05, 2015, 08:49:51 AM »
People have been asking me to split the player pool into groups for years, and I'm going to try doing it even though it could be a disaster.  Luckily, I will have a remote switch to turn it on/off, so if it backfires I can return things to normal.

What I want to do is divide the player pool into beginner and experienced players, but I need some feedback on what should classify someone as a beginner or not.  Here are my initial thoughts:

1.  If a player owns *any* plane pack upgrade then they're automatically not a beginner.  The Beginner pool is only for people with no upgraded planes.
2.  If a player has played more than a certain number of games then they're not a beginner.  How many games is fair?


Air Wings / Air Wings 9.7 on its way
« on: October 09, 2015, 04:00:53 PM »
9.7 should be out soon.  It should fix the crashing issue that many people were seeing happen ever since iOS 9 came out.  We traced the crash to the Notification Banner that would come up whenever a player disconnected.  It seems Apple has a bug in this because every so often the app will crash when that Banner is displayed.  So, we stopped displaying the banner... all good now.

Several other things in the release notes.


Air Wings / Air Wings update coming
« on: September 08, 2015, 02:01:50 PM »
When iOS 9 ships we will have a new Air Wings update.  Nothing major, but it replaces Kamcord with ReplayKit (part of iOS 9).  Unfortunately, ReplayKit isn't as good as Kamcord, but Kamcord has been discontinued, and the Kamcord people have sent a notice to all developers warning them to remove Kamcord from their apps :(

The update will also fix some minor issues including a cheat people have been using lately to get free points - I won't elaborate.

This leads me to a question:  should the next update start a new leaderboard?  The old leaderboards have been around for many years, and newbies have zero chance of ever being seen.  Out of fairness I'm thinking about starting a new Leaderboard from scratch.  The old one will still be visible, but new games will score to the new leaderboard.  Thoughts?


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