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Re: noGo - A new goban for Android
Posted: Mon Jul 01, 2013 12:55 pm
by Inkwolf
amnal wrote:Thanks for the comments, I'm glad to see people liking the direction

I have about 8 Go apps on my tablet already, and I suspect NoGo will become my favorite review tool, once the kinks are worked out.
Re the screenshot, it is full size. It is larger on the computer screen than on the actual tablet screen, and the A110's screen is only 1024x600 pixels resolution. (That's lower res than the competition, but it had other features I wanted.) A screenshot from a different tablet might look different in terms of jaggies.
Re: noGo - A new goban for Android (update: v0.1.5)
Posted: Mon Jul 01, 2013 4:02 pm
by amnal
Update: I made a new version with several suggested bugfixes, features, and some other stuff. It's available at
http://inclem.net/noGo/noGo-0.1.5-release.apk and again I'd be grateful for any testing people are willing to offer.
I added a brief list of changes in the OP. To inkwolf, I hope this fixes the scoring bug you found (though it might not have...I found a couple of different bugs when I started looking). To vpopovic, I added the board marker toggle you suggested, it's in the settings menu. I also made some changes to how/where games are stored, which was my last big feature I think is vital before fully releasing. Also made some progress on doing proper antialiasing (you're right Ed, the circles aren't antialiased at the moment), which would be nice to fix up before release.
I'm now down to little bugfixes that I want to make before a first official release, so thanks for all the help so far!
Re: noGo - A new goban for Android (update: v0.1.5)
Posted: Tue Jul 02, 2013 12:22 pm
by Inkwolf
I played it today, and had no crashes in the scoring!
It was a lot of fun using the Guess mode with an old Dosaku SGF file, though I only attained a top rating of 21%. (Which, considering the amount of baffled random tapping on the board I did, seems pretty generous.)
I did manage to crash it once, but it's probably not a problem most people would have. I navigated into the external SD card where I have the GoGod Database stored, opened a folder with about 2600 sgf files in it, and it sloooowly exited to the desktop. Heh! Once you've fixed the thing that makes NoGo pop up as an option to open SGF files, I will navigate with ES File Explorer when I want to view those files. ^^
Doing great so far!
A suggestion:
Maybe select the komi when setting up the game, instead of having to add it in Game Info.
Re: noGo - A new goban for Android (update: v0.1.5)
Posted: Thu Jul 04, 2013 3:28 pm
by amnal
Update: A new version, 0.1.8, available at
http://inclem.net/noGo/noGo-0.1.8-release.apk. Includes bugfixes and now board and stone skins! Many thanks to EdLee for excellent images, as posted
here.
Once again, I'm grateful for any testing! With the new skins I'm particularly interested in opinions on whether they work nicely and what should be the default. The current default uses EdLee's pictures fairly unmodified which I think looks really nice, but there are other options. I personally like the combination of the lightened board image with 'simple' stones (an improved version of the ones in previous screenshots).
Edit: Here are some screenshots; the new default which is more or less Ed's photos unmodified except for cropping, new smooth simple stones with a ligthened board image, and the same simple stones with a dark plain tone.
It looks like there isn't much detail in the board photo images, but I think it's really just subtle - the shell stones do have different rotations, and you can see the board grain on a full size screenshot.
There are also a couple more options that I can't upload in a single post, with a few images available at
http://inclem.net/noGo/themes_screenshots/.

- The new default theme.
- themes_slateshell_edphoto.png (225.32 KiB) Viewed 18554 times

- My personal favourite.
- themes_simple_lightboard.png (189.76 KiB) Viewed 18554 times

- Simple stones with a dark plain background.
- themes_simple_plaindark.png (65.82 KiB) Viewed 18554 times
Posted: Thu Jul 04, 2013 4:49 pm
by EdLee
amnal, they all look quite nice! Congrats and thanks!!
Sigh, if certain other people (*cough* wms *cough*) had taken up my suggestion,
KGS could've looked 100 times better for years and years now. Sigh.
Totally unrelated question about Android, what's the meaning of this funny little icon?

- icon.jpg (846 Bytes) Viewed 18537 times
I have no smartphone or tablets (no iPhone, no Galaxy, no Windows 8, nothing). But I hope others can enjoy your nice new UI!
Congrats again!

Re:
Posted: Thu Jul 04, 2013 5:01 pm
by amnal
amnal, they all look quite nice! Congrats and thanks!!
Thanks!
EdLee wrote:Totally unrelated question about Android, what's the meaning of this funny little icon?
icon.jpg
I'm not really sure what it's supposed to be a picture of, but it means 'android debug bridge' is enabled because it's plugged into my computer. The phone is communicating on the adb protocol that lets me do stuff like send receive files, view logs in real time, and upload packages straight from my computer.
I have no smartphone or tablets (no iPhone, no Galaxy, no Windows 8, nothing). But I hope others can enjoy your nice new UI!
I didn't until a few months ago but then I gave in for a phone. And suddenly it's super tempting to make an app to fix all my annoyances...and after that it's become tempting to get a tablet to work with it. A slippery slope!
Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Sat Jul 06, 2013 10:27 am
by Inkwolf
The new boards and stones look nice!

Another oddity I just discovered in playing mode--Nogo lets you make suicide moves. If you play in an illegal, surrounded spot, your group or stone is captured, and it's the next player's turn. I'm not sure if suicide moves are illegal in every ruleset, of course. It also lets you illegally recapture Ko right away. I guess the players will have to keep their eyes open to not accidentally make illegal moves.
Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Sat Jul 06, 2013 10:39 am
by amnal
Inkwolf wrote:The new boards and stones look nice!

Another oddity I just discovered in playing mode--Nogo lets you make suicide moves. If you play in an illegal, surrounded spot, your group or stone is captured, and it's the next player's turn. I'm not sure if suicide moves are illegal in every ruleset, of course. It also lets you illegally recapture Ko right away. I guess the players will have to keep their eyes open to not accidentally make illegal moves.
Ah, good catch. This is semi-deliberate behaviour based on my own use case, but I think I should at least make it an option to catch suicide (it is allowed in some rulesets, but of course it isn't normal) and enforce the normal ko rule. I guess I'll also make full superko an option.
I've just about got sgf file open behaviour to work, so next release (shortly!) noGo should appear in sgf file open menus

Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Tue Jul 09, 2013 5:09 am
by amnal
I hit some problems with the python/android intent integration, and now I'm away for a few days, so there won't be an update on this until next week. It looks like the problem has been resolved recently in the newest framework version so it should still be okay when I get a chance to look at it.
Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Wed Jul 10, 2013 5:26 am
by alejo
I've been testing it too on my Samsung galaxy s2 with the latest jelly bean from cyanogen.
The menu interface is wrong... Fro some reason it fails to weight properly the widths of each column. This doesn't happen any more if I switch to tablet mode. Here you have my screenshot

Reviewing is very nice and the guess next move feature is awesome. However, when I try to create a new game it crashes.
And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.
Thank you for your app.
I'll be looking for the next updates.
I'm sure you already answered this but I can't find it anymore: why aren't you uploading it to Google play?
Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Wed Jul 10, 2013 9:04 am
by amnal
alejo wrote:I've been testing it too on my Samsung galaxy s2 with the latest jelly bean from cyanogen.
The menu interface is wrong... Fro some reason it fails to weight properly the widths of each column. This doesn't happen any more if I switch to tablet mode. Here you have my screenshot
Ah, yes, I know about this problem. It is because I'm just using the built in config panel provided by the gui framework, but as you see it has some strange problems. I hope to fix it after a first release, since it does at least work.
Reviewing is very nice and the guess next move feature is awesome. However, when I try to create a new game it crashes.
For the former, good

. For the latter...oh no! Do you mean when you press 'new board' it immediately crashes, or sometime later in the process?
And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.
Hmm...I hadn't noticed this though my device reports the same thing. A relatively large size is to be anticipated when uncompressed (it includes 11MB of pro games and a python interpreter/stdlib), but 50MB is more than I expected. I'll look into it.
On the other hand, it probably isn't a problem on any recent device (the S2 is a couple of years old now, and is more or less okay?), so I hope it isn't a problem in general.
Thank you for your app.
I'll be looking for the next updates.
I'm sure you already answered this but I can't find it anymore: why aren't you uploading it to Google play?
When I first announced it here, I was aware of several relatively big bugs and important missing features. Having received some good feedback and implemented most of this, I intend to put it on google play very soon. I'm away for a few days so this will probably be sometime next week.
Thanks for the comments. I'm glad you like some of it, and I'll work to improve the rest

Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Wed Jul 10, 2013 11:51 am
by alejo
amnal wrote:alejo wrote:Reviewing is very nice and the guess next move feature is awesome. However, when I try to create a new game it crashes.
For the former, good

. For the latter...oh no! Do you mean when you press 'new board' it immediately crashes, or sometime later in the process?
Yes, it does immediately crash. Actually it sets me back to the desktop
About the size, it doesn't bother me at all. Moreover, some of the data can be moved to the SD card so the internal storage usage is fine. I was just wondering if everything was fine or there was some endless log created...
Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Wed Jul 10, 2013 12:06 pm
by amnal
alejo wrote:
Yes, it does immediately crash. Actually it sets me back to the desktop
I'd of course like to fix this, but I'm not able to replicate it and I don't know what it could be. If it persists in the next update, I'll try to take a closer look.
If you're interested, you could send me your phone's log (accessible via adb or an app like
https://play.google.com/store/apps/deta ... gcat&hl=en ) which will probably show the python traceback for whatever is going wrong.
Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Thu Jul 11, 2013 8:48 am
by LocoRon
amnal wrote:And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.
Hmm...I hadn't noticed this though my device reports the same thing. A relatively large size is to be anticipated when uncompressed (it includes 11MB of pro games and a python interpreter/stdlib), but 50MB is more than I expected. I'll look into it.
This is just a shot in the dark, but might it be related to the loading of images (eg, the board and stones)?
http://developer.android.com/training/d ... itmap.htmlI read someone's "beginning Android dev" blog, and mentioned large ram usage due to un-optimized image handling (hence, I bookmarked that look, for when I reach that point myself).
edit:
Nevermind. I thought this was referring to RAM usage. I'll still leave my previous text though, since it might prove to be as interesting to other prospective Android developers as it was for me.

Re: noGo - A new goban for Android (update: v0.1.8)
Posted: Thu Jul 11, 2013 8:58 am
by skydyr
LocoRon wrote:amnal wrote:And I was surprised by the size of the app... Currently about 50mbs. Though it doesn't bother me currently, it would have on my previous phone.
Hmm...I hadn't noticed this though my device reports the same thing. A relatively large size is to be anticipated when uncompressed (it includes 11MB of pro games and a python interpreter/stdlib), but 50MB is more than I expected. I'll look into it.
This is just a shot in the dark, but might it be related to the loading of images (eg, the board and stones)?
http://developer.android.com/training/d ... itmap.htmlI read someone's "beginning Android dev" blog, and mentioned large ram usage due to un-optimized image handling (hence, I bookmarked that look, for when I reach that point myself).
This was my thought as well, as EdLee's original images were at quite a high resolution.