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Re: noGo (open-source android goban) released on Google Play
Posted: Tue Jul 16, 2013 3:58 am
by amnal
noGo has been released on Google Play, it's now available at
https://play.google.com/store/apps/deta ... nclem.nogo . There are no significant changes since the last update (0.1.8), but it seems stable enough to release. Thanks for everyone's help, it is already very much better than the first version I released here!
The next feature I'm working on is having noGo appear in sgf open menus, as previously discussed. It's semi-working, but there are some framework bugs to resolve before it behaves properly.
Re: noGo (open-source android goban) released on Google Play
Posted: Tue Jul 16, 2013 9:25 am
by oren
Great job! Now you get to look forward to more bug reports and feature requests.

Re: noGo (open-source android goban) released on Google Play
Posted: Tue Jul 16, 2013 4:55 pm
by amnal
Would anyone be able to try the newest version, available at
http://inclem.net/noGo/noGo-0.2.2-release.apk ? It should support opening an sgf from anywhere, appearing in the relevant menu and correctly opening the game file.
I'm not sure if it works because of a set of timing conditions that only apply to my device, or if it's working properly. Thanks to anyone that can check!
Re: noGo (open-source android goban) released on Google Play
Posted: Tue Jul 16, 2013 7:54 pm
by Inkwolf
It worked! I found a SGF file with ES File Explorer, and when I clicked to open it, Nogo appeared in the apps list, and opened it with no problem.
That will make it easier to access my GoGod files. ^^
Thanks! I don't know if you made other changes, no time to give it an in-depth test this week.
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 1:07 am
by Alguien
I tested it yesterday in a Samsung 10.1 tablet and it works for what I was looking for.
However:
As it is now, to reach a game I have to navigate the folders, as it opens every time in root. Also, It takes a long time to open folders with a thousand games or so. At the same time, if I put the tablet in standby with nogo open, it takes a long while to get in again, as it's taken over 250MB of memory.
To solve those issues, I'd suggest three changes:
- Open the last used folder or add a configuration option to do so.
- Don't analyse the sfgs in a folder before selecting one. I don't know what the app is doing with them, but it takes a long time.
- When the user leaves a game, to go to a menu or anything else, don't keep that game in memory if it has no changes. Keep only the address and reload it when the user goes back to it. If it does have changes, save it to a temporary location and reopen it upon returning.
Thank you very much for having made this app.
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 2:09 am
by amnal
Inkwolf wrote:It worked! I found a SGF file with ES File Explorer, and when I clicked to open it, Nogo appeared in the apps list, and opened it with no problem.
That will make it easier to access my GoGod files. ^^
Thanks! I don't know if you made other changes, no time to give it an in-depth test this week.
Thanks Inkwolf! I'll do a few more checks, but it looks like it should work for everyone

Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 2:18 am
by amnal
Alguien wrote:I tested it yesterday in a Samsung 10.1 tablet and it works for what I was looking for.
How is the UI on the larger screen? I intend a proper landscape tablet mode that uses the space more efficiently, but I don't really know how bad (if at all) the current one will feel.
However:
As it is now, to reach a game I have to navigate the folders, as it opens every time in root. Also, It takes a long time to open folders with a thousand games or so. At the same time, if I put the tablet in standby with nogo open, it takes a long while to get in again, as it's taken over 250MB of memory.
The inbuilt filebrowser is a bit rubbish anyway, which is why the new version (releasing soon) supports opening games from a system filebrowser. I'll make some of the improvements you suggest, but in the long term maybe I can call a system filebrowser from within the app if one exists. That might be a much better experience.
To solve those issues, I'd suggest three changes:
- Open the last used folder or add a configuration option to do so.
- Don't analyse the sfgs in a folder before selecting one. I don't know what the app is doing with them, but it takes a long time.
- When the user leaves a game, to go to a menu or anything else, don't keep that game in memory if it has no changes. Keep only the address and reload it when the user goes back to it. If it does have changes, save it to a temporary location and reopen it upon returning.
It doesn't do any analysis of sgfs in a folder, it's just that slow

. I have several ideas to minimise the need for a filebrowser, like importing folders into noGo's collections system which pre-scans them nicely. Your ideas are good though, and will fit in nicely with another plan to have noGo give the option to automatically reopen games if it's been force-closed by the OS.
Thanks!
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 3:16 am
by Alguien
amnal wrote:Alguien wrote:I tested it yesterday in a Samsung 10.1 tablet and it works for what I was looking for.
How is the UI on the larger screen? I intend a proper landscape tablet mode that uses the space more efficiently, but I don't really know how bad (if at all) the current one will feel.
It's not bad. I used both phone and tablet mode on the tablet and they were both fine. I'll look at it with a more UI critic eye in case I'd change something.
The inbuilt filebrowser is a bit rubbish anyway, which is why the new version (releasing soon) supports opening games from a system filebrowser. I'll make some of the improvements you suggest, but in the long term maybe I can call a system filebrowser from within the app if one exists. That might be a much better experience.
If you manage to open sgf files from the file browser, all other points are moot. I wouldn't even have noticed the functionality if I had been able to open the files directly.
It doesn't do any analysis of sgfs in a folder, it's just that slow

. I have several ideas to minimise the need for a filebrowser, like importing folders into noGo's collections system which pre-scans them nicely. Your ideas are good though, and will fit in nicely with another plan to have noGo give the option to automatically reopen games if it's been force-closed by the OS.
Once opening sgfs from the browser works, the other problems become a non-issue for me. I wouldn't mind opening the app with a file and closing it once I'm done.
Maybe it could remember the last file opened and the navigation position in that file, and have a button for "Open last sgf" that would open the last file at the position it was when the app was closed.
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 4:20 am
by tchan001
For lots more go game sgf in public domain to add to your app, try
http://badukmovies.com/pro_games
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 4:41 am
by amnal
Oh wow, they are really all public domain

So many pro games will probably not fit in my app! Maybe I could make a separate package just for downloading them, that lets you open them in any reader...
Thanks!
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 10:28 am
by bayu
Very nice and great work! I'm using it on the Samsung S3 mini.
Some quirks and wishes for features I ran into:
About UI:
I can't select the folder or game that is on top of the list. The others appear blue when tapped, the top one not.
I'd appreciate it if the folders and games open with a double-tap instead of having to tap the "view selected collection/open selected game" button.
Concerning colours: "the view selected collection/open selected game" should be in green and not the "new board" (which should not exist at all in a pro game collection. Unless I'd be a pro

But maybe that's a compromise for the possible collection of "my games", where you want to add your own games.). In the colouring scheme used now, the most important button blends in with the background.
About general features: I'd very much appreciate if kogo is available or can be downloaded easily. So far I haven't found an app (free or paid), which let's me use kogo sensibly. Yours might be sensible.
Thanks a lot for creating this app!
Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 10:40 am
by amnal
bayu wrote:Very nice and great work! I'm using it on the Samsung S3 mini.
Some quirks and wishes for features I ran into:
About UI:
I can't select the folder or game that is on top of the list. The others appear blue when tapped, the top one not.
Ah, this is a bug I have been meaning to sort out. You actually can select it, it's just the colour doesn't change...I don't really know why, but I'll look into it!
I'd appreciate it if the folders and games open with a double-tap instead of having to tap the "view selected collection/open selected game" button.
Sounds like a good idea.
Concerning colours: "the view selected collection/open selected game" should be in green and not the "new board" (which should not exist at all in a pro game collection. Unless I'd be a pro

But maybe that's a compromise for the possible collection of "my games", where you want to add your own games.). In the colouring scheme used now, the most important button blends in with the background.
Hmm, good point, I'll think about a better way to do it.
I have some general ideas for improving the ui, including more powerful facilities to add games to collections from elsewhere in the filesystem and to import folders as collections, so I'll try to streamline it then.
About general features: I'd very much appreciate if kogo is available or can be downloaded easily. So far I haven't found an app (free or paid), which let's me use kogo sensibly. Yours might be sensible.
noGo seems to open kogos fine and is able to view all the variations, but it's a massive file (quite slow to load...quite a few seconds) and all the markup exposes some places that noGo is quite slow (when lots of stuff is added to the board at once). I hope to improve this in general, including a better interface for switching variations etc., but being realistic I don't think it will be at least a while before it is good for viewing kogos

(Edit: If you want to try, you can download kogos to your phone and view it with noGo's file manager or, in the next release, open it with noGo from any other file manager. But I don't really want to distribute it with the app until/unless it works well.)
Thanks a lot for creating this app!
Thanks! I hope I can make it better with your suggestions

Re: noGo (open-source android goban) released on Google Play
Posted: Wed Jul 17, 2013 4:07 pm
by amnal
New version released, finally adding noGo to sgf open menus (e.g. file managers, downloads). Please let me know if you experience any problems with this...it works fine for me, but I'm not sure if I perhaps avoided a race condition in a hacky way.
I also added an 'email sgf' button. Seemed potentially useful.
It's been uploaded to Google Play so it should be available there shortly. It's also available right away at
http://inclem.net/noGo/noGo-0.2.3-release.apk-----------
Separately to this, is it appropriate to keep announcing updates here? It was useful at the beginning in the early beta stage when there was lots of immediate feedback and frequent big changes, but I don't want to clutter the forum with minor updates, especially since the actual apks are now available from Google Play.
Of course there are still some major things that might be worth a new version announcement.
Re: noGo (open-source android goban) released on Google Play
Posted: Tue Aug 06, 2013 7:08 am
by amnal
New version 0.3.0, available on Google Play shortly (
https://play.google.com/store/apps/deta ... nclem.nogo ) or right now at
http://inclem.net/noGo/noGo-0.3.0-release.apkThis version has a few bigish features, here's a brief changelog.
0.3.0:
- New edit panel/mode to add/remove markers (square, circle, triangle, cross) or stones.
- Added slider to quickly jump through the game
- Autoplay with different possible speeds
- Random game button (e.g. for random pro game from pro collection)
- Improved variation display, button now green when other variations are available
- Miscellaneous bugfixes
Re: noGo (open-source android goban) released on Google Play
Posted: Thu Aug 15, 2013 1:42 pm
by amnal
New version 0.3.2, with an experimental tablet mode. I'm undecided on whether to release on the Play store because I don't have a tablet to actually test it with...would anyone be willing to give it a try? I'd love to see screenshots for anything from large phones (e.g. Samsung Note line) up to big tablets (Nexus 10, Samsung Galaxy Tab line etc.)!
The apk is available at
http://inclem.net/noGo/noGo-0.3.2-release.apk . You can turn on tablet mode with 'view mode' in the settings panel...it should now include lots of layout changes rather than just rotating the screen.
I'm aware that the tablet mode has a weird interaction with android (the whole screen won't rotate, just the app), but I'm working on that separately to sorting the actual layout.