Hey Folks! Spend the entire day working on bugs with Tiago. He's been handling a handful of the more system/OS-oriented things, while I've been fixing more data-related and UI stuff. The good news is that we think we have pretty much all of them solved already, or at least know how to solve without much work!
One thing not officially on the list, though, is item fidgety-ness. After finishing my bugs, I decided to take a look at this because I was struggling with item placement on mobile.
Hey Folks! Rough day today. I spent the better part of it wrestling with Apple's app-signing process, and only managed to get it working early in the afternoon.
Tiago's instructions were actually clear and pretty easy to follow. It was some of the XCode setup that was harder to figure out. (Largely because it requires setup unique to each user and environment.) A big part was learning to navigate the endless sea of XCode menus and options for build config, and I also needed to spend a few hours flailing around in my certificates and provisioning profiles.
Hey Folks! Hope everyone had a good weekend. We were up in Victoria, BC for a few days for Rochelle's license exam. And while there, we stayed with Tobyn's family. Tobyn was my boss when I first joined BioWare, and was part of BW's "old guard." We stayed up late several nights in a row reminiscing and talking game design.
Good news, everyone! I was finally able to compile the iOS on my own laptop today!
If you've been following these posts over the past 12 months, you've probably seen me gripe about not being able to compile NEO Scavenger Mobile for iOS. PC is easy. Android is easy. (And doable on a PC!)
But iOS? NOooooo. You need an Apple running a certain version of OSX and XCode and provisioning/certificate gobbledygook. And even then, XCode doesn't really work with Haxe out of the box, so some finagling is required.
Hey Folks! Today was mostly a mobile day, as Tiago submitted his latest test build. It included his fixes for loading URLs and swiping.
So far, the fixes seem good! I was able to load websites in the browser (even PDF manual link worked), and the link to rate the game opened directly in the app store instead of a browser. The only thing left there is to setup the rating request to happen at a good time, and only one time.
Hey Folks! Hope everyone had a good weekend. I enjoyed a nice Father's Day weekend with the family, visiting the ocean, looking at old cars, eating yummy foods, and shopping at a retro video game store. Oh, and we bought a ladder. 'Cause that's what dads do, right?
Tiago sent me some updates today on his progress, and it sounds like he's got URL actions sorted out! As a refresher, this fixes the way the app opens URLs such that it uses the native browser instead of a browser-within-the-app. The benefits of this are two-fold:
Hey Folks! I had another solid prototyping day today, and was able to keep plugging at the flight computer.
Today's work included a fix to the ship projections overshooting or backtracking due to precision errors in the code. I also added code to make the planet projections match the same time steps as the ship course, plus one extra to represent the planet's final position when the ship arrives. (Ideally, at the same place.)
Hey Folks! Short day today as I had to watch our daughter while Rochelle took an exam across town. But I was still able to churn out a few new things on the orbital plotter.
The first thing was to get the same "onion skin" effect on the ship as I added for planets yesterday. The reason for this was to see if it would help predict future positions of the ship vs. a target planet, and allow the user to plot a course that worked.
I bet you thought the new site was launching today. Fooled you!
And as it turns out, fooled me, too. We were on track to flip the switch today, when the lead dev went into labor early. We sort of thought we had a few days until then, which is why we were aiming to do it yesterday and today. Buuut...nature waits for no website :)
Hey Folks! Today is the day! We begin migrating from the old site to the new in t-minus 42 minutes.
During the migration, this site will "freeze." This means no new content can be created, including comments, forum posts, blogs, etc. The content needs to stay frozen until the new site finishes copying it.
Once copied, we'll need to test various features to make sure they still work, and fix anything that doesn't. And once that's done, the new site gets switched on!
Hey Folks! More last-minute fixes today on both the new website and mobile launch.
The first were a batch of fixes for the map and minimap. Labels were missing on hexes, and it turned out that they were assigned the wrong camera. Combined with the really large scroll amounts the map uses, this meant they were way off-screen and invisible. Pretty easy fix once I figured out why it happened.
Hey Folks! The final stretch continues, with a cluster of mobile fixes and some website database work.
The mobile version had a regression bug that causes certain conditions not to be reported. This turned out to be a problem with any permanent (i.e. fire-and-forget) conditions, like "Player ate white pill." Since they leave no trace on the creature, the game assumed they didn't get added, and so no log messages appeared for them.
Hey Folks! Hope everyone enjoyed their weekend. Ours was a whirlwind of travel and carousing, oddly resulting in a feeling of refreshedness. It felt good to get out, cut loose, and not be home! Now it's time to cocoon for a few months :)
Today involved a lot of emailing and a bit of webdev...because it's quite likely the new site will launch at the end of the week!
Hey Folks! Tiago uploaded the latest build this morning, which included his swiping controls. So a good chunk of the day was spent testing and logging issues for it.
Overall, it's a major step forward for mobile UX. It adds the ability to use swipe to switch pages on crafting ingredients and quick recipes, as well as attack modes. Previously, one had to tap buttons to do these things. Those buttons were enlarged a bit for mobile to help, but it was still a tedious and fiddly experience on small screens.