Hello folks! This week we are currently working on some changes regarding browsing maps in the app. Players can browse maps in the app’s built-in browser, connect to your Reddit account and voila, you see the maps. But we wanted to change that. In the built-in browser, the images of the maps aren’t shown in the thumbnail, and we wanted the players to be able to see the preview before opening it in the app. It helps to enhance the user experience, users can browse the map section as a catalog.
First, when you open the app, you see the Load menu button. When you tap on it, there comes a bunch of other sub-buttons such as Online Map. Tap on it, and the app automatically opens up the Reddit Official App, instead of the internal web browser.
Here, you can see our subreddit in the Reddit Official App. The reason we took this approach because the official Reddit app allows us to show the map’s screenshots as previews in the posts. Quite beautiful, isn’t it?
When you open a map’s thread, it looks like this. You can see the map in the preview. Tap on OPEN IN APP(mobile only) and it will redirect you to the Gray Lake Studios’ website that allows you to download the map.
Tap on Load Map and voila! You downloaded the map!
And also, if you don’t have the Reddit app, a message will be shown and then you’ll be directed to the Play Store page of Reddit app.
So, that’s a wrap! I hope you like this new feature!
Stay in tune!
Hello folks! Eylul here! I guess I owe an apology for deserting the blog for a long time ^^”. Well, I’m still here, working hard and make sure to deliver the best features for ProDnD! So, shall we have a look at the latest updates?
1. Seed Functionality & DeepLink!
With this feature, players can share the maps they’ve created, without events or props. This feature shares the map’s parameters and the seed value that has been generated with. “Seed” is a random integer that the app uses to generate exactly the same map. Think of it as an ID, when you enter the seed, the app produces the same result. With this, sharing the map’s basic information made easier.
Sharing the map is also easy with Deeplink feature of mobile apps. Deeplinking allows the mobile apps to communicate with each other with a special link. When you click on the link, the targeted app opens and fetches the information that came along with the link. With this case, we share the seed value along with the parameters (width, height, noise amount etc.) and create a link out of these variables. You can use and share the links.
In this gif, we are generating a map and copy/paste the generated map’s seed (including its parameters as well).
2. Scrollable & Extended Text Area for Events and Map Description
When a user wants to write a description for an Event (or a map description) the text didn’t allow the user to write extensive and detailed text, the text area wasn’t scrollable and the character limit was pretty tight. But now, it has a 2000 character limit and, guess what, scrollable!
3. New Props!
We released a good amount of new props to place on the map you created! Props are the best tools to add some spice to the game session, they make the map quite look good and makes the map filled with adventure!
4. Bug Hunting & Maintenance
Along with developing the new features, overall maintenance for the app is always a primary objective to us. We make sure to deliver the best experience, so we work on the app all the time!
So, here is the brief summary of the times that I didn’t write to the blog ^^” I want to make a promise for writing more regularly, starting with this week! (Hopefully)
Stay in tune!
Hello folks! I’ve been kind of busy these days so I couldn’t update the blog. You can see my recent works here:
1. Rectangle and Circle Drag Brush
With this tool, you can create rectangles and circle while you drag.
2. Props with Sorting!
And here we have Props with two sorting functionality. You can sort by Catalogue Types and alphabet!
I’ll be back with more updates, so stay in tune!
Hello folks! In this part, I’ll be talking about our second feature that I finished this week and it is… Bucket Fill! One of the most anticipated features for editing your maps! Now you can fill the areas you want!
As you can see in the gif, you can select a type, tap on the area you want to fill, and here you go! Also, you can undo and redo the changes you’ve done.
For implementing this, the good ol’ Flood Fill algorithm helped me a lot. You can find detailed info from this link but TLDR:
We create an empty queue. Then in a while loop we enqueue the cells around the center cell , dequeue each one in an iteration and change their Type (color) till the area is empty.
It was an easy one to implement and had fun while I remembered the days I saw this algorithm from my university days.
In Part 3, I’ll be talking about Rectangle brush!
Stay in tune!
Hello folks, Eylul here! I have got lots of new features! (Features… and bugs never change…)
The first feature that I’ve implemented is… Yeah, you were waiting for this.
CATEGORIES FOR PROPS!
Now players can browse props by categories (alphabetically) and find what they seek within seconds!
For implementing this, I had to change a few things. Props were defined by their names as their types, so I changed the types according to their general function.
For example, I have a bunch of doors as:
I implemented their Type as Door. Now it’s easier to assign them.
Also, I created UI elements as Categories on the GUI and wrote a simple code to arrange all the props and assign them automatically. In my first attempt, I created the category elements at runtime. What I mean is, take the UI prefab, change its label text according to the Type and stick it to the GUI. It was working nonetheless, but it didn’t give the result that I wanted. UI was wonky, all the props were intercepting with each other when I try to open a Category tab. Then I found the problem: as a UI element, it needs a parent object to adjust the animation codes (our UI system is based on NGUI) and since I made the category element as a prefab, I couldn’t assign the parent object from the scene to the prefab’s serialized field. (Unity please fix this at once 😦 )
Then I made a solution and simply add the UI element to the scene, one by one and fill its needed serializable fields and voila! The result is there as I intended on the gif above.
In Part 2, I’ll be talking about the next feature, Fill Bucket!
Stay in tune!
Ladies and gentlemen… I announce you that…
Subscription is RELEASED!!!
At last, we successfully released this feature and now you can subscribe to our app for unlocking all the features and also have an access to monthly new content as well!
In these last weeks, I’d like to talk about what we’ve been through and what we learned so far.
Last two weeks, we were testing… and testing… and testing… as if we are some scientists from Aperture (refer to Portal :)). We had weekly, monthly and yearly subscription models. We needed to make them upgradable/downgradable since users might subscribe to Weekly model and would like to upgrade the subscription to Monthly or vice versa. But later, we figured out that Unity IAP does not have the functionality about this issue and I was informed that this will be patched within a few weeks.
(I must say that we had issues with Unity IAP yet the community is so helpful, we can get answers from the developers straight through the Unity Forums and I appreciate this.)
Later on, we wanted to test lock/unlock issue with subscription again, whether the app locks the items while there are no subscriptions and vice versa. The thing is when the subscription is canceled, the items get locked AFTER HOURS. I really don’t know if it is only for the test realm of Google Play or something within Unity IAP but according to the forum answer that I recieved for this question, this will be also patched with the next update. We thought of waiting, but we also wanted to do an A/B test, where we can test with a percentage of the users. So we changed the subscription model only for Monthly and then we released it with a certain percentage of the users.
We will update our subscription model to the triple model (weekly, monthly, yearly) when we receive the Unity IAP patch.
Stay in tune and rock on!