New features, small fixes Part 2: Bucket Fill!


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!

fill bucket.gif

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!

New features, small fixes Part 1 : PROPS


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.

*drum rolls*


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:



Inn_Door etc.

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!

Subscription is OUT!


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!

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