sentry0 Posted September 16 Report Share Posted September 16 The Hero System Mobile app has gone through a significant amount of changes in the latest update. From a user perspective, the interesting bits will better support the 5th edition of Hero. Here is what you can expect there. Fixed Mental Defense totals (https://github.com/slackdaystudio/hero-system-mobile/commit/b303c7f538ea1047f3d7a6eb7a81dde72d885d0e) Fixed Elemental Control costs (https://github.com/slackdaystudio/hero-system-mobile/commit/fdd73854a0179a7156b36c5703b7de13543015e6) Added support for No Figured Characteristics (https://github.com/slackdaystudio/hero-system-mobile/commit/e68860bce0ead9e68f352e2b1762b270a55fecec) Here are some general fixes in the patch. Fixed a bug with HKAs and adders (https://github.com/slackdaystudio/hero-system-mobile/commit/28d45c84ef9a716a0591a319428616200b139dd5) Stylized the gutters on switches so they are more visible (https://github.com/slackdaystudio/hero-system-mobile/commit/48ce09d79b4926aba8c82fe3f73b88c91d27ca2a) Now, that’s what you can look at and play with. Under the hood, I significantly rewrote some areas and upgraded many libraries. I am starting a beta program to test the under-the-hood changes before I unleash the latest code on the app stores for general consumption. You can help by testing the app by joining the open Beta for iOS or Android. I'll post the beta links at the end of this post as they come in. As always, leave bug reports in this thread or DM me directly. Bad crashes should prompt a crash report, so please take the time to file one. It does help to receive them. Thanks so much for your patience while I got this patch sorted, and happy bug hunting. PS: I do most of my in-depth testing on an Android phone, so I could use some help from the iOS side of the fence. Beta Links Android Beta - https://play.google.com/apps/testing/com.herogmtools Apple Beta - https://testflight.apple.com/join/VnuJAmln Ndreare and BigJackBrass 2 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted September 16 Author Report Share Posted September 16 I just pushed an update to the app. I found several issues with importing characters that I fixed. There's still some strange behavior on the import screen I'm tracking down, but it's better than it was now. Ndreare 1 Quote Link to comment Share on other sites More sharing options...
Ndreare Posted September 17 Report Share Posted September 17 I love this app and play with it a lot. I just wish there was a way to export the random characters. PS: For both your apps I have tested it on Samsung dex and they respond well to resizing for side by side multitasking. I do not know if you did that on purpose. But I love it. Great job! Quote Link to comment Share on other sites More sharing options...
sentry0 Posted September 17 Author Report Share Posted September 17 1 hour ago, Ndreare said: I love this app and play with it a lot. I just wish there was a way to export the random characters. PS: For both your apps I have tested it on Samsung dex and they respond well to resizing for side by side multitasking. I do not know if you did that on purpose. But I love it. Great job! Thanks, the re-sizing is on purpose. I apply a linear scaling technique using this humorously named library - https://www.npmjs.com/package/react-native-size-matters I have a bunch of bugs to squash in the new HSM app by the looks of things. It's a bit of a trainwreck right now 😒 Ndreare 1 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted September 17 Author Report Share Posted September 17 I just pushed an update that addresses several issues with viewing characters. These updates are currently pending review so please be patient while they head through the various app store review processes. The 2.1.2 version should hit your devices within a day or so. I think all the egregious bugs have been fixed but I could use some help verifying. Thanks to those already in the beta programs 😁 Ndreare 1 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Tuesday at 07:17 AM Author Report Share Posted Tuesday at 07:17 AM New builds are coming down the pipe in the next day or so... Here's what to expect. Added dice to the dice rollers The status dialog is now more stable and less hidden behind the keyboard Fixed several issues with the combat screen Top navigation tabs are larger and easier to press Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Tuesday at 09:49 PM Author Report Share Posted Tuesday at 09:49 PM A new build is incoming to address some lingering issues with the UI. What you can expect. The home screen has been redesigned Added icons to the drawer menu Added dice to the dice rollers Removed the main subheading on the view character screen Fixed a bug on the hit screen w/rolling multiple hits The characters screen now prints by character name, not file name Fixed an issue with the notes screen See the attached screens for the look and feel updates. BigJackBrass 1 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Wednesday at 08:41 PM Author Report Share Posted Wednesday at 08:41 PM I pushed a new build with the following changes. Added a hexgrid to the app background Fix a bug with target DCV's not appearing on hit results Fixed an issue with characters that are corrupt/not a zip I'm calling this a release candidate and plan on pushing it to the app stores this weekend, barring any serious bug reports. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Thursday at 12:28 AM Author Report Share Posted Thursday at 12:28 AM One more visual enhancement I put in is better handling of partial dice. Partial dice are called out more clearly on the result screen. Here's a doctored screenshot with some notes about the improved result screen. Note: The improvements are not in the beta builds yet; next build will have them. Quote Link to comment Share on other sites More sharing options...
dmjalund Posted Thursday at 12:36 AM Report Share Posted Thursday at 12:36 AM if that 5 is supposed to be d6-1, then shouldn't the total be 25 STUN? (1+6+4+6+4+(5-1)) Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Thursday at 12:39 AM Author Report Share Posted Thursday at 12:39 AM Just now, dmjalund said: if that 5 is supposed to be d6-1, then shouldn't the total be 25 STUN? (1+6+4+6+4+(5-1)) It's factored in by the app. The die will only display what the end result is. Ndreare 1 Quote Link to comment Share on other sites More sharing options...
Ndreare Posted Thursday at 03:12 AM Report Share Posted Thursday at 03:12 AM I was going to play with it. But still waiting on google to roll out. I still have v2.0.1 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Thursday at 09:16 AM Author Report Share Posted Thursday at 09:16 AM 6 hours ago, Ndreare said: I was going to play with it. But still waiting on google to roll out. I still have v2.0.1 You can click on the beta link below for your device type. Be warned, that you cannot have the production (2.0.1) and Beta versions on the same device. You will lose your loaded characters if you switch to the Beta track. Android Beta - https://play.google.com/apps/testing/com.herogmtools Apple Beta - https://testflight.apple.com/join/VnuJAmln Ndreare 1 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Thursday at 12:14 PM Author Report Share Posted Thursday at 12:14 PM Here's a short video of the next version of the app (2.1.6). The changes are cosmetic and easier to show in a video. Ndreare 1 Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Friday at 12:56 AM Author Report Share Posted Friday at 12:56 AM There's a new build coming with all the UI tweaks I did. I still plan on launching to production sometime over the weekend unless a serious bug comes up. Here's another short video showcasing the UI overhaul. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Friday at 01:28 PM Author Report Share Posted Friday at 01:28 PM I added a toggle to turn the animations on/off in the app's settings for people on antique devices or otherwise find them a drag on performance. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted Friday at 10:02 PM Author Report Share Posted Friday at 10:02 PM I needed to remove the ring chart from the app. The library I was using is no longer maintained and was flagged by my NPM as having 5 critical vulnerabilities. Because of this library, I also had to turn off the recommended protections to install the app dependencies (F is --force, never a good sign). It had to go. Now, my build system is reporting 0 vulnerabilities 🎉 The new charting library I have is much nicer to work with and has a lot of options. Who knows, maybe it will see some more use in the future. Here is the revamped Statistics chart. Does it make sense? Quote Link to comment Share on other sites More sharing options...
sentry0 Posted yesterday at 01:00 AM Author Report Share Posted yesterday at 01:00 AM I am pushing a new release candidate build to the app stores. I just swapped out the charting lib and tweaked the settings screen on this one. This will likely be the build I push to production later this weekend. Many things changed under the hood, but I don't bore people with those details. I confine my patch notes to what you can look at and play with and bug fixes. Here are the combined notes for what users should expect. The home screen has been redesigned Added animated dice to the dice rollers Redid the look and feel of the cards in the character viewer Animations can be disabled on the Settings screen Added icons to the drawer menu Removed the main subheading on the view character screen The characters screen now prints by character name, not file name Added a hex-grid to the app background Improved the display of partial dice on the Result screen Changed the chart on the statistics screen Fixed Mental Defense totals in 5th edition Fixed Elemental Control costs in 5th edition Added support for No Figured Characteristics in 5th edition Fixed a bug with HKAs and adders Stylized the gutters on switches so they are more visible With that, I need to walk away and give this time to settle. I'll pay extra close attention after the app is pushed into production for bug reports so I can address new or existing issues as appropriate. Thanks to all my testers, and happy Hero-ing all! Quote Link to comment Share on other sites More sharing options...
unclevlad Posted yesterday at 01:37 AM Report Share Posted yesterday at 01:37 AM I'm not sure what the goal of your statistics page is. Right now, I see no value in it, but let's start with that question: what's the goal here? And since you brought it up, do you know the RNG your code's using? I *hate* bad RNGs...and very often, the easiest to use, built-in ones are pathetic. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted yesterday at 01:50 AM Author Report Share Posted yesterday at 01:50 AM 12 minutes ago, unclevlad said: I'm not sure what the goal of your statistics page is. Right now, I see no value in it, but let's start with that question: what's the goal here? And since you brought it up, do you know the RNG your code's using? I *hate* bad RNGs...and very often, the easiest to use, built-in ones are pathetic. The stats page is just for fun... What would you suggest I use for better PRNG? Quote Link to comment Share on other sites More sharing options...
unclevlad Posted yesterday at 02:31 AM Report Share Posted yesterday at 02:31 AM Can you find out which RNG is being used? And what are you developing in? I use Mersenne Twister. Reasonably small, readily available. It may also be what you have. https://en.wikipedia.org/wiki/Mersenne_Twister I note that NumPy went to a PCG64... https://en.wikipedia.org/wiki/Permuted_congruential_generator The code for this is incredibly simple, and the notes say it's passing all the tests that matter for an app like this. It's also smaller. You might need to write the little secondary stuff (like converting the uint to an int in the [x...y] range), but it's likely in any precompiled library. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted yesterday at 02:43 AM Author Report Share Posted yesterday at 02:43 AM 8 minutes ago, unclevlad said: Can you find out which RNG is being used? And what are you developing in? I use Mersenne Twister. Reasonably small, readily available. It may also be what you have. https://en.wikipedia.org/wiki/Mersenne_Twister I note that NumPy went to a PCG64... https://en.wikipedia.org/wiki/Permuted_congruential_generator The code for this is incredibly simple, and the notes say it's passing all the tests that matter for an app like this. It's also smaller. You might need to write the little secondary stuff (like converting the uint to an int in the [x...y] range), but it's likely in any precompiled library. I originally was going to use Mersenne Twister. I had an implementation that I was going to use but decided against it as this is an app for a game. There's no money involved and it's not using any crypto. Do you use the app? Quote Link to comment Share on other sites More sharing options...
unclevlad Posted yesterday at 02:57 AM Report Share Posted yesterday at 02:57 AM No, I don't, which is why I've mostly stayed out of this thread...but you asked for feedback on a UI aspect that's pretty much independent, and hey, we started talking about damage rolls and stun probabilities in the 5E/6E comparison thread, and that got me to put my mathematician's hat back on. That's always dangerous. MT is fine if you have an implementation. It takes some space, but even with Android or iOS apps, you're not exactly starved for space. I may switch, because it looks like Java 17 makes things easier, with good generators that are faster. I sometimes do some VERY large Monte Carlo sims for grins. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted yesterday at 03:02 AM Author Report Share Posted yesterday at 03:02 AM 3 minutes ago, unclevlad said: No, I don't, which is why I've mostly stayed out of this thread...but you asked for feedback on a UI aspect that's pretty much independent, and hey, we started talking about damage rolls and stun probabilities in the 5E/6E comparison thread, and that got me to put my mathematician's hat back on. That's always dangerous. MT is fine if you have an implementation. It takes some space, but even with Android or iOS apps, you're not exactly starved for space. I may switch, because it looks like Java 17 makes things easier, with good generators that are faster. I sometimes do some VERY large Monte Carlo sims for grins. Well, thanks for stopping by. See you around. Quote Link to comment Share on other sites More sharing options...
sentry0 Posted 22 hours ago Author Report Share Posted 22 hours ago I added in support for better PRNG with this commit - https://github.com/slackdaystudio/hero-system-mobile/commit/94270479e3123f65531c05cd4734352a20b3d2e1 It uses xoroshiro+ as its algorithm by default - https://en.wikipedia.org/wiki/Xorshift#xoroshiro I changed the settings tab to have a 'Performance' section with a few options for people to toggle on or off. Animations will probably get you more bang for your buck in that section than turning off the extra roll entropy. This is on by default. Quote Link to comment Share on other sites More sharing options...
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