(photo of cat is for no reason other than it ids a funny cat).
The successes, failures and further development plans of an amateur Android App developer.
Tuesday, 2 June 2015
Time Slip
(photo of cat is for no reason other than it ids a funny cat).
Friday, 29 May 2015
SiteSnaps
Saturday, 31 January 2015
#GIMP Template for #MaterialDesign
- A GIMP template for Material Design
- An updated Android Icon Image Export Script for GIMP
A GIMP template for Material Design
In many cases it may be safest to create your icon as vector art. But it will also frequently be more convenient to use GIMP.
Launcher icons are 48dp x 48dp in size, which means they are 48 x 48 pixels for mdpi screens. However you will want to create icons for different screen pixel densities, and hence different pixel sizes. Typically you will need sizes up to xxx-hdpi, with a pixel size of 192 x 192. You will find other templates are created at this size so they can be down-scaled to smaller screen sizes.
However, If you want to reuse your launcher icon for the Google Play Store, you will also need a high resolution graphic at 512 x 512 pixels. You could use a different graphic entirely, one with more detailed lines and features, or you may want to create a single original with high enough resolution to be used for the Play store and downscale it for your launcher icons.
The GIMP template I have created is 576 x 576 pixels (an even 12 times 48). This means you will need to downscale for the Play store icon, but down-scaling a bitmap is better than up-scaling right? The following describes it's key features:
- The template file has a pre-defined grid interval of 12 pixels (1dp), corresponding to one pixel in the down-scaled 48x48 pixel icon. You may need to turn on the grid from the View menu.
- It also has vertical and horizontal guidelines pre-configured for the same positions as the Google example here.
- The template includes the diagonal guidelines, the small circle guideline and the four basic template shapes (square, landscape rectangle, portrait rectangle and circle) as paths. You can use the paths to create objects. To do this, open the paths dialog window (from the Windows - Dockable Dialogs menu), right click on your chosen path and select "Stroke Path." You can then fill the outline that this creates.
Download the template here:
Material Design Template for GIMP
Android Icon Image Export Script for GIMP
- I've now added a "custom" option for the graphic size in dp units (previously it was pre-configured for three image types).
- I've added a 512x512 pixel image option. This option is independent of the graphic size and is designed for Play Store launcher icon graphics. It will be copied directly into the assets\_Pre_Production folder in your project (so it is not included in your APK).
- I've changed the folder location that the script needs to be pointed to. Previously you pointed it to your res folder. Now you point it to your project folder, and output is placed in the res folder or the assets folder (depending on your chosen options).
- Finally, I removed some of the options I felt were too complex for this tool.
Both the new and old versions are available:
New Android Icon Maker GIMP Script
Old Android Icon Maker GIMP Script
Instructions for installing a script-fu plugin can be found here
Wednesday, 28 January 2015
Tools for #MaterialDesign
Design template
Colour Palettes
Drop Shadows
Summary
What is #MaterialDesign ?
So what is Material Design? Don't ask me! I spent an hour reading about it on Google's documentation pages and I still don't get it. I mean does this mean anything to anyone?
...The use of familiar tactile attributes helps users quickly understand affordances. Yet the flexibility of the material creates new affordances that supercede those in the physical world, without breaking the rules of physics...
Well not to me.
So I have some issues with Material Design.
Firstly as highlighted above, it seems like Material Design is the invention of a new language. I think this language is designed to monopolise the vocabulary around and as a result the approach to graphic design - Soon everything will look like it was made by Google.
Secondly, Google is trying to make us conform to a narrow design envelope. Where's the freedom and space for creativity? If all app designers use the fixed colour palettes and strict rules provided by Material Design, things will become quite predictable and boring.
Thirdly, who's judgement of good design are we trusting? There are a whole selection of Do's and Don'ts. Some of the Don't actually look OK to me.
And another (I quite like the off-center folds):
Finally, There's #contradiction. Material Design says in a number of web pages:
A folder corner, or dog-ear, is used with forms associated with documents or traditional paper-based metaphors...Don’t use a dog-ear treatment in the upper-left of an icon. The cast shadow from this position interrupts the harmony of the icon.
Saturday, 24 January 2015
Keyword ranking improves
A couple of days ago I was a bit put out by a sudden drop in keyword ranking for Float. I was at a loss to explain it.
Now just as suddenly, my ranking has returned. So what happened? Perhaps Google changed an algorithm then changed it back?
Even so, me restored ranking is still very low. I suspect I need more positive ratings to boost it up higher. But I have issue with this. Have you looked at the reviews of indie apps? All 5 stars and all genetic text like "great app, just what I needed!" And "this app is perfect. Outstanding work." These reviews could be for any app, and I suspect have been posted to many apps. Its a buddy system, and means nothing to the quality of an app, only the skill of the marketer.
I guess I need to apply the same strategy...
Thursday, 22 January 2015
Sensor Tower Keyword Analysis Revisited
Monday, 19 January 2015
Hiatus end
The end result: a few months with no development and no promotion.
This has had the disappointing consequence of a complete drop off in use of Float, and thereby a reduction in add revenue (from a few pence per month to no pence per month).
I guess I'm picking it up off the ground to try and build something with momentum this time.
What is reassuring though is that a few months of inactivity can limit new users, but it seems active installs can weather the storm:
So I've been hard at work these last few nights on the next major release. And the good news is I've got something exciting to show for it. Last night I played the first ever game of Float 3D:
Saturday, 6 September 2014
Sensor Tower
And by that I mean, "If you build it, they will come" is not a valid moto! I think it's fair to say the making of my first app, Float, was for sure the easy part. Getting it seen is by far a harder task, and something I'm ill prepared for.
I have my app on the devices of a handful of like minded indie developers and family and friends (thank you to all of you!) and some of them are very complimentary. But getting even those people to share or rate or even +1 the app in the play store is hard. As a result, my app lingers way down the rankings, even if you search by its precise name!
So, having stumbled upon Sensor Tower, I've been inspired to focus on the keywords in my app store description.
Sensor tower has allowed me to much more easily establish my ranking for certain search terms (previously I'd have searched and scrolled through 250 apps to determine that I'm not ranking).
It also allows me to track how my ranking has changed over time (See image below, which I'll come back to shortly).
Another really helpful feature is the ability to choose specific competitor apps to track and review their own strategies.
So, I decided I needed to make some changes to my app store description today having viewed my app floundering at 70 in the rankings for searches of "float". I changed the name from "Float" to "Float Tile Puzzle" and added new text to describe the game in more detail, using the terms "Tile" and "Puzzle" a few extra times, as well as "Mahjong" and "Sudoku" once or twice.
The result was not ideal! With the new name, my app instantly plummeted in ranking for search term "float" and did not appear on the rankings for either "tile" or "tile puzzle"
I can only hope the changes will be helpful in the long term. And at least I now have Sensor Tower to help me measure my ranking.
It's not perfect though. The free account is quite limiting (though they do give away a Pro plan to students and indie developers for posting a review of their platform ;))
It also could do with an android app. I couldn't find one (I assume that's not because they haven't optimised their own rankings!) and the web page performs very poorly on a mobile platform.
I hope I can post the image below again soon with a significant bounce back in search performance!
Saturday, 30 August 2014
Android Icon Maker (free script for GIMP)
One thing I've found time consuming and irritating about android app developing is creating graphics for the various screen densities that are out there. Every graphic has to be created for the highest density, then scaled. Using GIMP for my originals, this previously meant I would have to scale the image, export the image, scale the image, export the image etc. until all drawable folders were populated with the icon. And if I then make a small change to the graphics, I have to repeat the process.
Then of course, there is still the task of putting the right file in the right folder with the right name.
So I discovered there is a script for GIMP (specifically "script-fu-save-icons-png") available from the GIMP Plugin Repository (written by Jan Pavelka) that allows icons at multiple sizes to be created from the current GIMP image in one step.
That was great, but it didn't support all of the sizes I needed, and the images all had different file names (because the pixel size became part of the name). Plus, they still needed moving into sub-folders, so no major help.
I then decided to modify the script to suit my needs. I came up with the UI below, which I think would be helpful for other developers. The script gives an option of (currently) three different graphic sizes in dp units (suitable for launch icons, action bar icons, and notifications) and it allows a range of pixel densities to be specified.
When executed, it calculates the pixel size for each pixel density, and outputs the icon graphics (all with the same name) in the correct drawable subfolders for an android project.
Now with one press I can generate all of my icons from a single source file.
I've used this with much success on Float.
I will ultimately upload this to the GIMP Plugin Repository, but in the mean time it can be sourced from here: script-fu-android-icon-maker.scm
Just two problems with Google products
- Firstly, when publishing android apps there is a really powerful and really cool developers console that provides a lot of statistics and helps to see how quickly different releases were taken up, and (equally interesting) how quickly older versions died out. But there is a problem with the graphics - it only lists app versions that still exist in the wild. So you see from my screen shot below, the graphic shows big holes at times when app versions that are no longer being used were adopted by my users. I want to see those now extinct releases in my graphs!
- Secondly, and completely unrelated to app development, is Google Play Music. I discovered recently that if you buy a track fro man album, and later want to buy the album, they still charge you full price!
Thursday, 14 August 2014
Leaderboard nearly ready
Wednesday, 13 August 2014
I think my Dad is addicted to Float
Parents take an interest in their children and help them in their endeavours, right? Well it seems my dad is playing this role by helping to massively boost the user stats for my debut app, Float.
If you look at the screenshots, Australians are a minority "active users" group and yet account for about two thirds of the total game time elapsed since being released.
Most times when I check the stats, an Australian (hereafter referred to as Dad) is either currently playing or had played in the previous few hours.
Should I feel bad? Does Float need a health warning? The only thing that worries me more than the time Dad spends on Float is the amount of time I spend looking at my stats. Now THERE is addictive behaviour.
So I'll just say, thanks Dad, and keep at it. I'm sure you'll get a tile 9 eventually.
Friday, 8 August 2014
Responding to Critics
But I have one frustration... As I have not yet asked or answered a question on the site, I haven't been able to build any Reputation Points. This means I am ineligible for up-voting things. It's very strange to me that I've no way to show my gratitude to the invaluable help I get from the Site.
I Guess I'll just have to find a question to ask.
Tuesday, 5 August 2014
Dealing with Criticism
- put the link to my app out in the big wide world
- possibly gain some useful tips for improvement
- I'll be honest, a healthy does of backslapping and "well done old boy. Great app!" is naively hoped for.
From most posts, I got a good deal of 1, also a little bit of 2, and a tiny but of 3. Actually, there was no 3, except from my parents...
But from one community, I got a more critical response. Now I'm a big boy, I can brush that aside, but I'm curious about why this happened suddenly and in one specific community. Oddly, I was more responsible in this community than in some others. By that I mean I posted in a conversation topic that was specifically meant for feedback requests, and I requested feedback on a specific element of the app (the palette choice and use). In other communities I was simply one of many "Hey, check out my app!" posts.
I had one very unfair and critical comment right off the bat, to which I responded with "OK, so what don't you like about it?" To that reply, a different poster responded with "do you really not see the problem with the user experience?"
What am I meant to do with that? And why was I being ganged up on? I checked out the profiles of the people commenting and one of them at least seemed to be a professional android developer. I felt like perhaps I'd found myself in the rough pub at the wrong end of town. Maybe I should avoid this community and stay where novice hobbyist programmers are more welcomed.
But before tucking tail and backing out of the saloon doors I faced up to my attackers, commenting that their responses were of no help.
To this I got mixed responses. One then responded with an apology and some helpful criticism that I've taken on board graciously. The other (the professional) responded sarcastically, accusing me of not understanding users because I don't play other games (there may be some truth in that... who has time to play games around here?)
So, I deleted his final comment that I deemed to be sarcastic. Would you have done the same thing? The censorship feels wrong, but I'm a small time developer in a big timer's game... one or two negative comments can make things really hard. I don't have time for a war of words I'd only lose anyway.
I'm a little surprised (but grateful) that I have the freedom to delete comments on my public posts in someone else's Google+ Community.
Was I wrong to delete the comment?
The original post (minus the offending comment) is here.
Sunday, 3 August 2014
Introduction
So why am I calling Float my debut app? it's because these other two published apps were both made using App Inventor, and I've since learned more about programming and taken on the challenge of writing apps "properly". The advantage is not just satisfaction, but significantly more control on what can be achieved.
App Inventor is great if all you need to do is present some static forms and maybe do a few calculations on some user input, but more complex graphical interactions and complex data handling benefits from the freedom of a fully fledged programming environment.
So now I'm writing in Java using Eclipse. I'm so grateful that Eclipse exists in the first place. I'm not expecting to break into the big time in terms of app development (that wont stop me from hoping though!) so having an affordable (i.e. free!) route into the game was essential. And its been great fun to learn.
Float is also not the first app I've created, but it is the first I've taken as far as publication. There are two currently in draft form on my phone, Float was my third effort, and a fourth is currently just a concept in my head currently. I hope to mention them on this blog in coming posts.
I'll be using this blog to chronicle my efforts to make further improvements to Float. I have some exciting upgrades planned, some of which will be easier than others. I'll finish each post with a description of how I feel it is all going.... Floating, sinking or swimming!
Right now, with Float released, and daily gaining new users.. .I'm Swimming!





