Mobile Client for playing Turn Based

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fwiffo
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Re: Mobile Client for playing Turn Based

Post by fwiffo »

Ah, you're right. It was the first move of the game in that case. I've had server messages since then and they haven't interfered (though it would be nice to be able to have them marked as read).
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mdobbins
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Re: Mobile Client for playing Turn Based

Post by mdobbins »

Redundant wrote:
SpongeBob wrote:
mdobbins wrote:... adding certain features to DGS sometimes tend to Drag-on ;)

O.k., now I know where the name comes from. :D

One further question, though: Is it possible to try out different sequences, before submitting the game move?


On anDGS, if you know the ID you can download the sgf of any game and then edit it.


Yes, that is what you would have to do. The editor supports creating and moving through variations, putting comments on the moves and then saving it all to an sgf file. You just can't go directly directly between the editor to the online player. I wanted to make it easy to explore games in general on the server, but not make it too easy to tempt/encourage people to always do it during playing. So I can't see that I would ever include it in player directly.

The main feature not implemented in the editor is annotations on the board, I plan to eventually implement that when I have time to restructure how I display the board. Before that I will work on adding the other missing normal server features involved with starting, ending a game.
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mdobbins
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Re: Mobile Client for playing Turn Based

Post by mdobbins »

fwiffo wrote:Ah, you're right. It was the first move of the game in that case. I've had server messages since then and they haven't interfered (though it would be nice to be able to have them marked as read).

Yes, I feel your pain. As soon as the new client interface supports message reading and marking as read, I will add it to anDGS.

Displaying messages was a compromise as I would often be playing through anDGS for a long time before I touched a browser and saw that I had a message. Now I get the notice in anDGS and then go to the browser on the phone to process the message.

I pretty much live on my phone with anDGS to the server, so anything that makes my life easier through that interface will be implemented first. ;)
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Re: Mobile Client for playing Turn Based

Post by fwiffo »

If you were impatient, the client could ape a browser and "visit" the message to mark it as read.

While I'm asking for features, does the client interface allow sending comments (e.g. for greeting/thanking your opponent)?
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Re: Mobile Client for playing Turn Based

Post by mdobbins »

fwiffo wrote:If you were impatient, the client could ape a browser and "visit" the message to mark it as read.

While I'm asking for features, does the client interface allow sending comments (e.g. for greeting/thanking your opponent)?


It depends on how long it is going to take to get the new client interface on DGS. If that is delayed, I may have time to mimic a browser to process the message, otherwise I use the time I have to fix bugs and implement the new interface and I often have other projects to work on as well. It is not so much being impatient, after all some games take months to complete on DGS so I have learned patience, it is time and effort to parse the messy HTML coming back when I request the message.

After you make a move but before you touch submit, the large button below the board can be touched to bring up a text entry box to send a comment back to your opponent with your move. It is the same area that your opponents comments are displayed.
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Re: Mobile Client for playing Turn Based

Post by SpongeBob »

mdobbins wrote:I wanted to make it easy to explore games in general on the server, but not make it too easy to tempt/encourage people to always do it during playing. So I can't see that I would ever include it in player directly.

Aren't we all grown up enough to decide that for ourselves? ;-)
Honestly, this is the main benefit for me in playing turn based, that I am able to try out different variations, before I decide on my move. I will ALWAYS do that when I play turn based.

(By the way: this is also implemented on OGS.)
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Re: Mobile Client for playing Turn Based

Post by mdobbins »

Helel wrote:
SpongeBob wrote:
mdobbins wrote:I wanted to make it easy to explore games in general on the server, but not make it too easy to tempt/encourage people to always do it during playing. So I can't see that I would ever include it in player directly.

Aren't we all grown up enough to decide that for ourselves? ;-)
Honestly, this is the main benefit for me in playing turn based, that I am able to try out different variations, before I decide on my move. I will ALWAYS do that when I play turn based.

(By the way: this is also implemented on OGS.)


There is really no point in trying to make people behave according to some moral code.
Let them be the moral cripples that they are, at least they will be happy that way. :twisted:


It is not a case of enforcing some moral code, after all it is easy to download and explore as much as you want. In fact it may actually be easier with the client as you can do both without changing to a different tool.

It takes effort I am not willing to spend in development and support at this point given how easy it is to remember a move in the editor and enter it in the player versus how much more I would have to invest in interface widgets and making sure that a valid move was selected to send to the server and the fact that I would never use it.

I am sympathetic to other peoples desires, but that gets filtered through how much time I have available, and what I think is interesting to work on next.

Your question in this area has caused me to think about what it would take, I can imagine how to do it, but it still is down near the bottom on my value/effort/desire to implement list. The list of what I do want to do with this client is still pretty long and focused on more universal features like starting and ending games, etc. I can't say that I would never change my mind, but a lot has to get done before I would consider it. If I get to the point of doing conditional moves in the client, then this feature would probably just fall out.

little by little.
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