Well, one month and three days but close enough.
So I just wanted to give a quick update on what’s going on with Stick Nodes. The app has been out for a month on Google Play (as well as other smaller Android markets) and here’s where it stands.
- 2,500+ installs
- 100+ ratings at a 4.2 average
- 27 Pro purchases
Other markets (combined)
- 860 installs
- 10 Pro purchases
- Total of 15,000+ total sessions
- New users every day are averaging around 180, with 236 this past Saturday
- Most popular countries (in order): USA, Brazil, Russia, UK
- Most popular devices (in order): Kindle Fire HD, Kindle Fire HD 7, Kindle Fire HD 7 (3rd Generation)
- 30,000+ stickfigures have been imported
(Google Analytics provides incredibly useful and interesting data from your app, definitely recommend implementing it into your projects.)
Anyway, I’m extremely happy with how Stick Nodes is doing so far. The best part is that the daily stats are getting better – meaning that things are only looking up from here.
I had planned to begin porting Stick Nodes to iOS this past weekend. I ordered a used Macbook Pro from eBay and boy, did it take its sweet time shipping – but nearly two weeks later it arrived. The second time I turned it on I was greeted with a black screen and no sound.
I now have a used Mac Mini on the way, hopefully it’ll be here by the weekend so I can finally get on with this iOS nonsense.
So guess what? Well, the title is a pretty dead giveaway, but yeah, Stick Nodes is finally released on Google Play (other Android stores coming very soon, and then maybe even iOS – we’ll see).
There are two versions, a free one and a pro one. They both contain the same features – the only difference being the free version contains a quick ad on startup and applies a small watermark on export .gifs. The pro version contains no ads and no watermark.
Keep up to date
I won’t be doing too much talking about Stick Nodes here, well, at least not as much as I will on the official website, official Facebook page, and official Google+ page – so check those out for the most up-to-date info (mainly future updates and stuff).
So there you go, 4.5 months of work finally coming to fruition – give it a download and a rating (preferably a good one but you know, whatever).
The app comes with a credits.txt file in the main directory (created on the external SD card), but I’ll also post the contents here:
Stick Nodes by Ralph Damiano
Copyright 2014. All rights reserved.
Tuna: Bench, Bird, Sword, Classic Stickfigure
Mat: Pistol, Uzi, Sniper
Sean Byrnes: Block Head, Cha Fighter, Shirt Guy
Ralph Damiano: Little Dude, Ninja, Stickfigure, Swish, Bendy Spine, Floor
Peter Bone for allowing compatibility with Pivot .stk files.
Sean Byrnes for being an awesome beta tester and stick-creator.
Brandon Ridener for being humorous.
So guess what?
The Stick Nodes BETA is live. If you have an Android device, you can try it out right now. Here’s how:
- Become a member of the Stick Nodes BETA Testers Google+ community.
- Follow this opt-in link (while logged in to the same Google account used to join the Google+ community above) to be directed to the Google Play store listing.
That’s all. Please give it a try and let me know of any bugs, suggestions, or anything else!
How to follow Stick Nodes updates
Want to keep updated on the latest Stick Nodes news and updates? Here are your options:
- The official website
- The Facebook page
- The Google+ page
Alright, gotta go fix some stuff. Expect the official release very, very soon!
So things are coming down the home stretch, just wanted to give an update on where things stand as of today.
What got done?
- Fixed up the text/graphics to look better at lower resolutions (the iPhone 4 resolution is the minimum resolution (960 x 640) I was looking to support). While lower resolutions (800 x 480) look okay as well, I doubt anyone will be doing any serious work with an app like this on devices that small.
- Got a more efficient animated .gif encoder implemented. I was finally able to get something working that is cross-platform, fast, produces quality images, and doesn’t eat up memory while working. My solution is a bit of a Frankenstein of multiple code sources online but with my tweaks it works very efficiently.
- Finished the app icons after many iterations of attempts.
- Loads of minor additions, tweaks, and fixes.
What needs to get done?
- Implement functionality to import Pivot-made .stk files. I’ve received the OK from Peter Bone and will hopefully have this feature implemented tomorrow.
- Add Google Services.
- Test the hell out of everything.
So as you can see, there’s not much left on the to-do list. After weeks of crossing one thing off and adding two more, that’s a beautiful sight.
That’s it – things are wrapping up nicely. Barring any unforeseen huge, crippling bugs being discovered I’d say a July release date is looking very reasonable.
No video or anything big this week, just wanted to make a quick update post since it seems like nothing terribly “exciting” is on the horizon in terms of new features or anything.
What’s been done?
I’ve been busy since the last update posts, here’s some of the things that were accomplished.
- Successful saving and loading of projects and stickfigures. This was a biggie and required a lot of work in areas of programming I haven’t dabbled much in (namely playing around with files during runtime). A lot of work also went into optimizing save files. As a result, a typical .stknodes project file is less than 10kb for a hundred or so frames.
- Frame background color added, you can now change the background color of individual frames with a color chooser.
- Made it so there are 2 frames of tweening instead of just 1. Can you say smooth animation?
- Lots of miscellaneous fixes and tweaks, it seems I find something new to fix every day.
- Since this is being built for mobile devices, I have to keep in mind this app can run on almost any resolution imaginable. This past week I discovered that at anything lower than the iPhone 4 resolution (960 x 640), the app begins to look a bit like fecal matter – the graphics get a bit too skewed and the font gets blurry. This is really bugging me and I’m hoping to discover a fix soon.
- The current .gif encoder I have implemented works and is cross-platform, but that’s about all the good I can say about it. It doesn’t necessarily work well (it seems to take a bit too long to encode things that should only take about half the time) and the resulting files seem un-optimized in terms of file size. I’d like to find another solution but damn, these things are hard to come by…
- Fixes for some very elusive bugs that seemingly pop up whenever they want and can’t be tracked down.
So yeah, I have a little left on my plate before I can release Stick Nodes. I’m looking at more of a release date some time in July.
In the meantime, more NON-TWEENED VS. TWEENED ANIMATIONS!