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Changelog

Follow new updates and improvements to GizmoBuild LLC.

Game Day fixes before the weekend

  • Full-time summary after you lock. Locking a finished game no longer hides its Full-time summary. It stays on the Game Day card.
  • No stray message at the final whistle. The old "lock it from the session bar to export" note no longer pops up behind the summary.
  • A red card stays a red card. When a kid is sent off and your league doesn't allow a replacement, an injury or a kid marked absent later in the game no longer brings an extra player back on.
  • Strength dots fit your team size. The Strong / OK / Weak dot on each shift, and the ring on the live screen, now measure against your team's size. 4v4 and 9v9 teams get a fair read. 7v7 reads the same as before.
  • Clearer kickoff and help. Kickoff and game screen wording cleaned up, and the in-app help covers the new Game Day.
Fixed

First-run fixes, printable team sheets, and you can see your saves

Redeeming your code no longer warns you about a roster you don't have.
Setting up a brand-new team used to pop up a message saying your roster and staff were about to be replaced, on a team that was completely empty. Several coaches read that, quite reasonably decided they might be about to delete somebody else's work, and stopped. That warning now only appears when there is genuinely something of yours to overwrite.

When the warning does appear, it tells you everything it will replace.
It used to mention the roster and staff but not the game schedule or the practice schedule, both of which a code import also replaces.

Re-using a code can no longer wipe your practice time.
If a newer code came through without practice information, your practice night, time and field were quietly cleared, and there is no way to type them back in. Your existing practice slot is now left alone unless the new code actually carries a different one.

The team switcher has moved out of the way of the tabs.
Team 1 and Team 2 used to sit directly under Roster, Practice and Game-day and looked just like them, so it was easy to change which team you were looking at while trying to change what you were looking at. The switcher is now on its own labelled row above the tabs.

New: print your lineup, one sheet per shift.
On Game-day there is now a Print sheets button. Each shift prints as its own page:

  • the field map showing where everyone stands, with the formation named on it

  • the roster down the side, grouped by position

  • a bench section telling each player which position they come on at next, and who they are replacing

Players appear as first name and last initial, the same way they appear everywhere else in the app. If two players on a roster share that short name, both are starred wherever they appear and named in a footnote at the bottom of the sheet. Made to be printed and pinned up so players and assistant coaches can see who is on when without passing a phone around. Asked for by a coach through this board.

The header now tells you whether your work is saved.

There is a small badge next to the team name that reads Saved when everything is safely up, Saving while it is going up, Offline, saved on this device when you have no signal, and Not saved, retrying when a save did not land. The last one is tappable and tells you why. Before this, a save that quietly failed looked exactly like a save that worked, which is a bad thing to discover at a game.

The Game-day session bar tells you the shape of the game at a glance.

The shifts, the formation and the minutes per shift now read as one prominent line instead of small grey text, Start Game is the obvious primary button, and rename and delete have shrunk to icons so they stop competing with it. The team buttons are filled rather than outlined, so it is clearer which one you are on.


Thanks to the coaches who wrote in about the first three. None of them would have been found without you telling us something looked wrong.

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