Icons and Themes made easy - Motorola Atrix 2

I been using the app i will go into it's uses and where to get the source from.
This makes themes so easy that it builds all the images for you..
Sorry about some images i put in wrong image type ,they are to be a alpha type and i forgot to do that for the pictures.
This may be posted in wrong area if so mod please move to proper area. And i claim no attachment to this post other than making the info avail. to those that like custom their roms .. the bottom half contains links to icon packs via google.
Good luck and i hope this helps soem that are looking to make a sexy gui for 4.0
Make sure you view the page and so on in Google Chrome..
About a month ago, I tweeted a link to a teaser video that showed off an Android icon generation tool I was building. The goal of the tool was to simplify Android icon creation for developers that don’t have access to design resources.
Today, I’m happy to make this and a few other tools available as part of the new Android UI Utilities open source project. Included are the Android Asset Studio, a set of Android UI prototyping stencils for the very awesome Pencil GUI prototyping software, and some Photoshop icon templates.
You can read more about the project and the currently available tools at the project site on Google Code. Here’s a demo video showing what kind of prototyping and asset generation you can now do:
And here’s a quick screenshot of the currently available UI prototyping stencils:
Video of a portion in use
http://youtu.be/EaT7sYr_f0k?t=31s
Now, I’ll warn that the tools are very much in beta, so they may not yet be ready for prime-time. I’m relying on you, Android developers, to test out these tools and file bugs and feature requests.
Other tools such as XML and 9-patch generators, as well as more stencils, are planned. If you’ve got ideas on what to add, you can let me know in the comments, file a feature request, or even contribute some code. I’m looking forward to expanding this project in the future to help make UI design on Android easier!
Icon generators — Make icons for your app
Icon generators allow you to quickly and easily generate icons from existing source images, clipart, or text.
Launcher icons
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Menu icons
Action bar icons (Android 3.0+)
Tab icons
Notification icon
[
Device frame generators — Frame your screenshots inside device photos
Device frame generators allow you to quickly wrap your app screenshots in real device artwork, providing better context for your screenshots.
Device frame generator
Here is the developers website link, it also contains his src code to the program
http://android-ui-utils.googlecode.com/hg/asset-studio/dist/index.html
____________________________________________________________
Googles dev how to for icons with src links below
New Guides for App Designers!
Check out the new documents for designers at Android Design, including more guidelines for Iconography.
Creating a unified look and feel throughout a user interface adds value to your product. Streamlining the graphic style will also make the UI seem more professional to users.
This document provides information to help you create icons for various parts of your application’s user interface that match the general styles used by the Android 2.x framework. Following these guidelines will help you to create a polished and unified experience for the user.
The following documents discuss detailed guidelines for the common types of icons used throughout Android applications:
Launcher Icons
A Launcher icon is a graphic that represents your application on the device's Home screen and in the Launcher window.
Menu Icons
Menu icons are graphical elements placed in the options menu shown to users when they press the Menu button.
Action Bar Icons new!
Action Bar icons are graphical elements representing action items in the Action Bar.
Status Bar Icons
Status bar icons are used to represent notifications from your application in the status bar.
Tab Icons
Tab icons are graphical elements used to represent individual tabs in a multi-tab interface.
Dialog Icons
Dialog icons are shown in pop-up dialog boxes that prompt the user for interaction.
List View Icons
List view icons are used with ListView to graphically represent list items. An example is the Settings application.
To get started creating your icons more quickly, you can download the Android Icon Templates Pack.
Using the Android Icon Templates Pack
The Android Icon Templates Pack is a collection of template designs, textures, and layer styles that make it easier for you to create icons that conform to the guidelines given in this document. We recommend downloading the template pack archive before you start designing your icons.
The icon templates are provided in the Adobe Photoshop file format (.psd), which preserves the layers and design treatments we used when creating the standard icons for the Android platform. You can load the template files into any compatible image-editing program, although your ability to work directly with the layers and treatments may vary based on the program you are using.
You can obtain the latest Icon Templates Pack archive using the link below:
Download the Icon Templates Pack for Android 4.0 »
http://developer.android.com/shareables/icon_templates-v4.0.zip
Download the Icon Templates Pack for Android 2.3 »
http://developer.android.com/shareables/icon_templates-v2.3.zip
Download the Icon Templates Pack for Android 2.0 »
http://developer.android.com/shareables/icon_templates-v2.0.zip
Download the Icon Templates Pack for Android 4.0 »
For previous versions of the Icon Templates Pack, see the Downloads section in the box at the top-right corner of this page.
Providing Density-Specific Icon Sets
Android is designed to run on a variety of devices that offer a range of screen sizes and resolutions. When you design the icons for your application, it's important keep in mind that your application may be installed on any of those devices. As described in the Supporting Multiple Screens document, the Android platform makes it straightforward for you to provide icons in such a way that they will be displayed properly on any device, regardless of the device's screen size or resolution.
In general, the recommended approach is to create a separate set of icons for each generalized screen density. Then, store them in density-specific resource directories in your application. When your application runs, the Android platform will check the characteristics of the device screen and load icons from the appropriate density-specific resources. For more information about how to store density-specific resources in your application, see Resource directory qualifiers for screen size and density.
For tips on how to create and manage icon sets for multiple densities, see Tips for Designers.
Tips for Designers
Here are some tips that you might find useful as you develop icons or other drawable assets for your application. The tips assume that you are using Adobe Photoshop or a similar raster and vector image-editing program.
Use common naming conventions for icon assets
Try to name files so that related assets will group together inside a directory when they are sorted alphabetically. In particular, it helps to use a common prefix for each icon type. For example:
Asset Type Prefix Example
Icons ic_ ic_star.png
Launcher icons ic_launcher ic_launcher_calendar.png
Menu icons and Action Bar icons ic_menu ic_menu_archive.png
Status bar icons ic_stat_notify ic_stat_notify_msg.png
Tab icons ic_tab ic_tab_recent.png
Dialog icons ic_dialog ic_dialog_info.png
Note that you are not required to use a shared prefix of any type — doing so is for your convenience only.
Set up a working space that organizes files for multiple densities
Supporting multiple screen densities means you must create multiple versions of the same icon. To help keep the multiple copies of files safe and easier to find, we recommend creating a directory structure in your working space that organizes asset files per resolution. For example:
Code:
art/...
ldpi/...
_pre_production/...
working_file.psd
finished_asset.png
mdpi/...
_pre_production/...
working_file.psd
finished_asset.png
hdpi/...
_pre_production/...
working_file.psd
finished_asset.png
xhdpi/...
_pre_production/...
working_file.psd
finished_asset.png
This structure parallels the density-specific structure in which you will ultimately store the finished assets in your application's resources. Because the structure in your working space is similar to that of the application, you can quickly determine which assets should be copied to each application resources directory. Separating assets by density also helps you detect any variances in filenames across densities, which is important because corresponding assets for different densities must share the same filename.
For comparison, here's the resources directory structure of a typical application:
Code:
res/...
drawable-ldpi/...
finished_asset.png
drawable-mdpi/...
finished_asset.png
drawable-hdpi/...
finished_asset.png
drawable-xhdpi/...
finished_asset.png
Use vector shapes where possible
Many image-editing programs such as Adobe Photoshop allow you to use a combination of vector shapes and raster layers and effects. When possible, use vector shapes so that if the need arises, assets can be scaled up without loss of detail and edge crispness.
Using vectors also makes it easy to align edges and corners to pixel boundaries at smaller resolutions.
Start with large artboards
Because you will need to create assets for different screen densities, it is best to start your icon designs on large artboards with dimensions that are multiples of the target icon sizes. For example, launcher icons are 96, 72, 48, or 36 pixels wide, depending on screen density. If you initially draw launcher icons on an 864x864 artboard, it will be easier and cleaner to tweak the icons when you scale the artboard down to the target sizes for final asset creation.
When scaling, redraw bitmap layers as needed
If you scaled an image up from a bitmap layer, rather than from a vector layer, those layers will need to be redrawn manually to appear crisp at higher densities. For example if a 60x60 circle was painted as a bitmap for mdpi it will need to be repainted as a 90x90 circle for hdpi.
When saving image assets, remove unnecessary metadata
Although the Android SDK tools will automatically compress PNGs when packaging application resources into the application binary, a good practice is to remove unnecessary headers and metadata from your PNG assets. Tools such as OptiPNG or Pngcrush can ensure that this metadata is removed and that your image asset file sizes are optimized.
Make sure that corresponding assets for different densities use the same filenames
Corresponding icon asset files for each density must use the same filename, but be stored in density-specific resource directories. This allows the system to look up and load the proper resource according to the screen characteristics of the device. For this reason, make sure that the set of assets in each directory is consistent and that the files do not use density-specific suffixes.
http://developer.android.com/guide/practices/ui_guidelines/icon_design.html#templatespack

You had me at 9s patcher

mtnlion said:
You had me at 9s patcher
Click to expand...
Click to collapse
Lol
Sent from my MB865 using xda premium

Hope it makes your. Job easier in long run
Glad i can help
Thought i would upload some screenshots of my some mods i have done. gui mods that is
..Hope these post

cool~That's useful for me:good:

Related

Fullsize Home Screen Icon for Websites or Web Applications

Hi y'all.
Full Icons for the desktop are much better and should be used when available as opposed to the "lapel" style that android does natively.
Problem:
Today I got a google wave invite and brought up the mobile version. Then I added an icon to my desktop for easy access. Here is what it looked like (the bookmark text was edited)
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
As you can tell, it looks like a regular bookmark link but has the little google wave lapel. A bunch of sites do this.
However, when the same bookmark is make on the iphone it looks like this (bottom row, next to the poop icon) (not my phone had buddy ss it for me)
Here is the apple documentation for retrieving this icon:
How do I create a Home screen icon for my website or web application?
Safari on iPhone OS allows users to save a bookmark to your website or web application on the Home screen, alongside icons for native applications. For this bookmark, you can specify a single icon for your entire site or application by placing a 57 x 57 pixel .png image named apple-touch-icon.png in the root directory of your website. Or, to provide a specific icon for a section or page, use a link tag that defines the relationship as apple-touch-icon and includes a link to the icon image, as shown in Listing 3.
Listing 3: Specifying a per-page Home screen icon
<link rel="apple-touch-icon" href="/my_custom_icon.png"/>
Guidelines for creating Home screen icons are available in the "Create an Icon for Your Web Application or Webpage" section of the iPhone Human Interface Guidelines for Web Applications], and detailed information about linking your icon to your web content can be found in the "Specifying a Webpage Icon for Web Clip" section of the Safari Web Content Guide for iPhone OS.
Click to expand...
Click to collapse
http://www.devworld.apple.com/safari/library/codinghowtos/Mobile/UserExperience/index.html#GENERAL-CREATE_A_HOME_SCREEN_ICON_FOR_MY_WEBSITE_OR_WEB_APPLICATION
some more implementation details on the sites side
An article about today about the mobile google wave site and this logo
I am not a coder but am a product manager for software dev, so i can't code this up myself effectively.
Initial Proposal / Method
My guess would be that we need to edit the way a bookmark is stored and create an additional parameter which would be pulled from here
<link rel="apple-touch-icon" href="/my_custom_icon.png"/>
Click to expand...
Click to collapse
and then the core would need to be editing to display that additional parameter if not null when the bookmark shortcut is made.
Anyone interested?
I agree about the icons: it makes a lot of sense to give web shortcuts "full citizenship".
Where did you get that cool wood wallpaper?
Thanks
The background (the document with the earth on) is determined by the the image ic_launcher_shortcut_browser_bookmark.png in the drawables folder of Browser.apk and is easily changed if you know how (any themer does). The additional icon (the Wave logo) is added (by Launcher(?)) to the general bookmark icon if the site has a favicon.
/Mats
I know this isn't a resolve, but I just use Better Cut to change the icon to a custom icon I made or found. That's why my browser looks like Chrome, etc..
i love sweet icons like that
(big and cool)
ZilverZurfarn said:
The background (the document with the earth on) is determined by the the image ic_launcher_shortcut_browser_bookmark.png in the drawables folder of Browser.apk and is easily changed if you know how (any themer does). The additional icon (the Wave logo) is added (by Launcher(?)) to the general bookmark icon if the site has a favicon.
/Mats
Click to expand...
Click to collapse
Great!
However a themer is just swapping out png's correct? Not actually writing code to pull the png from different places depending on certain properties of the target?
Is it possible to not only save the favicon but also to store the custom_icon if available and then have the launcher display that instead?
PCTechNerd said:
I know this isn't a resolve, but I just use Better Cut to change the icon to a custom icon I made or found. That's why my browser looks like Chrome, etc..
Click to expand...
Click to collapse
Yea I did this little trick for a facebook shortcut. Its okay, but would work better/faster if it did it on its own.
Maybe initially, we could have the launcher display just the favicon and not the overlaid deal?
DownloaderZ said:
Great!
However a themer is just swapping out png's correct? Not actually writing code to pull the png from different places depending on certain properties of the target?
Click to expand...
Click to collapse
Correct.
DownloaderZ said:
Is it possible to not only save the favicon but also to store the custom_icon if available and then have the launcher display that instead?
Click to expand...
Click to collapse
I guess the Launcher could be persuaded to behave like that. But that's an issue for Launcher hackers, like irrenhaus: http://forum.xda-developers.com/showthread.php?t=540880
I'm afraid the favicon only would look terrible, as it's just a 16x16 image that would be resized to 48x48:
However, by changing the std shortcut png in Browser, things can be improved:
/Mats
Are there any devs interested in helping out? (man, this sounds like a desperate plea)
Wow this is a really good idea. So basically you just want to do away with the png provided by the launcher all together and have it take the iphone icon from the website and make that the shortcut image? Sounds like a fairly simple task. I can't do it, unfortunately. But it sounds like it can be done quite easily. Someone will surely pick this up eventually
BetterBookmarks
BetterBookmarks in the Market does this already. I'm not sure if the functionality is exactly what the original poster is asking for, but I think it's pretty close. Check it out- http://www.cyrket.com/package/com.android.BetterBookmarks
It's been out for quite a while, and I'm not sure how accurate the app is at finding the icons for iPhone OS anymore. From my experience, the output of the shortcuts aren't as pretty as they would be in iPhone OS, but they're a lot more functional than the default website shortcuts.
Many favicons have multiple sizes embedded for this very reason. Would be nice if the launchers could just use the bext quality one.
I had a problem with BetterCut whenever I changed the icons for bookmarks, they'd stop working.
I just make my bookmarks into programs. Not recommended for the everyday user but it looks nicer to me and I have more control.
Intent myIntent = new Intent(Intent.ACTION_VIEW,
Uri.parse("http://r3nrut.com"));
startActivity(myIntent);
This is all the code required to click on the icon and start the browser. Easy as pie. You can drop whatever .png icon file you have into the /res folder and name it icon.png. That's all there is to it.
R3nrut said:
I just make my bookmarks into programs. Not recommended for the everyday user but it looks nicer to me and I have more control.
Intent myIntent = new Intent(Intent.ACTION_VIEW,
Uri.parse("http://r3nrut.com"));
startActivity(myIntent);
This is all the code required to click on the icon and start the browser. Easy as pie. You can drop whatever .png icon file you have into the /res folder and name it icon.png. That's all there is to it.
Click to expand...
Click to collapse
What the geeze.. gimme a sample? plz?
...how to hide from appdrawer..?
R3nrut said:
I just make my bookmarks into programs. Not recommended for the everyday user but it looks nicer to me and I have more control.
Intent myIntent = new Intent(Intent.ACTION_VIEW,
Uri.parse("http://r3nrut.com"));
startActivity(myIntent);
This is all the code required to click on the icon and start the browser. Easy as pie. You can drop whatever .png icon file you have into the /res folder and name it icon.png. That's all there is to it.
Click to expand...
Click to collapse
How about a complete sample source code? =)
maxisma said:
How about a complete sample source code? =)
Click to expand...
Click to collapse
Sure, its way simple though.
Code:
package com.bookmark.r3nrut;
import android.app.Activity;
import android.content.Intent;
import android.net.Uri;
import android.os.Bundle;
public class bookmark_r3nrut extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Intent myIntent = new Intent(Intent.ACTION_VIEW,
Uri.parse("http://r3nrut.com"));
startActivity(myIntent);
}
}
Anyone interested in helping me tackle this?

[APP] [FREE!!!] Pl3xWallpaper Customizable LiveWallpaper!!

{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
!!! NOW FREE IN THE MARKET !!!​
This is a LiveWallpaper app based on the Nexus LiveWallpaper from Google, but with full controls over everything you can imagine giving you full control over this wallpaper without the need of a themer or developer to modify it for you.
This is an FAQ/Instruction type post which outlines the capabilities and controls of Pl3x Wallpaper 4.x
Why would I stop charging for this app and give it out for free? I've learned that people love free things, and are more apt to try my works if I offer them for free. Later down the road, when I publish more apps I might throw a paid app back out there.
Now on to the good stuff! How to work this thing!
The Wallpaper Items:
There are 3 main parts to this wallpaper, the images. We'll cover those first, as the rest of the controls dont mean squat unless you pick these images wisely.
The Background Image
This one is quite obvious. Its the actual wallpaper of this application, and is automatically resized to 854x960 for you (will upscale/downscale from there for different devices automatically), so you can feel free to use images from your Camera's save folder. If you use an image that is not in this 854x960 aspect ratio (8:9) it will automatically be stretched and skewed to fit. (better ratio/size controls will be introduced in v5)
The Sprite Image
The Sprite is the "square dot" on the Nexus LWP, or the Circle 3 in the above left screenshot. It is a small image, at only 64x64. You can use larger images if you want, they will be automatically resized to 64x64 for you. Just be careful of stretching/skewing!
This image is very special, as its not used straight up as you might expect. Google uses their private API named RenderScript to modify this image heavily, giving it a "glow" effect of a light. In that regard, it acts just like an actual light. White would be the brightest of all colors, while black is technically no light at all so it doesnt show up at all (black is transparent). Darker colors are effected by this too, as they appear to be more "See through" or "opague" than brighter colors because of this rendering effect. I have tried many times and many different ways to disable this effect so we can use black as a Sprite color, but sadly I keep failing. As I progress in this project, I continue to dissect Google's RenderScript API (which is not documented at all) looking for a way to allow dark/black colors.
The Trail Image
This image is the long trailing color behind the sprite that slowly appears to fade out to nothing. This is also a fairly small image, but it is NOT in the size you would expect. It is 128x128 and a simple gradient FG->Transparent. I usually dont change this image, and dont recommend changing it either, but I hate limiting people on their controls, so I have included it in this app.
The coloring of the trail is the same color as its sprite it is attached too, and also goes under the same RenderScript effects as the sprite.
The length (or size) of the trail can be adjusted, shorter or longer. The width can also be adjusted smaller or wider. However, its not as simple as it sounds. The two are somehow tied very closely together, and I havent looked into the equation to figure it out yet. Play with the settings until you find what suits you best.
The Controls:
Selecting an Image
Selecting an image is really simple. Just click on Background/Sprite/Trail at the top of the main screen to open the Image Selector screen.
Here you will see a list of folders to visually navigate through. Clicking on folders will open them, pressing the back button or "[parent folder]" will go back a folder. Pressing back on the root (/) directory will close the Image Selector screen and return you to the main screen.
If a folder contains any images, they will be presented to you at the bottom of your screen in a Gallery View. Scroll/Flick through this Gallery to select your image. The Gallery populates itself and caches thumbnails to your SDCard. You can clear the cache at any time, instructions for that are down towards the bottom of this post.
The Image Confirmation screen will show you a small, resized (if larger than screen) preview of the image you just clicked on. Click the Set button to set this and go back to the main screen. Click Cancel to go back to the Image Selector screen to pick another image file.
The Color Controls
There are 4 colors that can be adjusted to anything you want. Have them all the same, or all different. Its up to you. All 16.7 million colors are available to you.
There is a row of 4 large, colored dots. Click on one to bring up a color wheel. Drag your finger around the wheel until the center dot displays the color that you want. Or you can type in the Hex # if you want. Click that center dot to set that color. Do the same for all 4 colors.
Number of Sprites
This allows you to set how many free floating Sprites there are on the screen.
Max Number of Sprites on Tap
When you Tap on the screen (not in preview mode) 4 Sprites shoot out in all directions from where your finger is. You can have so many Extra Sprites on the screen at any given time. The default is 20, so after 5 quick taps it stops drawing extra Sprites until the previous ones disappear offscreen. Raise this to raise that limit.
Speed
This is the set speed of how fast the Sprites are moving across the screen.
Speed Variance
Notice not all Sprites move at the same speed, some slower, some faster. This setting controls that. It is a Variance control, meaning it goes both high and low of the set speed. If speed is 5, and variance is 2, then your sprites will randomly be set at speeds between 3 and 7.
Max Redraw Offscreen Delay
This is how long the Sprites stay "alive" while offscreen before they are redrawn.
Trail Length
This is the trail's length control.
Trail Width
This is the trail's width control.
Allow Tap
You can allow the Tap that was mentioned previously or not. Jus tuncheck this and taps ont he screen will no longer draw extra Sprites.
Menu Button Controls
The following settings are found by pressing your device's Menu button.
Color Schemes
I have included the standard color schemes that can be found in CM's Nexus LWP mod, plus a few more (more will be added with each version). These are a named set of 4 colors, predefined in the app. Select one from the list, and the colors will automatically be set on the main screen. You can then decide to use these colors, or modify them with the above mentioned Color Controls.
Load Defaults
This will simply unset any custom images you have set, and restore all slider/checkbox values to their default preset values.
Clear Cache
This clears the Gallery View images from the cache located on the SDCard
------------------
If you have any issues at all with this wallpaper app, please report the bug to me in PM, and as a temporary fix try clearing the Pl3x Wallpaper data.
*Currently this app is ONLY for Froyo HDPI devices. IF you cant find it in the Market, then your device is most likely not supported.
updated for v4 paid
Here are a few Sprite images I've put together for ya'll to use (remember, black is transparent )
And here is a custom trail to get your imagination juices flowing
Updated for FREE version.
I've downgraded the paid version to free!
billygalbreath said:
Updated for FREE version.
I've downgraded the paid version to free!
Click to expand...
Click to collapse
hey dude, iv been looking on the market and i can not find it, is it gone? If you can, can you send me a apk download?
super-6-1 said:
hey dude, iv been looking on the market and i can not find it, is it gone? If you can, can you send me a apk download?
Click to expand...
Click to collapse
http://www.appbrain.com/app/pl3xwallpaper/com.pl3x.livewallpaper
it says " the requested Item could not be found" so im guessing its down right now.
super-6-1 said:
hey dude, iv been looking on the market and i can not find it, is it gone? If you can, can you send me a apk download?
Click to expand...
Click to collapse
billygalbreath said:
*Currently this app is ONLY for Froyo HDPI devices. IF you cant find it in the Market, then your device is most likely not supported.
Click to expand...
Click to collapse
10 char

[Live Wallpaper] Asus MyWater Reworked w/ tutorial (no root required)

As I mentioned in another thread, I was intrigued by Ruvort's modifications to the Asus MyWater live wallpaper over at xoomforums.com and some of the work from similar xda developers threads here and here.
The most common issue with using these modified live wallpapers is that they simply replace the default Asus MyWater live wallpaper, which limits you to having one at a time and causes additional difficulties for Transformer owners since the Asus MyWater live wallpaper is a system application. I have been in contact with Ruvort and plan on working with him to re-release his live wallpapers with the necessary adjustments so that they can all coexist and multiple flavors can be installed at the same time; even on non-rooted tablets.
These reworked MyWater live wallpapers are my initial step into the arena of editing APK files. They can be installed and uninstalled like any other application, however allowing installation of non-Market applications is required. I should note that in order to prove out some edits I made to the smali disassembly files, I adapted Ruvort's excellent work for the beer w/ lime wallpaper and I hijacked his idea for the ducky wallpaper.
Update: On a whim, I decided to check the alignment of the APK files using zipalign. I found that the resources in the wallpapers needed adjustment, so I have corrected the alignment for all the attached wallpapers. If you downloaded and installed any wallpaper from this post prior to June 24th 2011, I recommend replacing with an optimized version.
Update 2: It has been discovered that these live wallpapers have issues when running on ICS. I am aware of the issues and have been working toward a solution (one recent attempt here). While workarounds have been reported, I have not tried any of them myself and prefer to address the problem at its source. Once I am confident that I have things working correctly, I intend on starting a new thread to feature the updated, ICS-friendly designs. Stay tuned...
Beer w/ Lime
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
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Jolly Roger
Rubber Duckie (original v1.0)
Rubber Duckie (updated to v1.1 14th June 2011 - original still available)
Loch Ness Monster (added 12th June 2011)
Honeycomb (added 14th June 2011)
Tux (added 20th June 2011)
Note: There are additional wallpapers attached to subsequent thread posts.
Creating the Reworked MyWater Wallpapers
The following is an overview of the process I followed in creating the live wallpapers found in the first post. These instructions are intended to serve as a guide to those interested in creating their own modifications.
Prerequisites
Asus MyWater APK (you can grab a copy here)
android-apktool - tool for reengineering Android apk files (here)
roptipng - modification to OptiPNG PNG optimizer (here)
SignApk.jar - (Google search)
zipalign - archive alignment tool (included in Android SDK)
Step 1 - Decoding the APK
Using apktool, decode the APK to retrieve the resources into nearly original form. In this example, the decoded files are placed in a directory called MyWaterDir.
Code:
apktool decode MyWater.apk MyWaterDir
Step 2 - Modifying the package name
The package name is a unique identifier used by Android to manage the installed applications. The easiest package name modification simply involves changing all instances of asus to another unique identifier.
Using your favorite editor (I like gVim), modify the package name found in MyWaterDir/AndroidManifest.xml (com.asus.livewallpaper) and MyWaterDir/res/xml/glwallpaper.xml (com.asus.livewallpaper.gl.MyWaterSettings). There are only 2 instances of the package name in the XML files.
The package name is also embedded in the smali disassembly files (MyWaterDir/smali/com/asus/livewallpaper/gl/*.smali). In all, there are 1791 instances of the package name in the smali files that must be updated. My recommendation is to find an editor that makes it easy to perform a global search and replace.
The package name must also match the folder hierarchy under the smali folder (MyWaterDir/smali/com/asus/livewallpaper/gl/). Change the name of the asus folder to match the new unique identifier selected for the application.
Step 3 - Update the application name and settings text
Using your favorite editor, modify the text found in MyWaterDir/res/values/strings.xml. Rather than worry about translations for my updated text, I chose to remove all but the default by deleting the MyWaterDir/res/values-XX folders (keep values-large).
Step 4 - Update the image resources
The image resources are found in MyWaterDir/res/drawable-mdpi. You can modify these images or use your own. For the purpose of this tutorial there is a requirement that they maintain the original file naming scheme. It is also important to note that if you provide an image with different dimensions, it will be scaled to match the dimensions of the original image. Modifications to the smali disassembly files are required to overcome this limitation.
As an optional step, you can optimize the PNG image resources to reduce their size.
Code:
roptipng -o7 MyWaterDir/res/drawable-mdpi/*.png
Step 5 - Build the APK
Now that the desired modifications have been made, build the APK using apktool.
Code:
apktool build MyWaterDir MyWaterModified_unsigned.apk
Step 6 - Sign the APK
The Android system requires that all installed applications be digitally signed with a certificate whose private key is held by the application's developer. I followed the instructions found here or here for generating my keys and using them to sign the APK. It should also be possible to sign the APK using the approach recommended at developer.android.com.
Code:
java -jar signapk.jar certificate.pem key.pk8 MyWaterModified_unsigned.apk MyWaterModified_signed.apk
Step 7 - Zipalign the APK
Zipalign the APK to optimize the way it is packaged in order to enable the Android operating system to interact with the application more efficiently. The benefit of this step is a reduction in the amount of RAM consumed when running the application.
Code:
zipalign -f -v 4 MyWaterModified_signed.apk MyWaterModified.apk
________________________
The truly adventurous can take a stab at modifying the smali disassembly prior to building the APK. The syntax is a bit difficult to follow at first, but with proper modifications you can adjust the image dimensions, rendering locations, and much more. I found it useful to pull the classes.dex file from the APK, convert it from .dex to .class format using dex2jar, and then browse the reconstructed source using JD-GUI. It is important to remember that the reconstructed source is not a 100% match to the original source code. However, it is useful for comparing against and understanding the corresponding smali source.
________________________
I hope some of you find this information useful. If so, be sure to say thanks via the button below.
Amazing, Will try it now !
edit : works perfectly, I will news it on my french website about the transformer
awesome job...
Ni$E
Remarkable
Thanks for your share, it's amazing.
I love the yellow duckie .... (and my wife too ;-) )
The duck is the best one!
Thanks for documenting the process
These are great, thanks so much for your effort here.
Fantastic work man.
I appreciate the praise I've received for this work. I took a couple hours this evening to throw together another version containing one of my favorite lake monsters. Nessie is definitely one of the biggest "ice cubes" I've used for these wallpapers.
It might be worth pointing out that in order to render "ice cube" images larger than the original 324 x 226 ice cube, the GLIceItem constructor should be edited to specify the desired dimensions.
I spent a little while playing around with this this evening, and came up with a rough version of one of my own. It needs some refining, and I'll work on it some more when I get a little time. You need to turn off the rotate with screen setting for it to work properly with the background. I'd like to figure out a way to make the background rotate and move with the water, but that will take some time.
I've attached a screen shot. I don't think I can attach a file from tapatalk, so I'll try to attach the apk later.
Edit: Apk is attached.
Let me know what you guys think. If anyone has any suggestions, especially regarding having the background rotate, please let me know. Thanks.
Sent from my Transformer TF101 using Tapatalk
EDIT: The lighthouse/landscape is now part of the floating element, so it floats and rotates with the buoy. It has a noticeably different effect, almost as if you are moving with the water instead of the other way around. Anyway, take a look at it and let me know what you think.
Here's my second attempt. This one rotates just fine.
Thanks to you, it's nice.
If you know how to make a babe on a air mattress ....
Like that for ex :
There are a lot of possibilities for these wallpapers.
While I prefer to distance myself from using copyrighted images, the Jaws and Winnie the Pooh movie posters could provide some inspiration.
jschmier said:
There are a lot of possibilities for these wallpapers.
While I prefer to distance myself from using copyrighted images, the Jaws and Winnie the Pooh movie posters could provide some inspiration.
Click to expand...
Click to collapse
Yeah, I had an idea for a cool deadliest catch version.
poussinou69 said:
Thanks to you, it's nice.
If you know how to make a babe on a air mattress ....
Like that for ex :
Click to expand...
Click to collapse
Find me a good image to use of a babe on a float and I'll do it.
I met a young fellow who had to show off his Ipad2 but when he saw these creations his jaw fell open in envy! You guys ROCK!!!
Good job guys, this is awesome. Look forward to see what else people come up with. It will be much better to have them co-exisiting but its hardly the end of the world to install small packages when you want to change
keep it coming guys. I love those wallpapers and I hope we see some more in the future. I would like to see the duck with a different background.....Thanks for sharing.
dhamma110 said:
I would like to see the duck with a different background...
Click to expand...
Click to collapse
You have something in mind?
Update: new background added in v1.1

Celestial Game Engine [Simple][Fast][Many Powerful tools]

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Features
- Soon to be Open Source
- OpenGL Graphics engine
- Simple integration, just add jar to build path and extend CelestialSurface
- Simple sprite, menu item, and animation system
- Several Powerful tools (including map editor, animation packer, and skeletal collision tool)
- Lightweight and FAST
- Multithreaded for logic and graphics with a flawless synchronization
- Transformation animations
- Ouya Support
- Easy integration with other engines / android view, layouts, and events
- Unique Map editor with physics
- Android 2.2 Requirement
- Easy online capabilities (tested for MMO style games)
- Easy ad Integration
- Runs 60 fps on almost every new device (tested on ouya, Transformer prime tf300t, Samsung Galaxy 2-4, HTC ONE, and some others)
Sprite
- All Sprites are animable with one line of code
- Scalable (Also scales collision skeleton)
- Collision skeleton ** See program below
- Can receive animation transformations (ie. Jump(height,time), moveTo(x,y), scaleTo(xScale,yScale) ect...)
- Sprite from Sprite initialization (create a sprite that inherits parameters from parent)
- Sprite in Sprite ability (For example create a sword item and bind it to the "Hero" sprite to match sprite translations)
- MUCH more... (will add later)
Code:
CESprite hero = new CESprite(R.drawable.heroSprite,"hero_skeleton.ces",x,y);
client.add(hero); // Placed Hero sprite at x,y on screen already listening for collisions
Animation
- Simple animation system
- frame skip and frame lag (wait time for next frame)
- Simple packing software ** See below
- Animations are indexed and invoked through an animable object (ie. Sprite, Player, or a custom class extended from animable)
Code:
CEAnimation punch = new CEAnimation(R.drawable.punchAnimation, "hero_punching.cps", 0, 47,false);
// CEAnimation(Spritesheet img, software exported file, startFrame, endFrame, boolean flipped);
client.add(punch); // indexed at 0 (indexes in the order they were added to client)
heroSprite.setAnimation(0); // Called in update to play the 0 index animation over heroSprite (plays until heroSprire.setAnimatin(-1) is called
// Then returns to the still image assigned to heroSprite
Map
- Most unique and powerful piece of the engine
- Created by the Celestial Map editor ** See below
- 32x32 or 64x64 tile support
- Parallax and RPG style map support (different physics handling)
- Physics for parallax maps(falling, jumping, ect...)
- Anchor for viewport can be tied to any animable object (Sprite, Player, or extended animable class)
- Sprites have a x and y position for Absolute location relative to screen along with a viewX and viewY position relative to map
(scroll parallax or RPG style map by by changing the anchors viewX and viewY)
- UNIQUE FEATURE: linear walking (parallax): rather then walking on flat tiles CEMap has a linear walking feature
plot points on valleys and hills to create linear (y = mX + b) lines that the Sprite/anchor will traverse **See program below
- Indexed maps to preload and retrieve from client
- More features to be included soon
Code:
CEMap levelOne = new CEMap(R.drawable.backgroundimage,"exportedTileData.clm","exportedWaypointData.cwm",heroSprite,physicsObject);
// CLM and CWM are exported from software heroSprite is animable anchor, physicsObject is the "world physics" object
client.add(levelOne);
//In game loop
client.setMap(0); // Indexed same way as animation
Celestial Designer
- Three programs in one Celestial Map editor, Celestial Sprite packer (animation), and Celestial Skeleton creator
- Windows (done), linux / unix (coming VERY soon)
- Simple, easy to use interface
Map Editor
- Save and load projects
- Create a RPG or Parallax style map
- One click export to file
- Eraser and undo button
- Supports 32 and 64 tiles
- More features to come
Sprite Packer
- Loads several image file types
- One click packing (set width and height of texture)
- smart adjust (beta)
- one click export to celestial file
Skeleton creator
- Very Simple ATM
- Using the line tool draw lines on the imported image to create its collision skeleton
- One click export
- Add exported file to Sprite constructor
- Use method sprite.addCollidable(Animable sprite); to tell the engine to listen for collision with referenced objects
- Can add as many collidables and needed with same line of code
- When the engine detects skeleton collision it will update the sprite object
- Get colliding object by using sprite.getColliding(); returns colliding object or null
Let me know what you all think, the project will be released soon I am basically just finishing video tutorials that will be available on my website
http://celestialengine.com
Game Castle Blitz was created with Celestial engine in 3 hours and less then 300 lines of code
​
Sounds interesting, hope it'll be released soon for testing
Release shouldn't be too long. I am looking for good developers to test out the engine and develop marketable games using it. If you are interested in being one of these developers, PM me for my skype and we can talk further. I may give you beta access, with priority bug fixing and feature additions.
Developing a new RPG game with this in order to establish templates and verify all the map components are working properly, so far getting 60 fps with 64X64 tiles and linear walking!
Looks nice but there is a typo in your logo
Any updates on the engine progress?
Sent from my Nexus 5 using Tapatalk
UPDATE: It has been awhile since I have revisited this forum for an update. I am in the process of developing a 2D RPG in order to test the usability of the engine, and to make sure all aspects are working properly and efficiently. As of now this game has come a long way. I have resorted to having to recode a large section of the Mapping code; however, this is almost finished.
More progress posts to come.
Quick update:
Finished re-writing the mapping code, it now has a sustained 60+ FPS (I personally cap at 60...I dont see why you wouldnt) for indefinite sized maps. This is done through a semi complex tiling algorithm with "Smart Chunking" to determine how much map should be loaded to memory and how much needs to be displayed on the screen in order to minimize iterations.
Works amazingly. To test it, I ran a 128,000 px width map on a 3 year old android and it ran 60 fps with several overlayed animations and sprites.
Up Next,
Attaching attributes to sprites:
- Basically have a class where you can set up attributes such as Hp, strength, mana, intelligence, all those fun things then be able to pass it into a sprite class such as myHero.setAttributes(HeroAttributes); and myHero.getAttributes().getHP(); to return hp (fully customizable this way)
shouldn't take terribly long.
Hi,
Nice work.
The project will be open source ?
Sylvaner said:
Hi,
Nice work.
The project will be open source ?
Click to expand...
Click to collapse
Yes it will be, the OP stated it in the first post as "Soon to he Open Source"
Sent from my Nexus 5 using Tapatalk
Jimlarck said:
Yes it will be, the OP stated it in the first post as "Soon to he Open Source"
Sent from my Nexus 5 using Tapatalk
Click to expand...
Click to collapse
Ok first sentence of your message and the post. I will buy glasses
Sylvaner said:
Hi,
Nice work.
The project will be open source ?
Click to expand...
Click to collapse
Yes, and I am getting closer and closer each day.
Update: I finished with attributes. They work pretty simply, you can make an attribute class for each sprite for example fireEnemy, extend CEAttribute then you can pretty much fully customize this to include anything you want. I may also create some general interfaces that can be implemented to make things easier.
Simply put:
Code:
public class Fire_Monster extend CEAttributes{
Public int HP = 100;
Public int SPAWN_X = 150; // CEEngine will set the Y
Public int STRENGTH = 1000;
}
Code:
CESprite fireMonester = new bla bla bla...
fireMonster.setAttributes(Fire_Monster); // sets ... obviously
fireMonster.getAttributes().HP -= 100; // Oh crap he's dead
Up next: A software recode!!!!
Basically the 3 programs that are used in correlation with CE will be packed into one (much better cross platform) program written in C++. Upon launch of the CEEditor you will be able to pick from the Map editor, Sprite packer, and Skeletal editor in a very clean program. I am also adding more features to each program!
I might throw the Editor on a public GIT to allow contribution from anyone who knows C++ but that wont be for a bit yet but let me know if you would be interested in working on the Editor and if I get even a few interested ill fast track adding it to git.
Check out the new forums! Celestial Engine Forums ~ (In development)

[Widget][5.0+] Magical Location Clock (MLC)

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Hi XDA!
I'm Jolan, the developer of Magical Location Clock (MLC - mlc.jolanrensen.nl), an app I've been working on for about a year now.
If you know Tasker you might know me from my ADB Shell and Hotword Plugins, or maybe my Widget Screensaver app (all can be found at my signature).
I think it's time to release MLC!
What is MLC?
MLC is a widget for your homescreen that allows you to see easily and stylishly where your family or friends are, just like the Weasley clock from Harry Potter! The widgets are themed and the themes can be chosen from the default themes or from user themes that can be shared directly or published to themes.mlc.jolanrensen.nl.
More information about the app can be found at the website mlc.jolanrensen.nl, or at the Play Store description which I attached below.
The app is free to use, but if you want access to the huge theme editor, have more than one group at a time or be able to add people to a group using an API, you will need the full version that can be unlocked using a one-time in-app purchase.
Video:
Let's add some more screenshots:
To try it out, download the beta using the Google Play Store or XDA Labs.
Let me know what you think! For questions, just leave them below or email me at [email protected]. Please report any bugs, battery drain, tips etc. you find as I can then improve the app for everyone!
Code:
[Widget] Magical Location Clock (MLC)
The best addition to your home screen for the whole family!
With Magical Location Clock you can easily and in style see where your friends or the members of your family are. Using fully animated widgets you too can get that magical feeling when your loved once get home safely or at work.
Free and full version:
• Create or join a group
• Add as many locations as you like
• Let your friends or family join!
• Add as many widgets as you like
• The widgets animate when someone changes location or when tapped
• Choose from the default themes or from user created themes (as shared or from https://themes.mlc.jolanrensen.nl)
• When creating a group, exact locations of people on the map can be turned off for better privacy
• No ads at the moment!
• Android Q ready
Full version only:
• Have more than one group at a time
• Create and share your own themes using the extensive theme editor where you can customize:
- The background
- The location text (colors, size, custom font etc)
- The people- and group-picture size, frames (colors, size, custom SVGs)
- The hands (colors, size, custom SVGs)
- The shadows
• Add people to a group using an API (aka people with a GPS logging app on an iPhone or other device)
• Wear OS tile/app
• Support the dev :)
I've been working on this app by myself since May 2018 while studying at university. It's been hundreds if not thousands of hours of work and I've learned an immense amount in the process. There probably still are bugs in the app and things that can be improved, so please do not hesitate to tell me what you think!
This app works well with Widget Screensaver made by myself. With it you can display the clocks in a screensaver!
It also works with Wearable Widgets. Using this app you can display a clock on your smartwatch too!
XDA:DevDB Information
[Widget][5.0+] Magical Location Clock (MLC), App for all devices (see above for details)
Contributors
Humpie
Version Information
Status: Stable
Current Stable Version: 2.5
Stable Release Date: 2020-11-10
Created 2019-05-15
Last Updated 2020-11-10
So I've already gathered a handful of testers, thank you for that!
Please make sure to also sign up your family members or friends as the app is not that fun (aside from creating themes) by yourself!
I also still have some promo codes left, so don't hesitate to ask
Hi everyone, I'm now opening up the beta of Magical Location Clock!
Thanks to everyone that tested. Please tell your friends and family about it and design some pretty themes .
I'll release it on XDA Labs as well, as soon as this signature error is solved.
I think you shouldn't extend the app edge to edge for devices on Pie and below
Sent from my ONEPLUS A6003 using XDA Labs
jnss98b said:
I think you shouldn't extend the app edge to edge for devices on Pie and below
Sent from my ONEPLUS A6003 using XDA Labs
Click to expand...
Click to collapse
Thanks for showing me the screenshot. I thought I fixed it not too long ago, but apparently I missed something!
The next version (0.99) will have a fix This error should only happen in the Welcome activity btw. Does the rest of the app work fine?
Update:
0.98
Fixing some reported crashes
Updated some dependencies
before
Small layout changes
Changes to side menu
View and unpublish published themes
Repositioning location performance improvements
New group cards
Better location sheet
Double tap on widget opens group
Reducing internet usage on the background by caching more
New color pattern editor
Finished re-theming all text input fields, menus and dialogs
Humpie said:
Thanks for showing me the screenshot. I thought I fixed it not too long ago, but apparently I missed something!
The next version (0.99) will have a fix This error should only happen in the Welcome activity btw. Does the rest of the app work fine?
Update:
0.98
Fixing some reported crashes
Updated some dependencies
before
Small layout changes
Changes to side menu
View and unpublish published themes
Repositioning location performance improvements
New group cards
Better location sheet
Double tap on widget opens group
Reducing internet usage on the background by caching more
New color pattern editor
Finished re-theming all text input fields, menus and dialogs
Click to expand...
Click to collapse
Sent from my ONEPLUS A6003 using XDA Labs
Thank you! The welcome screen and the arrows in the groups screen (as well as in the people screen) are now fixed!
If you find anything else, please let me know!
Humpie said:
Thank you! The welcome screen and the arrows in the groups screen (as well as in the people screen) are now fixed!
If you find anything else, please let me know!
Click to expand...
Click to collapse
Of course! It's great seeing active responses from you
Sent from my ONEPLUS A6003 using XDA Labs
Humpie said:
Thank you! The welcome screen and the arrows in the groups screen (as well as in the people screen) are now fixed!
If you find anything else, please let me know!
Click to expand...
Click to collapse
Now could you also make the navbar transparent like what you did with widget screensaver? I know it'd take a bit more time because there are more color variations behind the nav buttons but I think it would be a great aesthetic improvement over the current tinted navbar.
Sent from my ONEPLUS A6003 using XDA Labs
jnss98b said:
Now could you also make the navbar transparent like what you did with widget screensaver? I know it'd take a bit more time because there are more color variations behind the nav buttons but I think it would be a great aesthetic improvement over the current tinted navbar.
Click to expand...
Click to collapse
It's on my to-do list! And I agree it looks better, which is of course one of the things I strive towards with my apps
0.100
New edge to edge navbar for Oreo+ as requested by @jnss98b
Bugfixes
before
View and unpublish published themes
Repositioning location performance improvements
New group cards
Better location sheet
Double tap on widget opens group
Reducing internet usage on the background by caching more
New color pattern editor
Finished re-theming all text input fields, menus and dialogs
This is probably the last update in a few weeks due to the Summer Holiday. I probably still will be reachable!
0.101
Settings more usable
Dutch improvements
Bugfixes
Hi everyone!
I just found out emojis work really well with Magical Location Clock! They appear in the clock, just like any other text and can be used in addition to or as a replacement for location names. Remember that location names are split on the space that's closest to the middle.
When you're on vacation it's of course fun to add your camping as a location to MLC because you won't be home for a while anyways! With the app you can always add, remove or edit locations and everyone in the group will see!
Edit2:
0.104
Small layout updates
Themes list is way faster
Fixed bug on setup
Edit:
0.103
Fixed map search bugs
Easier to add new components in theme editor
0.102
I'm back!
Map now has search option
Lot's of bugfixes
Android 5.0 supported again
before
Settings more usable
New edge to edge navbar for Oreo+
View and unpublish published themes
Repositioning location performance improvements
New group cards
Better location sheet
Double tap on widget opens group
Reducing internet usage on the background by caching more
New color pattern editor
Finished re-theming all text input fields, menus and dialogs
Please let me know if you find any issues with this version as I changed a LOT of things under the hood. Hopefully this is for the better of course, but I'm always extra cautious because I have more chances to make mistakes if I have to write more code
0.105
Big under-the-hood update!
Theme backgrounds are now treated as Components, like Frames and Typefaces, old themes will be updated automatically
Passive API's work again
Reworked some threading, which will result in shorter loading times and better performance
before
Themes list is way faster
Easier to add new components in theme editor
Map now has search option
Android 5.0 supported again
New edge to edge navbar
View and unpublish published themes
1.0-rc1
Almost ready for the 1.0 release!
Please let me know if you find any bugs or have any urgent feature suggestions, because I'm trying to make the app as stable as possible for 1.0!
Theme editor now has handy shortcuts like cloning, sharing deleting a theme
You can now create a widget with a theme as starting point
Some major bugs fixed
before
Theme backgrounds are now treated as Components, like Frames and Typefaces, old themes will be updated automatically
Passive API's work again
Themes list is way faster
Easier to add new components in theme editor
Map now has search option
Android 5.0 supported again
1.0 is here at last!
Finally I feel like all the functions are present and the number of bugs is minimized.
If you enjoy the app, share it with all your friends and family and show them what you use it for and what awesome themes you created.
If you do find any bugs, let me know!
Made a little promotional video!
1.3:
New "All Locations" menu in group overview where you can list and reorder your locations. Reordering affects the order in the clock as well as the preferred location when two overlap. This means you can now easily manage locations inside other locations!
Drastically smaller app size
More cache cleaning
Bug fix: disappearing images in widget upon setting change
Edit 1.4: Fixed people at location live UI updates
1.8:
Welcome to all new users! Remember to share the app with friends
This update includes some bugfixes
Before:
New "All Locations" menu in group overview where you can list and reorder your locations. Reordering affects the order in the clock as well as the preferred location when two overlap. This means you can now easily manage locations inside other locations!
Fixed people at location live UI updates
Drastically smaller app size
More cache cleaning

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