Related
Good day community,
Over the past several months, a few of us have been working on a projerct some may be familiar with. We have bundled an add-on to specific BlueStacks versions to allow for a complete Operating System environment, full of communications tools.
We didn't "develop", any of it. We have taken the time to scour the internet and primarily this site to garner the education, information and knowledge to actually bring it to fruition. We would like to say a big THANK YOU to the entire community here. We feel this is am important piece to a software life-cycle where developed information is compiled into a fully functioning system, exposing your people's craftsmanship.
The motive here is a moral one. I have been a communications engineer for 22 years and have seen and done things I thought weren't possible. I have been tasked with trying to develop an education platform technology matrix for schools. Specifically using my innovation abilities to solve problems. I am not a coder, I am more of a script writer. I have found success in making disparate hardware and software work together, and producing middle-ware scripts and functions to technologically solve challenges. In every sector.
I believe I have identified one of the major issues related to student success rates. Basic communications is hindered in many schools, internet cut out, and dictator like classroom regime. I feel communications is the king of industry and whomever has the information the fastest, cheapest, and accurate, wins. This is proven time and time again in capitalism. I feel students should be able to sms, or exchange pictures and peruse social networks, both to each other and their teachers. These are real-world tools, and the primary back-bone of a child's social life. But students need to learn to be accountable for they digital actions,
This "OS" changes things ever so slightly., not every student can afford the gear required to have that type of communication. If every kid could afford an iphone and ipad, than I don't need to do this project. Android on the other hand, little or no cost at all.
I will be deploying Android for Windows across the board. Students will have to setup a Google account and online storage. Copies of AW can be had for their home computer. The environment is the environment kids all love and use, the emulated touch interface is "cool" and the kids can support it and maintain it mostly themselves, and sync it to their PC phones or other devices, but those are NOT required. And no need to upgrade the PC's for a while, BlueStacks is Linux(ish), it's hardware demands are low, and I can keep the PC's at there current level.
I distribute it on thepratebay, another long story for another day, but this is the best way to ensure it stays out there, and the price is right to be able to push it out to the world. We have tirelessly worked to ensure compatibility with the apps the devs release and I know this particular release of AW has restored many of the items BlueStacks cripples
We have started a mini marketing campaign to drum up interest, although modest. And for you devs, this open an ENTIRE new revenue stream you didn't even have before. Making Android the primary OS used.
---------------------------
That's the agenda, I would like to open a support thread for it somewhere on here. I have an armada of info, tools, rootkits, tricks and troubleshooting information that we feel can be valuable to the community. I'll get things posted here ASAP. Anyone that has played with this at all before will be able to appreciate all of the challenges we had to solve.
We did not knowingly disassemble or modify any of the original distribution files of any applications, staying in accordance with about every license agreement on earth.
--------------------------
Looking for some feedback, questions, thoughts, ideas.. have to get 10 posts or something anyway...
Thank you to everyone!
-js
What's the difference between your project and the Android x86 project?
syung said:
What's the difference between your project and the Android x86 project?
Click to expand...
Click to collapse
AFAIK Bluestacks has its own VM, so you doesn't need to install Virtual Machine any more.
I used this for a several months and it helps me to try an application without to send it to any Android device.
If you use Android x86 project, yo need to install it inside a Virtual Machine or make a USB Bootable, and as far I know it has limitations in the Play Store. Only some application that supports the architecture can be downloaded..
The Android x86 project is a piece of this absolutely. What BlueStacks is and what they have done is this:
Taken x86 gingerbread and ad an arm translator inside there. This is very unique, all of the other arm emulations fail out there after you even try to put them to the test with heavier use or apps. Basically the compatibility is just not there.
BlueStacks then added the vm player which is the most sophisticated player there is. Network mounts to shared fordler without installing drivers, and opengl support for limited HD graphics.
What we did
BlueStacks also crippled the hell out of the original ROM. All kinds of things missing that had to be put back in piece by piece, and still ensure compatibility. Some things fine to leave out, other maybe useful.
poring over the information, rooting bluestacks came easy, so we rooted every single v7.x of bluestacks, and began the mountain task of building compatibility. The winners are 7.4 for SD and 7.8 for HD. 7.8 handle the interface scrolling operations WAY better than later revisions. I can tell it was after this rev they forced on Surface Pro support, not back checking compatibility. And 7.4 installs on any machine but drops the arm translator. Still a nice product to put on an old machine, but little support for modern apps, and there won't be
Then doing a fair assessment of applications to do all the tasks one needs, file manipulation, printing, music, calling etc, We've spent over 200 hours trying to get a reliable lock screen, failed on that But we got most of it.
Finally adding and getting gapps to fully function was about like trying to drink a beer while standing on your head, it was like a marathon game of whack mole, we'd fix something, then something else friggen slam us over the head. Then we got to writing script, and adding widows apps like virtual keyboards and mouse to basically be able to run the entire OS with 1 finger as if you were Stephen Hawking.
We had an excellent response to the initial concept stuff version 1.1. It held on to around 400 seeders and 1000 user swam for about a week then began to fizzle. We expect that to triple and estimate 100,000 downloads in the first week. It is my opinion thepiratebay is the most accurate source for demand of anything digital, people that keep a copy and seed, actually really like something, versus an artificial "like" that other sites have and profit from. That's all Trip9d0zen stuff, about removing fake values and replacing it with real information exchange freedoms, so actually all financial can get to a creator, don't want to digress to far in this thread, but there is an ideology we have in common with thee twitters and thepitatebay's who have just the extreme basics of censorship, only to ensure safety, but never manipulated the information. We have evidence and models to change current businesses, and put the devs out in-front of these projects (or the artist selected agents). The more systems Android runs on, more success one can have. And Windows being the biggest, hands down, why not?
We feel this is by far the most compatible Android environment one can use, and can actually be used by anyone as an effective tool.
We know full well that once released, the ungodly amount of app work requests will be at its highest, but that's why I am here, where the devs are.. is this a revenue stream they want to suppport,?
I am personally using it exclusively for all my communications, social media and document creation, I only use windows for video playing files.
Hope that helps answer, here is the info to commercials for it, as our lil-1337s eloquently cranked out, smartasses...
youtube search for js99912
-js
It looks interesting, i'll check that up!
Dexcellium said:
It looks interesting, i'll check that up!
Click to expand...
Click to collapse
Me too. Thanks
Android for Windows 2.0
new version just went live..... can someone reply with a hot-link, thanks
thepiratebay.sx
/torrent/8440340
Adding Game Data / Mount SDcard.sparse BlueStacks
Ok, I have been asked about this more than anything,
Used to be the SDcard was a .fs file and could be manipulated easy, now it's a bit more involved, but none to difficult.
You need to download:
thepiratebay.sx/
torrent/8453985
This will get you to be able to mount the SDcard.sparsefs as a drive letter in windows... Nothing new, just consolidating info as I have been requested for this more than anything else. Enjoy!
-js
What Would a Basic Game Framework Contain? Like The Interfaces And Classes?
Regards,
Tripplemin
That really depends on the game you're planing to make. Some games are no more than a dumbed down web browser and much of the play experience is nothing more than a mobile website with fancy pictures that 'hide' the fact that all the user is doing is hitting a glorified refresh button. Others are a bit more complex as they involve persistent tracking of events and rendering multiple layers and/or 3d canvases or objects. To further complicate things android can handle a bunch of languages and thus making a template for game creation that is definitive in detail would be rather difficult. Instead I would suggest trying out some packages that load custom or default templates for app and game creation. To list a few that work on Linux and Windows And if your willing to go through the process of installing one of those onto android then you can also use these there as well:
jMonkey - its very friendly, open source, well documented, made to make games for any java enabled device or computer. Best of all I can confirm that it can be made to be mobile so no pc required to develop apps or games; just debian kit, a linux distro and installing the java development tool kit before installing jMonkey it's self, just be sure to go to help and then to update within jMonkey right after your first opening from a fresh install to fix any bugs or error messages.
Blinder - steep learning curve, lots of tutorials out there for it, made to make games in a variety of formats and consoles or devices, works on Windows and Linux and I've yet to test whether or not it can run on an android linux hybrid environment. There are metric crap tons of content out there for building and predestined templates so hope you've a big hard drive.
I may edit this to add more as I rediscover them. Mostly I would suggest sitting down with a development tool kit and a program that handles the nitty gritty of setup and compiling so that you can get to the real task of making something new
Sent from either my SPH-D700 or myTouch3Gs
Debian Kit Install guide for all android devices that I'm writing:
http://forum.xda-developers.com/showthread.php?t=2240397
Or
https://docs.google.com/document/d/1ssVeIhdBuuy8CtpBP1lWgUkG6fR6oHxP20ToYPPw6zI/edit?usp=drive_web
All game engines should be able to handle game logic, user-input and graphics. Everything else depends on what you want to do with it. If you are planning to design a 2D game for mobile I recommend you to take a look at Corona SDK. Unity is the market leading game engine in 3D games for mobile and it works on PC/Mac/Chrome also.
Unity3d. Very simple and useful for beginners.
AndEngine is also a good option.
javamonkey said:
AndEngine is also a good option.
Click to expand...
Click to collapse
Yes, very good thing!
LibGDX is much much better than AndEngine.
+1 for AndEngine
Vouch for AndEngine, but be aware, that is has NO documentation - instead it has really rich examples project, and helpful community. At beginning its bit hard to understand everything, but as always, no pain no gain. If you need help, you might check my blog about andengine, it has over 80 articles, covering a lot of subjects - since I am new member, and can not share links yet, for reference you can type matim development tutorials in google.
You should try LibGDX. It has tons of features and is, imo, easier to use than AndEngine.
Sent from my XT910 using xda app-developers app
We are using MOAI, I highly recommend you use it as reference.
If you need an easy framework to learn basic staffs in android game dav AndEngine can be your choise. It simple and easy to understand with alot of examples.
But if you want to create games\making money you should think about crossplatform engine, and unity 3d should be definitely your choise.
Give monogame a shot, it's essentially a cross platform, open source port of XNA. Or try out some javascript libraries(impact.js, TreSensa SDK, etc.), considering there are so many cross platform tools for HTML5/CSS3/Javascript that compile your code to native langs.
If you need an easy framework to learn basic staffs in android game dav AndEngine can be your choise. It simple and easy to understand with alot of examples.
But if you want to create games\making money you should think about crossplatform engine, and unity 3d should be definitely your choise.
LibGDX is pretty decent if you wanna go open source + java, but MonoGame + C# is a more pleasant development experience (tools-wise, mostly)
+1 for LibGDX, recently I also got interested by Corona - which looks relatively simple
Despite the lack of proper documentation, :good: AndEngine is a great choice. I admit that it's hard to find the solution for a specific problem. Stackoverflow will only give you hints, they rarely have accepted solutions for your problems, but the andengine forums are great.
It's a free engine and good for your first app. A lot easier than handling OpenGL yourself.
Libgdx is a great help
Yes Libgdx is quite useful tool for developing android applications. But since there is very less resources on internet about it, it is little difficult to learn. I had developed a android game called Guess The Brand in Libgdx some time ago, it is very well organized and takes care of lots of tedious thing we need to do in android application development.
Thanks
Unity3d is best for me.
Sent from my GT-S5670 using XDA Premium 4 mobile app
Another +1 for LibGDX - I'm currently using it to develop my current game and it's quite flexible.
I did some research into AndEngine before deciding on LibGDX and I believe it was the right choice. AndEngine has less documentation and feels "slower" overall.
Another possible option is to look into Unity - not long ago they made their product free to use. I hear Unity is a good way to very quickly get a game up and running - might even give it a go next time!
I tried to use libgdx and found out the its not user friendly at all. very complicated framework with no support at all.
I want to write games, that the highest level is AngryBirgds. (I'll start from something much simple).
what framework would you recommend?
what do you think about Xamarin?
p.s
I'm looking for a free framework that I can publish on Google Play
What you didn't like about libGDX? It has great documentation and a friendly community. After trying a simple game tutorial on their wiki the framework doesn't seem at all complicated.
A great benefit to it is a desktop version for really fast testing or even releasing — Spine 2d skeletal animation tool was made by one of main libGDX developers using libGDX.
Also i tried to release the iOS version of the game with libGDX, which successfully got in AppStore.
11alex11 said:
I tried to use libgdx and found out the its not user friendly at all. very complicated framework with no support at all.
I want to write games, that the highest level is AngryBirgds. (I'll start from something much simple).
what framework would you recommend?
what do you think about Xamarin?
p.s
I'm looking for a free framework that I can publish on Google Play
Click to expand...
Click to collapse
Hi,
I am not familiar with Xamrin but familiar with phoneGap. I worked in mobilepundits which offers PhoneGap mobile app development company. In the company I used this tool for mobile app development. According to this tool is really easy to use which enable you to build mobile apps even you are not friendly with it.
PhoneGap is one of the best framework for cross platform mobile applications development. It is a free tool which can be used easily. In conclusion if your app can work with more than one platform then you must use the PhoneGap.
I don't think PhoneGap and Xamarin are good choice if you want to make games. Both are good frameworks for making Apps, but if you really want to dive deep into game development you need to use a game engine, which solves a lot more tasks specific for game development.
If you want some higher-level and more user friendly framework then you definitely should try Unity.
If you want more control or just like to work on a lower level and at least a little familiar with C++, then I'd suggest you to try Cocos2D-x.
If you have a Mac, plan to support iOS, and not afraid of Objective-C or the new Swift programming language, then take a look at Cocos2D-Swift (aka Cocos2D-iPhone). Despite the name you can use it to create games for both iOS and Android (via Apportable).
There are other good game engines. But I've only worked with those three I've mentioned (and even wrote a book about Cocos2D-Swift and several tutorials on Unity).
Framework for Cross-Platform: Corona and Titanium
My vote for cross platform framework goes to Corona and Titanium. If you are developing a native app then Titanium is the best option. Titanium is best for developing a normal application. Titanium framework offers a wide range of native functionality and works perfectly with platforms like iOS and Android. If you are developing a game related application then go with Corona.
Try Unity3d its has a free version. If you want check my games in my signature, they are both made in Unity for Android and iOS.
If you would like to create a 2D cross-platform game the best engine is cocos2d-x.
In this platform you can use C++ or LUA.
Also there is a great community and it is open source. So, you can add own modules and fixes to repository.
But if you would like to create a 3D game or smth like this, the best framework is Unity.
I definitely recommend you the Cocos2d-x to give it a try.
Cocos2d-x allows you to write games in C++, Lua and Javascript. Moreover you can deploy games for variety of platforms: Windows Phone, Android, iOS, Windows Desktop, Linux, Blackberry, MacOS and Browser!
Yesterday they announced new Cocos brand which simplyfies many things and makes it more friendly
URL: www.cocos.com & www.cocos2d-x.com
119
I've been using Unity and it's working well so far. They have a large dev community. There's also an asset store where you can grab/buy plug-ins or assets to save time.
What about Marmalade?
I am working on such solution => gl.aexol.com/product
1 code = deployment to Android, iOS, Mac, Windows & Linux
It's called AexolGL - you can download for free beta web engine and you would be notified about Mobile + PC version launch.
Regards.
You can use Qt for Android, iOS, and other platforms.
Hey, Libgdx is good, just that startup time is bit high as not very friendly. I worked on it and it helps you understand basic concepts. Can be used with Java and RoboVM integration is easy which helps you make it cross platform.
Xamarin is good, it will help you create app for iOs and android. Never used it though.
Unity is one good game engine which can be used. It is very user friendly. Lot of assets and code can be bought from Unity asset store.
11alex11 said:
I tried to use libgdx and found out the its not user friendly at all. very complicated framework with no support at all.
I want to write games, that the highest level is AngryBirgds. (I'll start from something much simple).
what framework would you recommend?
what do you think about Xamarin?
p.s
I'm looking for a free framework that I can publish on Google Play
Click to expand...
Click to collapse
myth007_03 said:
Hey, Libgdx is good, just that startup time is bit high as not very friendly. I worked on it and it helps you understand basic concepts. Can be used with Java and RoboVM integration is easy which helps you make it cross platform.
Click to expand...
Click to collapse
I've been a fan of libgdx for a while.. Perhaps check out one of the first editors for it overlap2d*dot*com (hah, still need to hit 10 posts). Also they have a great blog that describes using the editor to make a physics based platformer.
libGdx and Cocos2D
Hi!
Really I don't know why libGdx is not user friendly. A few weeks ago I made a research about best cross-platform frameworks. I start with Unity3D, It's really friendly, but, it not free for comercial use and it is much powerful for my small tasks. In result I have to favorite: libGdx and Cocos2D. The first one using Java and more like Unity3D/Xamarin/MonoGame. Cocos2D use C++, and you can work in Visual Studio with it. But, for me Hello World application on Cocos was more difficult than in libGdx.
And there is not only my imho, I have been read many the same posts on other forums about libGdx and Cocos2D.
If you have no preference between Java and C++ better start with Java and libGdx.
Hi,
It actually depend about your langage skills and what kind of game you want to develop.
Unity is very goo, and you can develop a game without coding, but you have to pay to use it, and some plugin like iap, gamecenter, ads is also expensive.
Libgdx also very good but may be hard for new developer.
I currently use openfl for 2d games which is totally free. The language is close to the flash and there are many tutorial to learn. Moreover, the plugin for pub ipa, game center are available and free. The commuty is nice , but the langage is probably not adapt for 3d development.
I've just ported my game Space Shooter X from Windows Phone to Android using Xamarin. I've shared my experience in a blog post. Here's the link http://www.borneomobile.com/2015/03...-from-windows-phone-to-android-using-xamarin/
libgdx vs unity
Hi,
I'm new to game development (i started some month ago), but i made some research.
From what i could understand, the right game engine for you vary much on your purposes.
I choose libgdx, due to the considerations i made.
-Unity:
said to be very user friendly, and a lot faster in developing games (it hides a lot of things). If your purpose is to develop new games fast, it can be good.
Cons: it has 2 versions: personal and professional. You have their splash screen or pay. From their site: unity3d com/get-unity
Personal: "Deployment to all platforms included with the Personal Edition splash screen."
Professional: "Unity 5 Professional customers who earned/received more than $100,000 in revenue/funding in the previous fiscal year must purchase iOS Pro and/or Android Pro deployment add-ons to deploy to these platforms. The iOS and Android Pro add-ons enable deployment without the Personal Edition splash screen."
-LibGDX:
it gives you a lot of control to everything, so you can really do what you want. After a period, and following some tutorial, it seems good and not so hard. You can develop for Desktop, android, ios and web.
If your purpose is to understand how a game works, this is good. Also, it is totally free, and its performance are the best.
Cons: It is a little unfriendly at the beginning.
I've been trying LibGDX and Unity.
If you haven't created a game before, you should start with LibGDX or native, just to understand how things works.
If you created a game before, you could take a look at Unity, it shorten a lot Development time and it's a things you should be aware of if you want to make your game rentable.
I'm new to the Tizen world of development. From what I've been hearing, Tizen is so difficult to program for that it veers of your average app developers. Although I'm not one to turn my back on a challenge, it's hard to get some developers to take a serious & practical look at the realm of possibilities of currently unique tech like this.
There are massive notes & flow charts of practical applications for the Samsung GS2 I've created. To have something like the rotating bezel & touchscreen w/two buttons ON YOUR WRIST is device from heaven. Specially if one makes tethered remote access apps between the GS2 & corresponding cellular phone and/or tablet to control and manipulate other devices the GS2 may not be able to directly connect to. The possibilities are phenomenal.
What do developers think about the time and effort in producing a solid app foundation for Tizen's GS2 market? Even if it means massive collaborations and the drops of egos that us developers have from time to time, the payoff may open doors to greater engineering feats. I love to be on the front lines of progression, paving the way for progressive engineering and inspiring engineers to step out & ACT on their version of visions for tomorrow.
The Tizen SDK is buggy and difficult to get all components installed and playing nicely and Tizen is a little harder to code for than Android. I'm still learning the UI code and overall application structure, but slowly getting there.
I do wish more developers would see the potential market and code for it as I see a whole plethora of possibilities, but very few developers. I'm aiming to get my first app complete and to the Gear store in a month or so. I'll gladly share my experiences here for other potential developers, so they don't make the same mistakes or can learn from my experience.
Oobly said:
The Tizen SDK is buggy and difficult to get all components installed and playing nicely and Tizen is a little harder to code for than Android. I'm still learning the UI code and overall application structure, but slowly getting there.
I do wish more developers would see the potential market and code for it as I see a whole plethora of possibilities, but very few developers. I'm aiming to get my first app complete and to the Gear store in a month or so. I'll gladly share my experiences here for other potential developers, so they don't make the same mistakes or can learn from my experience.
Click to expand...
Click to collapse
I am interested In learning more about it personally, I am bookish but I'm motivated and I'll do everything I can to learn what's necessary
GOIGIG said:
I am interested In learning more about it personally, I am bookish but I'm motivated and I'll do everything I can to learn what's necessary
Click to expand...
Click to collapse
The main thing is to first install the latest Java JDK, not just the JRE, but the full JDK and make sure the environment variables are set correctly. Then install the Tizen SDK and run the update manager. You need to install the certificate and wearable extensions from "Extras", the emulator from "Tizen Tools" and also the relevant tools from the "Wearable 2.3.1" group. Then you can start the IDE (a version of Eclipse) and select a simple example (choose ), try to compile it and run it with the emulator. You need to start the emulator and make sure it's in the "connected devices" area before running the app.
Be aware that the emulator uses a lot of processing power and can run slowly.
There are a number of different types of app you can build for the S2, native or web with different UI components / frameworks.
A good starting point: http://developer.samsung.com/gear
If you want to test your app on your actual S2, this is a great guide: http://www.tizenexperts.com/2015/12/how-to-deploy-to-gear-s2-smartwatch/
If you generate an author certificate, you can use the same one for the GearWatchDesigner, but that app has different Java requirements (32-bit JRE only required).
Focus motion
Oobly said:
The Tizen SDK is buggy and difficult to get all components installed and playing nicely and Tizen is a little harder to code for than Android. I'm still learning the UI code and overall application structure, but slowly getting there.
I do wish more developers would see the potential market and code for it as I see a whole plethora of possibilities, but very few developers. I'm aiming to get my first app complete and to the Gear store in a month or so. I'll gladly share my experiences here for other potential developers, so they don't make the same mistakes or can learn from my experience.
Click to expand...
Click to collapse
hi, there is a free sdk from a company called focus motion , which allows auto recognize the movements made with the smart watch .
Someone would be able to make a test app for samsung gear s2 ?
i don't think so
codenameclass5 said:
I'm new to the Tizen world of development. From what I've been hearing, Tizen is so difficult to program for that it veers of your average app developers. Although I'm not one to turn my back on a challenge, it's hard to get some developers to take a serious & practical look at the realm of possibilities of currently unique tech like this.
There are massive notes & flow charts of practical applications for the Samsung GS2 I've created. To have something like the rotating bezel & touchscreen w/two buttons ON YOUR WRIST is device from heaven. Specially if one makes tethered remote access apps between the GS2 & corresponding cellular phone and/or tablet to control and manipulate other devices the GS2 may not be able to directly connect to. The possibilities are phenomenal.
What do developers think about the time and effort in producing a solid app foundation for Tizen's GS2 market? Even if it means massive collaborations and the drops of egos that us developers have from time to time, the payoff may open doors to greater engineering feats. I love to be on the front lines of progression, paving the way for progressive engineering and inspiring engineers to step out & ACT on their version of visions for tomorrow.
Click to expand...
Click to collapse
i don't think so! tizen very easy to dev
Some help
Hey guys,
I'm actually currently building an Android app to work with the Gear S2 based on the Integrated App model.
But I'm having some issues, as soon as I build my APK and deploy it in debug mode on the mobile phone, the OS immediately says there is no Samsung Gear app and uninstalls the APK.
Does anyone know how to get passed this?
Hi all!
I am excited to share a project I have been personally working on for a few years now. I call it Pine, and it is a new cross platform framework for developing apps for Android, iOS, Windows and Mac. It is a modification and extension of the LibGDX game framework, so apps are written in Java, hardware rendered, and extremely fast and smooth. Pine will be released open-source under the Apache 2.0 licence, and it only needs a few more months work before it can be released.
I would be extremely grateful if people could please support this project, more details about how it works and some of the things it can do, including demo apps for Android and Windows, are available on my kickstarter campaign.
I can't post URL's due to being a new user, but if you google "Pine Cross Platform Framework" you will find it.
I have tried posting this around on a few forums but people report it as a scam. Please, if you feel like it may be a scam, just check out the demos. My Android app at least is only available on the official Play Store. Also, there are certain things in the demos that prove the apps are built using this new framework. For example my 'Perspective Group', which allows rendering all 2D elements in 3D. This can be seen on the 'Videos' page - with a video playing while it spins in 3D, and the 'Fun Layout Example' page - which demonstrates an interactive 3D carousel. These things can't be done natively, and I don't think any other cross platform frameworks can do it either.
Thanks guys, and I hope you like it!
All the best,
Graham