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LCARS

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The new update was pushed yesterday, it has a few changes

-the Dr. Mario clone
-autodestruct timer volume is set to 15% instead of 50% when headphones are inserted in hopes that I won't make anyone go deaf
-the make a timer/alarm commands in Google now, can be associated with my app. It was quite easy adding support since Google parses the command and just spits out the number of seconds. The alarm spits out the hours, minutes and days. I want to add support for more commands but I think that's really all the relevant ones. Show alarms and cancel alarm/timer should work too. I tried adding "start computer" but it failed...

Speaking of which, I'm wondering if the Google Home hardware will forward commands to Android.
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LCARS

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The autodestruct timer was making me go deaf cause I use it as a break timer at work, while I listen on my headphones. I thought I coded it to go to 50% volume with headphones on. I plugged it into my PC and tested it, I'm right. 50%. WTF? Turns out I need to drop it down to 15% to make it not painful.
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LCARS

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Synthehol is real! We beat the Ferengi to it! Suck it, Nagus.
A new type of synthetic alcohol has been discovered which could allow people to enjoy the sociable effects of a few pints, but skip the hangover that usually follows.
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LCARS

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This morning my port of Dr. Mario was so broken I considered not touching it for a few days. Now? It has 1 glitch remaining (one I never truly fixed in the original code, I just bypassed it. I'm trying to actually fix it now) and fixed a few glitches in the original code I didn't notice years ago.

The controls are pretty good too. Granted it's the same touch screen/mouse controls I had in the original. Dragging left/right/down acts as the dpad. Clicking without dragging rotates the falling pill. There will be a dpad in landscape orientation once I'm done.

I'm also adding one of the more recent enhancements to Dr. Mario, where it shows a prediction of where the pill will fall if it goes straight down. I also want to make an 8-bit version of Doctor Pulaski. The uniform/body will be easy, the trouble will be making the head look like her. I'm not that good of an artist.
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The reasons I picked Dr. Pulaski:

Warning: Incoming politics.
-I've always wanted to make a "feminist" game. That desire has decreased in recent years due to the actions of some of them, but it's still there. I have a massive respect for Kate Mulgrew/Captain Janeway, to the point where she's the only reason I started watching Orange is the new Black. (Which is why it hurts to learn she was such a jerk to +Jeri Ryan, I expected better of her) I won't be injecting any feminist propaganda into the game, I'm not that stupid. Just merely having a female protagonist, in a game that barely has one (She won't even be visible in portrait orientation due to the lack of room) Another idea I had was a SHMUP where Janeway was the protagonist.

-She's the lesser-known of all the Star Trek doctors (well, except for the one in the pilots of TOS and Voyager, of course. But who cares about them?) and gets very little recognition. I think she deserves a little more.

-Diana Muldaur is fricken awesome. She was even in 2 episodes of TOS.
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LCARS

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A new version of Basic4Android has changed how I get data from NFC tags. Meaning if anyone (unlikely) has NFC tag actions set, they'll have to redo them.
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I have ported my Dr. Mario code to Basic4Android, line by line. It wasn't hard, it's just converting things to B4A's way of doing things. Now to tie it into the system and give it a menu.
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I made some stupid mistakes with Dr. Mario

When I originally made it I used one-indexed arrays because they were easier to work with in my head and loops. Android (and most-everything else) uses zero-indexed arrays. I'm finding a bunch of glitches now that the math is no longer compatible.

I used hardcoded numbers to represent the directions. And I figured I'd use the same numbers as Panel de Pon/Memory Allocation instead of making new ones (saves me 16 bytes!) The change is also causing some glitches. Boourns.

I spent a few hours trying to track down why the engine would only draw when I touch the screen. Turns out it's cause of my solution to another problem. Android won't let me check if my screen buffer is properly initialized, so I use brute force error handling to gracefully fail on any attempt to draw to a non-initialized buffer. The brute force error handling was so strong that it suppressed any error that took place while drawing the screen. Including the ones caused by the first problem, which was the answer to this one.

I'm considering adding that brute force error handling to the animation system as well. As long as I make it spit out an error message to my computer it should avoid the problem where I don't see any errors.
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LCARS

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Also the name of the section in the mode select screen
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So funny, I didn't know this but my son (+Alex DeWitt) and I always use GSDS, "Go somewhere do something" to mean get out of the house and have fun. 
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The Dr. Pulaski engine is done!

I just have to add some graphical effects (it's own toast popup) and in landscape mode, the scoreboard+Pulaski graphic.
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I added rumble for when pills hit the bottom. It's a neat effect.

I'm considering adding motion sensing controls (disabled by default, of course) cause it'd be like tilting a jar a pills.
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I've got a ridiculous amount of work done on Dr. Mario/Pulaski given the code is over a decade old. I've fixed glitches from the original code, and improved on things (like rotating the falling pill is allowed in more cases now) I've even added a fourth color with a twist.
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So I got another large chunk done today.

In the original code, there was a fix to a glitch that I considered a hack. And I didn't want to use that hack, I wanted to actually fix the glitch.

Turns out the hack was the right way to do it, because the hack was run after the physics engine. Which is where it needed to be so everything was in sync. While in the physics engine, the falling goes from bottom left to top right. And everything to the right is out of sync of the falling column. Bah.

So I had to strip out tons of code I used to "fix" the issue, and go back to the hack. Turns out 10 year younger me was right.

I also had to fix a ton of glitches caused by me changing the numbers. All to save 16 bytes.
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I'd probably be a UX designer. Wait...
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With the failed 3D experiment behind me, I'm trying to figure out what to work on next. I caught an episode with a closeup of a console I haven't done before, and wanted to. This one won't take long though as it's very simple.

What I'd like to do is either port over my VB6 version of Dr. Mario and either call it Dr. Pulaski. I'd also like to make Kal-toh (the Vulcan game where "The object of the game is to turn this jumble of rods into a perfect sphere", which is actually "two nested icosidodecahedra connected by the center points of their edges"), it'd be kind of like Tetris I guess. But not Tetris cause I hate Tetris (but I love the music) so I have to invent a new kind of puzzle game. And I'd also have to make the game actually fun, which would mean removing the randomness from the show.
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A page for my LCARS UI clone for Android
Introduction
A clone of Mike Okuda's famous LCARS graphical user interface

Gene Roddenberry's contract includes a clause allowing any company able to create functioning technology to use the name. As such, I have created a functioning LCARS UI.

I have included a few layouts, and intend to do more. Some I can't take a screenshot of, cause screenshots are taken too slow and mix frames together since the program supports animations.

Feel free to contact me with suggestions