I’ve just released Catfood Earth for Android 1.10. You can control the center of the screen manually (the most requested new feature) and also tweak the transparency of each layer and the width of the terminator between day and night. It also starts a lot faster and has fewer update glitches. Grab it from Google Play if this looks like your sort of live wallpaper.
I’ve just released Catfood Earth for Android. It’s my second app created with Xamarin’s excellent toolkit. Being able to develop in C# allowed me to reuse a lot of code from the Windows version of Catfood Earth. The Android version doesn’t include all the same layers (yet) but it’s got the main ones – daytime (twelve different satellite images included, based on NASA’s Blue Marble Next Generation but with some special processing to make them look better), nighttime (city lights, shaded to show nighttime and the terminator between day and night) and a clouds layer that is downloaded every three hours.
My main worry had been that this would suck the phone battery dry, but after a fair amount of optimization it doesn’t even register on the battery consumption list. Grab it now from Google Play ($3.99, Android 2.2 or better).
Here’s how to share a picture to Facebook, Twitter and so forth from MonoDroid:
A fun mix of Java and C#. The directory got me to start with so check to see if the ExternalCacheDir is available and if not fall back to the internal CacheDir. Frustratingly Facebook doesn’t pick up on the text associated with an image regardless of the intent ExtraWhatever specified.
I’ve just released a WebCam app for Android. It’s based on WebCamSaver but allows you to control the webcam – you tap the edges of the screen to pan, pinch to zoom in and out. A fun little time waster.
This is the first app I’ve released using Xamarin’s MonoDroid framework. This integrates nicely into Visual Studio and allows you to program an Android app in C#. This is fantastic for productivity and code reuse and I enjoyed the process a lot more than previous work I’ve done in Java / Eclipse. The main drawback is that the framework adds around 5MB (significant for mobile) and the documentation isn’t always the best, especially when you search for something and find out you’ve been dumped into iOS reference material. Digging around the sample code and cross-referencing the official Android documentation helps a lot. I’m going to take a stab at something a little more ambitious next…