3790 posts
Location
Lincoln, Nebraska
Posted 18 October 2012 - 10:39 PM
I have never worked with making apps, but I get the feeling that at least SOMEONE in this community has. I propose making a ComputerCraft app for Android/iPhone. At the very least it would be nice to have a decent Lua interpreter on the mobile platform.
I think it would be nice to have, and although probably difficult, I think I can make some suggestions:
- Add a built in memory manager. For things that have the potential to crash a server, we wouldn't want something like that to brick our phones, right? Simply have a trigger that trips if the memory being used exceeds a certain amount.
- Add the ability to input/output redstone signals, which can be displayed on a status indicator.
- Due to memory limitations, rednet and multiple terminals may not be a good idea. Not everyone has a superphone.
- Support for the HTTP API already existing in ComputerCraft. That way, you don't have to copy/paste your huge code into your phone, or to a notepad. Upload and download your scripts!
I hope this can be made a reality, because it would be VERY cool. Again, though, I have no idea how this all works on the PC(pixie dust?), but being one of those who can't code/script on the go really makes me want this utility.
686 posts
Posted 18 October 2012 - 11:26 PM
Due to memory limitations, rednet and multiple terminals may not be a good idea. Not everyone has a superphone.
So? Make it an option for those who do. If your phone can't handle it, don't add multiple terminals and don't use rednet.
475 posts
Posted 19 October 2012 - 04:02 AM
This is a nice idea! I would love to code in CC on my phone while I'm bored on the car and have nothing to do :P/>/>
56 posts
Location
Victoria, AUS
Posted 19 October 2012 - 08:42 AM
I don't know if you'll be able to get it past Apple's approval process. They're pretty strict about running user code (emulator or not) on their devices.
294 posts
Posted 19 October 2012 - 08:58 AM
So you basically want CC emulator on phones?
I don't think that memory is the issue. Most smartphones today have at least 512 MB of RAM, lets say that at least 100 MB is always free for user programs. If you manage to fill up that with lua program, then you are crazy. Also I don't know for iPhone, but there is no way to brick Android phone just by filling its memory.
If you ask me, programming is not for mobile phones unless you use bluetooth keyboard or something like that. Maybe for short programs, but I can't see me writing large programs on phone.
2447 posts
Posted 19 October 2012 - 10:44 AM
I don't know if you'll be able to get it past Apple's approval process. They're pretty strict about running user code (emulator or not) on their devices.
Lua is allowed under app store guidelines - many apps utilise it now, some dedicated to Lua, others games (e.g Angry Birds).
213 posts
Location
the Nether(lands)
Posted 19 October 2012 - 04:27 PM
I don't know if you'll be able to get it past Apple's approval process. They're pretty strict about running user code (emulator or not) on their devices.
Lua is allowed under app store guidelines - many apps utilise it now, some dedicated to Lua, others games (e.g Angry Birds).
"They're pretty strict about running
user code"
He's talking about code written by users. It is allowed, altough they don't seem to like it that much. (Codea)
2447 posts
Posted 19 October 2012 - 05:42 PM
I don't know if you'll be able to get it past Apple's approval process. They're pretty strict about running user code (emulator or not) on their devices.
Lua is allowed under app store guidelines - many apps utilise it now, some dedicated to Lua, others games (e.g Angry Birds).
"They're pretty strict about running
user code"
He's talking about code written by users. It is allowed, altough they don't seem to like it that much. (Codea)
What? I know what he was saying - but Lua is allowed, and there are already apps out there which utilise it - which was my point. Even ones which allow user code. For example:
https://itunes.apple.com/us/app/iluabox/id398073834?mt=8And if they didn't like it, it wouldn't be allowed - this is Apple we're talking about.
2005 posts
Posted 19 October 2012 - 08:17 PM
Isn't there already a CC emulator online somewhere? You can just access the webpage and…hmm, I must be mistaking another online lua interpreter and the CC emulator someone made.
1243 posts
Location
Indiana, United States
Posted 19 October 2012 - 10:18 PM
I have actually been working to port an old open source version of ccemu to Android. Objective C is not my forte, though. Someone else can deal with Apple.
3790 posts
Location
Lincoln, Nebraska
Posted 22 October 2012 - 07:11 PM
I looked around for some Lua interpreters on the Android, but I didn't find anything that I wouldn't have to hack into my phone. I was just at the least hoping for some tiny support, just to pass the time while riding the bus or on a long flight. Angry Birds is not my cup of tea….
6 posts
Posted 20 December 2013 - 05:58 AM
570 posts
Location
Germany
Posted 20 December 2013 - 01:57 PM
I have a little bit of experience with developing iOS apps with Xamarin(a cross platform C# framework), but I'm not sure wether it is possible to use Java on iOS.
1522 posts
Location
The Netherlands
Posted 20 December 2013 - 02:45 PM
I have a little bit of experience with developing iOS apps with Xamarin(a cross platform C# framework), but I'm not sure wether it is possible to use Java on iOS.
You obviously don't need Java, at all. The original Lua compiler is already in c++.. so yeah.. why do you need java again?
Please don't say cc, because you simply cannot use that, like at all.
500 posts
Posted 20 December 2013 - 03:12 PM
There is an app called TouchLua for iPhone that I've been using for quite some time, it has indent adjustment (fixes your indentation!), syntax highlighting, code completion, free , and has some built in libraries too.
570 posts
Location
Germany
Posted 20 December 2013 - 03:15 PM
You obviously don't need Java, at all. The original Lua compiler is already in c++.. so yeah.. why do you need java again?
Please don't say cc, because you simply cannot use that, like at all.
Yeah, but LuaJ and normal Lua have a few differences, so it would behave different from CC sometimes. I will try it with normal Lua though, but I still have to figure out a couple of things before I can do this.
Edit: btw the original Lua compiler isn't in C++ but in C(although that doesn't really make a difference)
Edited on 20 December 2013 - 05:02 PM
110 posts
Posted 27 December 2013 - 09:57 AM
What's wrong with opening
http://turtle.ryazanez.com/ in your phone's browser? It's pure HTML5 and works great on Chrome (webkit). (I haven't tried on a mobile device.) See
this thread for more info.
32 posts
Posted 30 December 2013 - 11:40 AM
I don't want to be mean, but I think someone will find a exploit in the app and just use it as a jailbreak tool.
7083 posts
Location
Tasmania (AU)
Posted 30 December 2013 - 04:07 PM
What.
1583 posts
Location
Germany
Posted 30 December 2013 - 04:18 PM
There is an app called SigmaScript for Android.
Edited on 30 December 2013 - 03:19 PM
1610 posts
Posted 10 January 2014 - 09:26 PM
Ooh, I like this idea.
I'm getting started on it right now although I doubt I'll be able to finish it any time soon :/
621 posts
Location
U.S.A.
Posted 10 January 2014 - 09:34 PM
Ooh, I like this idea.
I'm getting started on it right now although I doubt I'll be able to finish it any time soon :/
Congrats on necroing a year old thread… Hopefully for a good cause!
882 posts
Location
Behind you.
Posted 10 January 2014 - 09:35 PM
Ooh, I like this idea.
I'm getting started on it right now although I doubt I'll be able to finish it any time soon :/
Congrats on necroing a year old thread… Hopefully for a good cause!
Really? A 'last year' joke?
Technically, one year ago would mean 365 days ago.
Should've said 'a thread from last year'
621 posts
Location
U.S.A.
Posted 10 January 2014 - 09:38 PM
*coughs* oops, saw 2012 at the beginning and, uh, disregard my previous post - can't wait to see the product! I'll be glad to test it, just pm me;)
882 posts
Location
Behind you.
Posted 10 January 2014 - 09:42 PM
I would gladly test it…
if I had a phone :I
1610 posts
Posted 15 January 2014 - 06:26 PM
Well, the problem right now is that Apple charges obscene amounts of money to release apps to the App Store… $100 /year for a developer license. I have a free one that doesn't let me release them to the App Store, but I'll try to get it out there anyway ;)/>
Right now it's just a mobile Lua terminal, with an input bar at the bottom. But hey! It's a start!
621 posts
Location
U.S.A.
Posted 15 January 2014 - 09:54 PM
Well, the problem right now is that Apple charges obscene amounts of money to release apps to the App Store… $100 /year for a developer license. I have a free one that doesn't let me release them to the App Store, but I'll try to get it out there anyway ;)/>
Right now it's just a mobile Lua terminal, with an input bar at the bottom. But hey! It's a start!
I'll test android, and if you are developing for iOS 4.2.1, I'll test that too. I'm jailbroken so I can install apps without the app store ;)/>
7508 posts
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Australia
Posted 15 January 2014 - 10:08 PM
and if you are developing for iOS 4.2.1, I'll test that too.
Who would write for such an old OS! I'd understand writing for iOS6,
maybe iOS5, but not iOS4!
Edited on 15 January 2014 - 09:09 PM
7083 posts
Location
Tasmania (AU)
Posted 15 January 2014 - 11:40 PM
The iPhone 3G is still a fairly common model, and cannot update past it.
621 posts
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U.S.A.
Posted 16 January 2014 - 07:25 AM
and if you are developing for iOS 4.2.1, I'll test that too.
Who would write for such an old OS! I'd understand writing for iOS6,
maybe iOS5, but not iOS4!
Why not? Is there any major coding differences? It's nice to have programs that support older devices. Especially scince apple fails in this regard. Is it because there will be no retina that people don't develop for it anymore, or coding? Because there are a lot of apps that dont need retina.
7508 posts
Location
Australia
Posted 16 January 2014 - 07:38 AM
Why not? Is there any major coding differences? It's nice to have programs that support older devices. Especially scince apple fails in this regard. Is it because there will be no retina that people don't develop for it anymore, or coding? Because there are a lot of apps that dont need retina.
Major coding differences… its the same language but massive API/Library changes… Retina support is
not required, due to OS features that 'upgrade' apps for Retina.
621 posts
Location
U.S.A.
Posted 16 January 2014 - 08:58 AM
Why not? Is there any major coding differences? It's nice to have programs that support older devices. Especially scince apple fails in this regard. Is it because there will be no retina that people don't develop for it anymore, or coding? Because there are a lot of apps that dont need retina.
Major coding differences… its the same language but massive API/Library changes… Retina support is
not required, due to OS features that 'upgrade' apps for Retina.
Hmm… Either way I'm still pissed at apple. When iOS 7 came out, they let old users download old versions of apps for 4 days. And then they stopped. :(/>
7083 posts
Location
Tasmania (AU)
Posted 16 January 2014 - 10:25 AM
To my understanding, you can still download old app versions - via iOS versions which require them. It's the older versions of iOS they insist on blocking (and those can still technically be downloaded, but for most devices, not installed). One of their mottos seems to be "out with the old and in with the new"… for better or worse.
Most app developers don't seem to share this philosophy. As few have an interest in "locking out" those customers wishing to give them money, 4.x still seems to be supported more often then not.
1610 posts
Posted 16 January 2014 - 01:18 PM
Calm down, I'm writing it for ios 6. An iPhone 3G should be able to run it fine. Mind you, I'm testing it all in the simulator and on my iPad, but it should work out in the end.
I'm debating how I'll set up the standard CC libraries, especially configurable ones such as the HTTP API. I'll probably have all the options from the config file be in the "Settings" app.
The computer/turtle interface screen, to run commands and add inventory items, will be on the left, a 3-D editor and viewer for the world on the right, and an input bar on the bottom. The onscreen keyboard will probably squish everything, so I'm going to be testing with a Bluetooth keyboard for now.
Calm down, I'm writing it for ios 6. An iPhone 3G should be able to run it fine. Mind you, I'm testing it all in the simulator and on my iPad, but it should work out in the end.
I'm debating how I'll set up the standard CC libraries, especially configurable ones such as the HTTP API. I'll probably have all the options from the config file be in the "Settings" app.
The computer/turtle interface screen, to run commands and add inventory items, will be on the left, a 3-D editor and viewer for the world on the right, and an input bar on the bottom. The onscreen keyboard will probably squish everything, so I'm going to be testing with a Bluetooth keyboard for now.
Edit: If someone could design an app icon and/or a nice UI, I'd appreciate it :)/>
Edited on 16 January 2014 - 12:21 PM
621 posts
Location
U.S.A.
Posted 16 January 2014 - 02:31 PM
-snipperz-
I can make the icon. Not sure about UI, but I'll play around a bit and see what I get.
-clip clip clip-
Unless you are downloading the apps grime somewhere other than the App Store, unfortunately, not to my knowledge. I've tried, but I can't get old apps that I used to download when iOS 4.2 was released.
Edited on 16 January 2014 - 01:35 PM
7083 posts
Location
Tasmania (AU)
Posted 16 January 2014 - 06:58 PM
Calm down, I'm writing it for ios 6. An iPhone 3G should be able to run it fine.
Seriously, an iPhone 3G cannot run iOS 6.
Unless you are downloading the apps grime somewhere other than the App Store, unfortunately, not to my knowledge. I've tried, but I can't get old apps that I used to download when iOS 4.2 was released.
I'm talking about the App Store app. It may be that this is a function only available to old-but-not-that-old iOS versions (it's certainly
not available to iTunes) - I don't have anything back on 4.x myself, but my 6.x tablet still does it without issue.
621 posts
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U.S.A.
Posted 22 January 2014 - 09:16 AM
I'll have an icaon by the end of this week. I've realized that I cant quite make a UI until you show me where everything is going. Also, should the GUI/icon be iOS 7 optimized? And do I need to get and Android icon/GUI done too? Thx!
995 posts
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Canada
Posted 22 January 2014 - 07:11 PM
I sorta like the whole iOS 7 UI style, but for a CC emulator, a Minecraft styled UI would be very cool.
621 posts
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U.S.A.
Posted 22 January 2014 - 07:21 PM
I sorta like the whole iOS 7 UI style, but for a CC emulator, a Minecraft styled UI would be very cool.
What if i did a mix… how would that work?
995 posts
Location
Canada
Posted 22 January 2014 - 10:54 PM
You could do Minecraft style buttons and use the iOS UI style for some of it, it might blend well. It would be nice to see a mockup image to fully get the idea.
1610 posts
Posted 23 January 2014 - 07:50 AM
You could do Minecraft style buttons and use the iOS UI style for some of it, it might blend well. It would be nice to see a mockup image to fully get the idea.
Tbh I don't see heavily pixelated Minecraft meshing very well with extreme - high res ios7 UI…
I would do a mock up image if I had any skill at drawing or graphical design :/
I'm still debating how to write turtles, to make the turtle API actually *do* stuff.
Edited on 23 January 2014 - 06:51 AM
621 posts
Location
U.S.A.
Posted 23 January 2014 - 08:18 AM
Hey, how hard would it be to port this to android? Or should I think of trying to code a completely seperate app?
I'll try a mock image today, and a icon.
621 posts
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U.S.A.
Posted 23 January 2014 - 07:34 PM
995 posts
Location
Canada
Posted 23 January 2014 - 08:29 PM
I actually quite like that icon! What size do "real" iOS 7 icons need to be?
7083 posts
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Tasmania (AU)
Posted 23 January 2014 - 08:37 PM
3 posts
Posted 23 January 2014 - 08:44 PM
For the turtle testing you could generate a small simulation of Minecraft, 7x7x7 or so, with say, stone, water, lava, chests, furnaces, and some CC stuff that you can interact with. Seems like a good system to me, any thoughts?
621 posts
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U.S.A.
Posted 23 January 2014 - 09:29 PM
I actually quite like that icon! What size do "real" iOS 7 icons need to be?
What bomb bloke said - there are a lot of sizes though. And since I don't have CS3 or higher (Elements why u no work) I have to draw each one by hand… /me Sigh…
995 posts
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Canada
Posted 23 January 2014 - 11:13 PM
That's Unfortunate. I feel bad for having the full CC suite :)/>
621 posts
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U.S.A.
Posted 23 January 2014 - 11:28 PM
That's Unfortunate. I feel bad for having the full CC suite :)/>
Well, I got Photoshop Elements 11 and Premier Elements 11 free, so I'm not quite sure why I'm complaining…. But do you really like the icon? If so, that's what I'll use.
995 posts
Location
Canada
Posted 23 January 2014 - 11:59 PM
Yeah, I honestly do like the icon. I'm assuming that the real icon will be a bit higher res, as this is just a mockup.
621 posts
Location
U.S.A.
Posted 24 January 2014 - 07:16 AM
Yeah, I honestly do like the icon. I'm assuming that the real icon will be a bit higher res, as this is just a mockup.
Yeah. I'm going to test one more idea that I had before a make all the icons.
621 posts
Location
U.S.A.
Posted 24 January 2014 - 08:50 AM
621 posts
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U.S.A.
Posted 24 January 2014 - 01:50 PM
For the turtle testing you could generate a small simulation of Minecraft, 7x7x7 or so, with say, stone, water, lava, chests, furnaces, and some CC stuff that you can interact with. Seems like a good system to me, any thoughts?
I like it. It doesn't even need to be graphical, just a top down 'map'
EDIT:
Please tell me if you guys like #1 or #2 better!
Edited on 24 January 2014 - 12:52 PM
995 posts
Location
Canada
Posted 24 January 2014 - 10:10 PM
I honestly like #1 better. Good job!
29 posts
Posted 01 February 2014 - 09:53 PM
You can port CC to MCPE :D/>… wait… can you?
995 posts
Location
Canada
Posted 02 February 2014 - 12:15 AM
Maybe, after you port Forge, but you might have to jailbreak your phone if it's an iPhone.
321 posts
Location
Melbourne, Australia
Posted 02 February 2014 - 02:59 AM
195 posts
Location
Cambridgeshire, England
Posted 02 February 2014 - 12:53 PM
You can port CC to MCPE :D/>… wait… can you?
Nope. MCPE has absolutely no relation to regular minecraft besides name, developer and textures. From a code point of view they are entirely different. Specifically MCPE is a set of C++ libraries, an Objective-C (iOS) or Dalvik (Android) frontend then simply calls into these libraries to run the game, no code relation between regular minecraft at all.
It might have minecraft in the title and look like minecraft, but its very different underneath.
29 posts
Posted 02 February 2014 - 08:42 PM
You can port CC to MCPE :D/>/>… wait… can you?
Nope. MCPE has absolutely no relation to regular minecraft besides name, developer and textures. From a code point of view they are entirely different. Specifically MCPE is a set of C++ libraries, an Objective-C (iOS) or Dalvik (Android) frontend then simply calls into these libraries to run the game, no code relation between regular minecraft at all.
It might have minecraft in the title and look like minecraft, but its very different underneath.
Actually I know all that.
We can: 1. Make a "Java to C++" so that we can compile forge and CC for C++
2. Make a CC for C++ then directly install it
510 posts
Posted 06 February 2014 - 05:38 AM
Um yeah the problem is that because of static linking&co you can't mod a c++ program the way you mod a java program. Second problem is that MCPE is not open sourced. Ok you might say "So is minecraft itself too" BUT java can be decompiled fairly easily and it till needs a lot of time to map the obfuscated names so that normal devs can work with it. C++ code is compiled to machine code, decompiling it is next to impossible. So I don't see a big chance for this, sorry.
321 posts
Location
Melbourne, Australia
Posted 06 February 2014 - 06:23 AM
Um yeah the problem is that because of static linking&co you can't mod a c++ program the way you mod a java program. Second problem is that MCPE is not open sourced. Ok you might say "So is minecraft itself too" BUT java can be decompiled fairly easily and it till needs a lot of time to map the obfuscated names so that normal devs can work with it. C++ code is compiled to machine code, decompiling it is next to impossible. So I don't see a big chance for this, sorry.
Please see:
ModPE (iOS) (make mods in JS)
http://www.minecraftforum.net/topic/1919439-release-modpe-script-v05-alpha-new-update-with-installer/BlockLauncher (ModPE for Android)
http://www.minecraftforum.net/topic/1675581-blocklauncher-an-android-app-that-patches-minecraft-pe-without-reinstall/Various ModPE scripts (custom guis)
http://www.minecraftforum.net/forum/232-mcpe-mods-tools/Custom Blocks
https://github.com/Connor4898/ModPE-Scripts/wiki/Custom-blocksComputercraft in MCPE is plausible, and not impossible.
195 posts
Location
Cambridgeshire, England
Posted 06 February 2014 - 07:51 AM
i
Um yeah the problem is that because of static linking&co you can't mod a c++ program the way you mod a java program. Second problem is that MCPE is not open sourced. Ok you might say "So is minecraft itself too" BUT java can be decompiled fairly easily and it till needs a lot of time to map the obfuscated names so that normal devs can work with it. C++ code is compiled to machine code, decompiling it is next to impossible. So I don't see a big chance for this, sorry.
Please see:
ModPE (iOS) (make mods in JS)
http://www.minecraft...with-installer/BlockLauncher (ModPE for Android)
http://www.minecraft...hout-reinstall/Various ModPE scripts (custom guis)
http://www.minecraft...cpe-mods-tools/Custom Blocks
https://github.com/C...i/Custom-blocksComputercraft in MCPE is plausible, and not impossible.
ModPE is an alternate launcher which then hooks into the running executable. It does not mod the executable directly as computercraft would have to.
1610 posts
Posted 12 February 2014 - 11:03 AM
Oh, school, y u eat all my spare time…
I'm thinking of scrapping what I have so far and redesigning it from the GUI first instead of the actual Lua system, as visuals are the hard part for me. Thanks for the icons :)/>
47 posts
Location
Quebec, Canada
Posted 13 February 2014 - 06:18 PM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
195 posts
Location
Cambridgeshire, England
Posted 14 February 2014 - 08:51 AM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
That could probably be done to be fair. Wrap rednet API over bluetooth RFComm profiles or Ad-Hoc wifi.
621 posts
Location
U.S.A.
Posted 14 February 2014 - 09:56 AM
Oh, school, y u eat all my spare time…
I'm thinking of scrapping what I have so far and redesigning it from the GUI first instead of the actual Lua system, as visuals are the hard part for me. Thanks for the icons :)/>
Icons….. better get on that :)/>
1610 posts
Posted 14 February 2014 - 02:53 PM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
That could probably be done to be fair. Wrap rednet API over bluetooth RFComm profiles or Ad-Hoc wifi.
hmmm… Interesting idea, but I'd see it just creating more problems than it solves. (How would distance be calculated?) I'd rather just stick to people using HTTP.
195 posts
Location
Cambridgeshire, England
Posted 14 February 2014 - 03:01 PM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
That could probably be done to be fair. Wrap rednet API over bluetooth RFComm profiles or Ad-Hoc wifi.
hmmm… Interesting idea, but I'd see it just creating more problems than it solves. (How would distance be calculated?) I'd rather just stick to people using HTTP.
RSSI as an approximation or simply enter the co-ordinates that the computer block is supposed to be at as some of the other emulators used to do.
Edited on 14 February 2014 - 02:02 PM
1610 posts
Posted 14 February 2014 - 04:36 PM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
That could probably be done to be fair. Wrap rednet API over bluetooth RFComm profiles or Ad-Hoc wifi.
hmmm… Interesting idea, but I'd see it just creating more problems than it solves. (How would distance be calculated?) I'd rather just stick to people using HTTP.
RSSI as an approximation or simply enter the co-ordinates that the computer block is supposed to be at as some of the other emulators used to do.
Mmm…. I still don't think it would work out very well. For now at least I want to keep it as consistent as possible with plain ComputerCraft.
195 posts
Location
Cambridgeshire, England
Posted 14 February 2014 - 06:23 PM
Mmm…. I still don't think it would work out very well. For now at least I want to keep it as consistent as possible with plain ComputerCraft.
Some of the CC emulators that already exist require you to configure the X, Y and Z co-ordinate of the computer when you fire up the emulator. So if you did that for every device, Ad Hoc'ed them together, they just need to pass their X, Y and Z co-ordinates between each other. The emulator version of the rednet API can deal with the rest.
On second thought the RSSI would be rather useless for computercraft consistency, but is how your phone/computer knows how to change the signal strength indicator for wifi, 3G etc so would technically be more realistic than the computercraft implementation. Was just my first thought and should be discarded.
280 posts
Location
Earth
Posted 27 February 2014 - 04:08 AM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
You mean to have a chat client that could send and receive text messages. Witch I believe can be done with HTTP api via a number of ways.
1610 posts
Posted 27 February 2014 - 01:38 PM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
You mean to have a chat client that could send and receive text messages. Witch I believe can be done with HTTP api via a number of ways.
Text messaging with mobile computercraft.
Who knew.
882 posts
Location
Behind you.
Posted 27 February 2014 - 08:50 PM
Wouldn't it be nice if you could send rednet messages from a phone to another ? I don't know how you would achieve this but it sounds like a nice feature to me. I do not personally have a cellphone or anything, but I'd definitely want to download this if I had one.
You mean to have a chat client that could send and receive text messages. Witch I believe can be done with HTTP api via a number of ways.
Text messaging with mobile computercraft.
Who knew.
Someone's already done it and I'm working on it now.
- Send messages to my e-mail server via txt message
- e-mail server then puts the messages into a file
- program takes files and puts them in a directory with program
- above program uses sockets with HTTP API, when called with HTTP, sends the text message
- computer interprets message into what it should do.
467 posts
Location
Van Diemen's Land
Posted 04 March 2014 - 11:25 AM
I've been wondering why people haven't already made this for like a year or so now, lol. I use Codea, it's a LUA coding program that allows you to program games and utilities and then execute the program you made. It's quite a good tool, and I've seen some pretty nice stuff people have made with it :)/> (It also has a HTTP API)
1522 posts
Location
The Netherlands
Posted 04 March 2014 - 01:11 PM
You can use gamax' emulator for this.
Step 1: download the love sdl app:
https://love2d.org/forums/viewtopic.php?f=11&t=76979&sid=3ca5b25df3cd447b6376edd642b2d401Step 2: enable temporarily the setting to install apps which are not on the android market
Step 3: install the downloaded .apk
Step 4: disable the setting again if you prefer that
Step 5: Download the .love with the link in gamax' thread:
http://www.computercraft.info/forums2/index.php?/topic/16823-gamax92s-cclite-computercraft-emulator/Step 6: run the .love with the app emulator (don't actually run the downloaded open, open the .love with the app)
Step 7: there ya go :)/>/>
Edited on 04 March 2014 - 12:11 PM
1610 posts
Posted 04 March 2014 - 03:06 PM
You can use gamax' emulator for this.
Step 1: download the love sdl app:
https://love2d.org/forums/viewtopic.php?f=11&t=76979&sid=3ca5b25df3cd447b6376edd642b2d401Step 2: enable temporarily the setting to install apps which are not on the android market
Step 3: install the downloaded .apk
Step 4: disable the setting again if you prefer that
Step 5: Download the .love with the link in gamax' thread:
http://www.computercraft.info/forums2/index.php?/topic/16823-gamax92s-cclite-computercraft-emulator/Step 6: run the .love with the app emulator (don't actually run the downloaded open, open the .love with the app)
Step 7: there ya go :)/>
Well I guess its a good thing I'm making an iOS version and not an Android version :)/>
195 posts
Location
Cambridgeshire, England
Posted 04 March 2014 - 05:11 PM
Step 4: disable the setting again if you prefer that
I wasnt aware anyone preferred that :P/>
321 posts
Location
Melbourne, Australia
Posted 04 March 2014 - 08:53 PM
You can use gamax' emulator for this.
Step 1: download the love sdl app:
https://love2d.org/forums/viewtopic.php?f=11&t=76979&sid=3ca5b25df3cd447b6376edd642b2d401Step 2: enable temporarily the setting to install apps which are not on the android market
Step 3: install the downloaded .apk
Step 4: disable the setting again if you prefer that
Step 5: Download the .love with the link in gamax' thread:
http://www.computercraft.info/forums2/index.php?/topic/16823-gamax92s-cclite-computercraft-emulator/Step 6: run the .love with the app emulator (don't actually run the downloaded open, open the .love with the app)
Step 7: there ya go :)/>/>/>
Already tried.
Once you close the keyboard, you can't open it again though :/
46 posts
Posted 08 March 2014 - 02:40 AM
In the main.lua update method, add love.keyboard.setTextInput(true)
1852 posts
Location
Sweden
Posted 09 March 2014 - 10:57 AM
I have a question, Is it possible to install iAndroid on my iPhone to then install Love2D to then install Gamax' emulator? :P/>
I really want to have an emulator on my iPhone .-.
1610 posts
Posted 09 March 2014 - 03:24 PM
I have a question, Is it possible to install iAndroid on my iPhone to then install Love2D to then install Gamax' emulator? :P/>/>
I really want to have an emulator on my iPhone .-.
Not possible without some jailbreaking.
10 posts
Posted 10 March 2014 - 11:58 AM
Wait… an app? For ComputerCraft? What do you mean… :huh:/>
Does it simulate a computer? With an edit-able ROM and stuff?
Edited on 11 March 2014 - 12:20 PM
621 posts
Location
U.S.A.
Posted 10 March 2014 - 06:57 PM
Code and test on iOS. Possible turtle support.
1610 posts
Posted 11 March 2014 - 01:46 PM
Right now I've put the project on hiatus for a bit because I have a lot of school work, and additionally it looks like other computer rafters are working on HTML5 emulators which may be a better, more universal option for pocket CC.
1610 posts
Posted 24 March 2014 - 12:00 PM
Launch page.
Slowly but surely, we're getting there :)/>
621 posts
Location
U.S.A.
Posted 24 March 2014 - 12:54 PM
Did you still want those icons? :/
Also, iOS 6? :(/>
1610 posts
Posted 24 March 2014 - 01:08 PM
Did you still want those icons? :/
Also, iOS 6? :(/>
I
need those icons - the app icon is just a blank white icon, and you don't even WANT to see the emulator page…
(You'd also get a spot in the credits ;)/> )
I'm testing it on iOS 6, but it should be 100% compatible with iOS 5 and up.
Edited on 24 March 2014 - 12:10 PM
621 posts
Location
U.S.A.
Posted 24 March 2014 - 03:35 PM
I'll get you the icons.
Also, iOS 5? :(/>
995 posts
Location
Canada
Posted 24 March 2014 - 04:34 PM
You should test it on iOS 7.1, y'know, because that's the latest version.
1610 posts
Posted 24 March 2014 - 07:47 PM
You should test it on iOS 7.1, y'know, because that's the latest version.
I'm developing and testing for iOS 6, when it's stable I'll implement backwards and forwards compatibility.
350 posts
Posted 30 March 2014 - 06:05 PM
There is an app called SigmaScript for Android.
I have that app :)/> the thing is that is really limited and has nothing to do with the computercraft lua. You cant print colors or buttons, among other things.
22 posts
Posted 04 September 2014 - 01:26 AM
I think I know what he means.
You could log onto Minecraft, then logging onto a server with ComputerCraft installed, then you could access all of the computers on the server from your phone.
Now, that does sound like a good idea, but then you could be Aiden Pearce in Minecraft and be an ultimate ComputerCraft Haxor.
3790 posts
Location
Lincoln, Nebraska
Posted 04 September 2014 - 02:57 AM
I think I know what he means.
You could log onto Minecraft, then logging onto a server with ComputerCraft installed, then you could access all of the computers on the server from your phone.
Now, that does sound like a good idea, but then you could be Aiden Pearce in Minecraft and be an ultimate ComputerCraft Haxor.
No…
That's not even close to what I meant…
I was talking about an emulator available for mobile devices.
1 posts
Posted 22 September 2014 - 04:16 AM
Sorry to bug, but has this been discontinued? I would love to see this become a real thing! Also, I'm jailbroken, so I would love to test it as long as it won't crash my phone.
Also, what's the current file size?
1852 posts
Location
Sweden
Posted 28 September 2014 - 05:23 PM
Sorry to bug, but has this been discontinued? I would love to see this become a real thing! Also, I'm jailbroken, so I would love to test it as long as it won't crash my phone.
Also, what's the current file size?
Uhmm.. You know you're in the suggestion section right? There's no download here .-.
Anyway, I'm not sure how todo this but, in someway you can install
Love2D on your iOS device and then install
Gamax92's Emulator
541 posts
Location
Melbourne, Australia
Posted 29 September 2014 - 07:44 AM
The iOS 8 update supports third party keyboards, would it be possible to just create a custom keyboard that includes a control button and the arrow keys and use that in conjunction with the following
emulator by GravityScore and 1lann.
Edited on 29 September 2014 - 10:53 AM
3 posts
Posted 19 November 2016 - 10:56 PM
i made this trick for run CCemulator offline on android:
1) download mimic from this link
https://github.com/gravlann/gravlann.github.io (CC emulator)
2) download kWS from this link
https://play.google.com/store/apps/details?id=org.xeustechnologies.android.kws (HTTP server lite for android)
3) run kWS and set mimic directory as your home directory in kWS
4) start the server
5)in browser go to 127.0.0.1:8080 and you have your CC emulator offline