For me, anything that shows how to do something different from the
standard API demos would be great.

Such as, when you start a new activity, changing the way it loads...
rather than just sliding across the screen, it could spiral out from
the center, or flip over from the right. That kind of thing.

Also, how do you handle your splash screens? For example, in your
tutorial app, it starts with a splash screen with some small animation
on it - just as most high profile games do. What's the best way to
handle that?

Thanks again Anders.

On Jun 4, 9:42 am, "Ericson, Anders" <[email protected]>
wrote:
> Yeah, it's the dynamics that really give it a nice feel. And a touch-list 
> without fling support is not useful at all...
>
> Though the third part of the tutorial is not quite ready yet. It will 
> probably be posted in about a week on the blog. Untill then I suggest playing 
> around with the graphics :)
>
> BTW, if you (or anyone else) have any ideas or requests for other tutorials, 
> let me know! We are planning to continue with tutorials and it would be great 
> if you had any input. No promises though :)
>
> /Anders
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf OfNeilz
> Sent: den 3 juni 2010 20:16
> To: Android Developers
> Subject: [android-developers] Re: Android graphical capabilities
>
> Hi Anders.
>
> Do you have the code for part 3 available?
>
> The first two are great, but really it's not so great without the
> finishing touches from part 3!
>
> On Jun 3, 2:18 pm, "Ericson, Anders" <[email protected]>
> wrote:
> > The reference app on market has minSdkVersion set to 4 (=1.6) and the main 
> > reason is to enable the support for different screen sizes (mdpi, ldpi, 
> > hdpi). The code itself has very little (if any) dependencies to 1.6 
> > specific APIs. You can always download the code and just rename the 
> > directories for the drawables, that should be enough to get it to work on a 
> > 1.5 device.
>
> > We'll look into supporting 1.5 for the reference app as well.
>
> > /Anders
>
> > -----Original Message-----
> > From: [email protected] 
> > [mailto:[email protected]] On Behalf OfNeilz
> > Sent: den 3 juni 2010 14:21
> > To: Android Developers
> > Subject: [android-developers] Re: Android graphical capabilities
>
> > Hi Anders.
>
> > Thanks for these, they look great, just the sort of thing I'm after.
>
> > I notice that it isn't available for my older Hero with 1.5. Is this
> > not compatible with 1.5? How would you resolve that if you wanted your
> > app to reach all devices?
>
> > On Jun 3, 11:37 am, "Ericson, Anders"
> > <[email protected]> wrote:
> > > Hi,
>
> > > I recently wrote a tutorial on how to do a cool 3D list. You can find the 
> > > latest part on:
>
> > >http://blogs.sonyericsson.com/developerworld/category/tutorials/
>
> > > There you can also find a tutorial on how to do a cool zoom written by a 
> > > colleague of mine.
>
> > > /Anders
>
> > > -----Original Message-----
> > > From: [email protected] 
> > > [mailto:[email protected]] On Behalf OfNeilz
> > > Sent: den 3 juni 2010 10:38
> > > To: Android Developers
> > > Subject: [android-developers] Android graphical capabilities
>
> > > My apps are functionally good, and in my time learning android I have
> > > covered most features. But one thing my apps lack is graphical
> > > coolness... you know the type of thing the top branded apps have, and
> > > particularly those from the iPhone which are always very impressive.
>
> > > I want to improve my graphical skills for layouts, menus, galleries,
> > > interactive buttons - the kind of stuff that makes your apps look
> > > great, as well as performing well.
>
> > > What should I look at? Where should I start?
>
> > > Any links, tips, welcome!
>
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