Tag Archive: Android

It’s been a while since that leaked 4.3 rom for Nexus 4 is out in the wild. There are many guides out there which takes you through the steps for installing the rom on your device. I personally followed this guide to install it on mine. Since the download link mentioned in this post seems very slow, I resorted to Google to find if any other mirror is available to serve the rom. I strongly suggest downloading from this link instead, it’s fast and doesn’t seem to be overloaded with requests as of now. Also I followed this guide to boot into TWRP recovery instead of flashing it and replacing the stock recovery. Remember that this won’t flash your data but you should use the backup options available in recovery before flashing the rom.


Yes, that’s true. You can boot into any recovery of your choice on your Android phone by following this guide. No need to flash and replace the stock bootloader. Though I have tested this method on Nexus devices only but I am pretty sure that it’ll work on other phones as well. Custom recoveries give you a lot of options for performing some important tasks, like backup and restore your phone and wiping out caches.


  • An unlocked bootloader – It is just a command away on Nexus devices. Google will give you very useful links depending on your device type.
  • ADB with Fastboot – Check out this link: http://www.jailbreakeye.com/android/install-adb-fastboot
  • A custom recovery image – TWRP or CWM (check the Download recovery or Download touch recovery columns)


  1. Copy the downloaded recovery image (.img file) to the folder where you have placed your ADB and Fastboot.
  2. Launch terminal (or command prompt on Windows).
  3. Navigate to the directory where you have placed the ADB, Fastboot and .img file together.
  4. Shut down your phone and reboot into boot loader. For nexus devices, simply hold volume down + power to start up the phone.
  5. Connect your phone to your computer.
  6. On terminal (or command prompt) window, write fastboot boot <img file name>, e.g. fastboot boot twrp.img.
  7. Your phone will restart and will boot into the recovery mode.

That’s it. As simple as it can get!

While watching some videos on youtube, I noticed a change! Yes, after Android Market following the Microsoft’s Metro UI, it’s now our favorite Youtube that’s following up on the tile based UI that MS introduced with their WP7 release. Now that we’ll going to see Metro UI in Windows 8 (Tablets and PCs) and in Xbox 360, I expect that others will follow the same trend soon.




Heads up to Microsoft for the introducing a simplistic, fast and neat UI for modern devices.

Text is one of the most important part of any application or game regardless of the platform it is running on. Without good fonts your overall design doesn’t finish up looking neat.

I was recently making and designing a small fun app for Android (find it here) and I opted to use paper/pencil sort of design for it. I happily designed some backgrounds with paper textures (in GIMP) but eventually I faced a bad situation since Android doesn’t have a font (natively available) that gives a sketchy/handwriting type of look to the text. Without the fonts I liked the app to have, the overall feel of the application would be ruined. I was using libgdx for the main part but one of the screens was build with Android views and layouts. Libgdx does support custom fonts and integrating it was smooth. The problem aroused when I tried to use the same font for the views I was using in the other activity. After a lot of experimenting and surfing on the internet, I got it to work!

So, here’s what you need to do in order to use custom fonts in your apps. Before beginning, let me make this clear that font files are incorporated in your app’s apk. This means that the more larger the font file (.ttf) is the larger your apk will become.

  • First step – Choose a font! Remember, the font should not be large enough that results in drastically increasing the apk size.
  • Then, you need to copy its TTF file into the assets folder of your app/game. You can directly put it into this folder or you can also keep a separate folder inside the assets for fonts.
  • Declare a Typeface instance either globally or inside the function in which you’ll assign this to your controls.
  • Next, initialize this variable by calling Typeface.createFromAsset function like below:


  • I made a fonts folder inside the assets folder and the same was specified in the function argument. I found people using and suggesting createFromFile function instead of createFromAsset but that simply didn’t work out for me. So this is what I will recommend to my readers.
  • Now that you have the Typeface initialized, you can simply assign it to any view that has something to do with fonts or text (EditText, TextView etc). You need to use setTypeface function of the view in order to assign the typeface to that view.

And that’s it! Do get back to me with your queries or if you have other method of achieving this objective in Android apps/games.

Native dialogs in Android are boring! Open-mouthed smile if you are developing an app having some cool and customized theme then doing something about those dull dialogs is a must. They wouldn’t just compliment the overall look of your application. I faced this kinda scenario recently and while experimenting and trying different suggestions on forums, I finally got around it and made it to work!

First things first, as far as my experience went, AlertDialog is not going to help you here. It just don’t get rid of that black background that is there by default (talking about gingerbread dialogs here). No matter what you do, it’ll always show the black background from behind your image (if you have any). Anyways, to create a custom dialog, we need to create a layout first in a separate xml file. Here’s an example:


This is just a simple layout having a background image that has irregular borders. Now we just need to write a few lines of code in order to make it work:


Here, we are setting the background color to transparent in order to get rid of the default dialog background color. After that, we just need to assign the layout resource to the dialog and that gets the job done.

Notice the resultDlg.getWindow().clearFlags(WindowManager.LayoutParams.FLAG_DIM_BEHIND); This will remove the dim effect that makes your parent layout a bit darker. You can also set some additional flags like adding a blurred effect to the background/host activity from which this dialog is invoked. To do this, simply use the addFlags function with FLAG_BLUR_BEHIND flag. Here’s the exact statement:


This will create a very nice blur effect which I find more neat than the original dim effect. And that ends this post here. Feel free to comment and ask questions, I’ll try to answer them as swiftly as I can.

Quite a long title, isn’t it? Smile

On-screen keyboard usually takes around half of the screen space while it’s shown. Most of the times it hides important controls/views that you want to be shown to the user all the times. Consider a layout having a EditText widget at the top, a list or some other control in the middle and some Buttons right at the bottom. While the user is writing text in the EditText view through on-screen keyboard, the buttons would be hiding behind it. Luckily, Android has an option to handle this scenario automatically without writing much code.

To enable a layout to adjust itself while the keyboard is shown, you need to configure an attribute for its host activity through AndroidManifest.xml file. Here’s how to do it:

<activity android:name="TestActivity" android:windowSoftInputMode="adjustResize" android:screenOrientation="portrait">

By setting android:windowSoftinputMode of this activity to adjustResize you are telling it to resize itself while the on-screen keyboard is shown. This will let the activity to shorten it’s layout in order to show everything that’s present over it. For example, if you have some buttons at the bottom of the screen, this setting will show them just above the keyboard helping the user to interact with them without closing the keyboard.

There’s one important catch in this however, this configuration DOES NOT work if the application is bound to run in full-screen. This is normally done by setting it’s android:theme attribute to @android:style/Theme.NoTitleBar.FullScreen in AndroidManifest.xml file.

This is one simple and neat technique to make your layout more flexible and user-friendly.

Looking similar, aren’t they??


WP7’s Metro UI


New Android Market’s Main Page

Here’s the artwork that I did for some Android/iPhone/WP 7 games and apps.

Checkers Redux (For Windows Phone 7) Artwork:



Following fighters and bombers were made for an iPhone game. Unfortunately the game wasn’t completed successfully and was not released in the end. I got their model’s profile from the internet and painted them in Paint.NET:



Checkerzzz (Android Game) artwork:



Other Android Apps Designs:



That wraps it up. Do give your feedback about all these designs and work that I covered in this post and in following:



The rest of the 3D stuff renders will be covered in this part.

First, the Airwolf:


KITT, from Knight Rider’s series:


The StreetHawk:


Miraj from Silver Hawk (cartoon series), I found very few reference images for this so it is sort of an approximation:


A scene comprising of all the super vehicles Open-mouthed smile:


A while back, I was having a look at my old stuff, the artwork (3D and 2D) that I made over the years. I eventually thought of sharing them here on this blog through a series of posts. These posts will not contain much description but they’ll mostly contain images.

For 3D models, I used 3DS Max; 2D designing was done in GIMP and Paint.NET. Though the models are very low-poly and are not refined but that’s what I could do back then. Some of the artwork was specifically made for games while most of them were just done for exploration and fun Smile.

First up is the artwork that I did for my Final Year Project (year 2006). It was an RTS game and these models were mostly poly-models which were made from a single cube:



2 (2)343 (2)


And all rendered together:




The buildings, textures were mostly picked from CnC Generals Open-mouthed smile



Enough for this post Smile will post the rest of the work in the next one.