How to setup Google Play Game Services in LibGDX using Android Studio

Hands down, one of the most nerve wracking API integration I’ve ever done! Mostly due to the jargon-filled Google documentation and the lack of  libGDX-specific tutorials. Hopefully, this post would give you more clarity to implement the same.

1) Create a new Game Service

Head over to your dashboard and select Game services

Note: You don’t need to have your game added under All applications in order to test Play Services.

Click on Add new game. Choose I don’t use any Google APIs in my game yet tab and Fill out your game name and category.

  • Game details: Make sure to fill in all mandatory fields like description, graphic assets etc.
  • Linked apps: Choose Android, fill in the package name ( This package name should match with the one in your AndroidManifest file ) To properly authorize your app, follow my guide
  • Events: This is not mandatory, leave it for now.
  • Achievements: It is mandatory that you have at least 5 achievements in your game. If you don’t plan on having them just leave them unimplemented in your game but make sure to fill these up and obtain the tick mark.
  • Leaderboards: You can add as many leaderboards as you want depending upon your game.
  • Testing: Make sure you have filled in all the necessary fields and the game service is ready to be tested. Add testers: Only the users you specify will be able to use the game service when it is unpublished, make sure to add an account other than your dev account as the dev account may not work sometimes.
  • Publishing: It’s better to publish it with the whole game when it’s ready. You can still test all the features with the test accounts.


2) Install Play Services packages


Open up SDK Manager in Android Studio, ( Click the button next to the AVD manager in the top toolbar ) click Launch Standalone SDK Manager

Scroll down to the Extras section and make sure these 2 packages are installed and updated to the latest :

  • Google Play services
  • Google Repository


3) Add BaseGameUtils Library

Didn’t we just add the Play services packages, what is this for?

This repository contains a lot of sample projects including libraries, each one implementing a different play service. So that means they’ve written all the code  for you! You don’t have to talk to the API and handle all those lousy exceptions, you just have to add it as a library module for your project and call the necessary methods. Good job Google 😀

Here’s the repository, Clone it or Download it as ZIP.

Extract it inside your project folder. Inside the extracted folder, open the  BasicSamples folder and you’d find all the sample projects. These are only for reference, you essentially need the libraries folder.

Open Android Studio, goto File > New > Import Module

Point the Source directory to BasicSamples\libraries\BaseGameUtils


4) Add dependencies

Now that we’ve added all the necessary packages and libraries, we need to explicitly tell our build system ( Gradle ) to compile them. In the project tree on the left, under Gradle Scripts,

Open the build.grade(Project: <Project name>) file, add these 2 lines

project(":android") {
    dependencies {
        compile ''
        // 8.4 is the latest as of now, keep it updated
        compile project(':BaseGameUtils')

If you are using other play-services APIs, add them in the dependencies list. But if the number of method references in your app exceeds the 65K limit, your app may fail to compile, in that case you need to enable multidex support.

Open the build.gradle(Module: android) file, add these 2 lines

android {
    defaultConfig {
        multiDexEnabled true

dependencies {
  compile ''

Let Gradle sync the project.


5) Update Android Manifest

We’ve linked our project with the play services api, but our game still doesn’t know which game service to connect to and obviously the game would have to access the google play game servers over the internet. For that, in the Android Manifest file, we need to pass in the details of our game service and obtain permission to access the internet.

Go back to your dashboard. Open up Game services > Leaderboards and click on Get resources. This will pop-up a window with XML content, copy  it. Inside your android Project, go to res > values and create a new Values XML File, name it ids and paste the contents inside it. It’ll look something like this.

<?xml version="1.0" encoding="utf-8"?>
  <string name="app_id">767948611622</string>
  <string name="achievement_dum_dum">CgkIpsC36qwWEAIQAw</string>
  <string name="leaderboard_highest">CgkIpsC36qwWEAIQAA</string>

Open up AndroidManifest.xml and add these 4 lines

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="">
        <meta-data android:name="" android:value="@string/app_id" />
        <meta-data android:name="" android:value="@integer/google_play_services_version" />
    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />


6) Implementation

Now that everything is set up, we are ready to implement play services. Since all our game classes are inside the libGDX core project, we can’t directly call these methods because these are Android methods. So we create an interface inside our core project and implement this interface inside the Android Project. Makes sense ?

So inside the core Project, create a new interface and call it PlayServices. In this example we will implementing these basic play game services.

public interface PlayServices
    public void signIn();
    public void signOut();
    public void rateGame();
    public void unlockAchievement();
    public void submitScore(int highScore);
    public void showAchievement()
    public void showScore();
    public boolean isSignedIn();

Inside the android Project, open up the default Activity, in my case it is called

Declare these 2 members inside the class

private GameHelper gameHelper;
private final static int requestCode = 1;

Inside the onCreate() method, initialize these members

gameHelper = new GameHelper(this, GameHelper.CLIENT_GAMES);

GameHelper.GameHelperListener gameHelperListener = new GameHelper.GameHelperListener()
    public void onSignInFailed(){ }

    public void onSignInSucceeded(){ }


Now we want play services to start automatically when the game begins and stop when the game exits, also we need to handle exceptions when the user fails to sign in. This is where the BaseGameUtil libraries come in, it takes care of all this, we just have to override our Activity methods and pass it on to them.

    protected void onStart()

    protected void onStop()

    protected void onActivityResult(int requestCode, int resultCode, Intent data)
        super.onActivityResult(requestCode, resultCode, data);
        gameHelper.onActivityResult(requestCode, resultCode, data);

Now, let’s implement the interface we created.

public class AndroidLauncher extends AndroidApplication implements PlayServices

Define the implemented methods like this.

    public void signIn()
            runOnUiThread(new Runnable()
                public void run()
        catch (Exception e)
   "MainActivity", "Log in failed: " + e.getMessage() + ".");

    public void signOut()
            runOnUiThread(new Runnable()
                public void run()
        catch (Exception e)
  "MainActivity", "Log out failed: " + e.getMessage() + ".");

    public void rateGame()
        String str = "Your PlayStore Link";
        startActivity(new Intent(Intent.ACTION_VIEW, Uri.parse(str)));

    public void unlockAchievement()

    public void submitScore(int highScore)
        if (isSignedIn() == true)
             getString(R.string.leaderboard_highest), highScore);

    public void showAchievement()
        if (isSignedIn() == true)
             getString(R.string.achievement_dum_dum)), requestCode);

    public void showScore()
        if (isSignedIn() == true)
             getString(R.string.leaderboard_highest)), requestCode);

    public boolean isSignedIn()
        return gameHelper.isSignedIn();

But how can the core Project reference these methods ? For that we need to pass an object of this activity to the core Project class. Here MainGame is my core Project class, I’m passing an object of AndroidLauncher which is my default Activity.

initialize(new MainGame(this), config);

Now inside the MainGame class, we create a constructor to pass this reference to the interface PlayServices

public static PlayServices playServices;

public MainGame(PlayServices playServices)
    this.playServices = playServices;

My MainGame class has minimal functionality, it only sets the MainMenu screen, and I want to be able to call the PlayServices functions from the MainMenu screen. To do that, pass the object of MainGame when you set the screen.

setScreen(new MainMenu(this));

In the MainMenu class, create an object of MainGame and use a constructor to pass this reference

public static MainGame game;

public MainMenuScreen(MainGame game)
{ = game;

Now using this object you can call any of the PlayServices interface methods like this.



If you have any doubts, leave them in the comments section below.

How to obtain SHA1 Signing certificate fingerprint from Android Studio


I’m pretty sure that looking at this pop-up for the first time would be intimidating. This is a simple method to extract the SHA1 fingerprint right from Android Studio without using keytool. If you have no idea what I’m talking about, read along and understand the whole process.

Steps to obtain the SHA1 fingerprint is at the end of this post.


What is a signing certificate ?


Android requires that all apps be digitally signed with a certificate before they can be installed. Think of it like labeling your app as your own. You make a label with your name and stick it on your app, this ensures you are the rightful developer of the app. Only with the same signing certificate you can roll out future updates for your app, and for that reason you should never lose this certificate.

To further protect your app, this certificate is coupled with a digital key so that it remains reasonably unhackable.


What is a key store ?

The key store is basically a file containing all your cryptographic keys. All your certificates and corresponding keys are saved in this file encrypted.

There are 2 types of keystores

  1. Debug key store : This key store is generated by the Android SDK so that you don’t have to sign the app each time you deploy it for testing.
  2. Release key store : However you cannot use the debug key store when you want to publish the app. You have to generate your own release keystore and sign your app with a release key to publish your app.


How to create a release key  ?

Open up Android Studio. Goto Build > Generate Signed APK

First let’s create a new key store. Click on Create new


A new dialogue box pops-up.


Key store path: Make sure you give a secure location. You do not want to lose it. I repeat, you do not want to lose it!

Key store Password: This password is for the key store file, remember you can use the same keystore for storing all your keys for your various app(s). So this is like a master password.

Key Alias: Name this as <your app name>+’Key’ or something. This is specific to this signing key for this app. ( This is the equivalent of a  key in a hashtable )

Key Password: This password is specific to this signing key for this app. You can very well use the same password used for the keystore.

Validity: Give it say, 100 years!

Certificate: You are required to fill in at least one entry in this.

Click OK and proceed with the build.


Make sure you choose the Build Type as release and click Finish


Deploy in release mode


The release key signed APK is generated, but this does not deploy it on the device/emulator like it normally would. To do that, Goto File > Project Structure

In the left, under Modules, choose android


Choose the Signing tab, click on the green + button and fill in the details, which you gave when you created the release key. The default configuration name is config. Let it be.

Go to Build Types, Choose release


In the Signing Config option, choose config. Click on OK.

To use the release signing key when deploying the app, click on the tiny square found at the bottom left of Android Studio and choose Build Variants


In the Build Variants sidebar, choose release. From now on, whenever you deploy the app, the signed version  with your release key is pushed on to the device/emulator.

But when you deploy it for the first time, you will encounter this error.


This is because of the conflicting signatures for the same package. Click on OK and the release build will be pushed.


What is a SHA1 fingerprint ?

SHA1 stands for Secure Hash Algorithm One. A one-way cryptographic function that can be used to act as a ‘signature’ for a sequence of bytes. It is very unlikely that 2 different byte sequences would produce the same value (though not impossible). So instead of shipping the app with the entire key store and uploading a copy of it to the playstore, we use this cryptographic signature to easily validate the authenticity. Read more about SHA1 here.


Obtain the SHA1 fingerprint

Important : Run your app in release mode once before proceeding.

Click on Gradle ( or SBT ) found on the top right of Android Studio. First time you open it, it’ll be blank, click on the refresh button and it’ll list the name of your project ( My project name is Segments ).


Expand the tree like this and double click on Signing Report


Voila! you find the SHA1 fingerprint of both the release key and the debug key.


You can even use the debug key SHA1 for testing Google API services. Just make sure that the app accessing this API is signed with the same key as that provided to authorize the app.


An unexpected error occurred. Please try again later. (480000x)

You might get this error when you submit the SHA1 fingerprint, this happens when you use the same fingerprint+package combination as a new linked app. Go to your developer console and delete any duplicates projects that you may find. Deletion takes 7 days though.


DALVIK vs A.R.T ( Android Run Time )

Android [4.4] KitKat users would have noticed the new option to choose the default run-time environment in Android (Dalvik or ART). Dalvik has been the run-time environment in Android since the very beginning. Although ART was added as an experimental feature in Kitkat, it has now replaced Dalvik from Android [5.0] Lollipop.



When a software program is executed, it is in a run-time state. During this state, the program sends instructions to the computer’s processor to access the system resources. To do this, we have a run-time environment that executes software instructions when a program is running. These instructions translate the software code into machine code (byte code) that the computer is capable of understanding. In simpler terms, it means that all Android application files (APKs) are basically un-compiled instructions.


Android uses a virtual machine as its run-time environment to compile and run its applications. Unlike our Virtual Box, this virtual machine does not emulate the entire computer! Using a virtual machine ensures that the application execution is isolated from the core operating system, so even if the application contains some malicious code, it cannot directly affect the system. This provides stability and reliability for the operating system. This also provides more compatibility, since different processors use different instruction sets and architectures, compilation on the device ensures compatibility with the specific device.


Dalvik uses a JIT (Just-In-Time) compiler for its process virtual machine. Applications need a lot of resources to run. Taking up a lot of resource can slow down the system. But with JIT, the resources are fetched just when they are needed meaning the application gets compiled when they are launched and are loaded into RAM. But compiling the entire code when we launch an application takes a lot of time which translates into what we call lag. But the entire code is not compiled on every application-launch, rather the part of the code that is needed to run the application is compiled every time and gets stored in cache called as the dalvik-cache so it can be reused and this cache gets optimized with every compilation overtime and creates something like a tree of dependencies on every device.

Boss Android users would know that they have to wipe dalvik-cache  before they install a new ROM in their Android, that is because this tree of dependency now has to reconstructed for the new system in the ROM.

But if the compiled application that is loaded into RAM is manually killed, the whole process of compilation has to be done again. Over time, the dalvik-cache gets bigger and does not get cleaned and this takes up a lot of storage, which slows down the device.


A.R.T uses AOT (Ahead-Of-Time) compiler. When an application is installed, the A.O.T compiler translates the entire code into machine code via compilation. So this means the application doesn’t need to compiled again and again. This makes the process of launching and using the application faster and smoother because the pre-compiled code (machine code) just needs to be executed and all the resources are readily available. Reducing the number of compilations also improves the battery life of the device. But compiling the entire code means installing the application will take more time and storage as well.


Although on paper, A.R.T smokes Dalvik, it doesn’t make a huge difference as you would expect. Apps do launch faster and the performance is a tad better in A.R.T.


Here’s a a slide shown on one of the I/O keynotes.

A.R.T may use the “Ahead-Of-Time” method of compilation, but I personally don’t think it is ahead of it’s time! Yes, it does make more sense, it might be the next right step towards a better Android. But it still uses a virtual machine and running applications through a VM would never be faster than running applications in native code!

This article featured in the June issue of the Open Source For You magazine.                View here

How to create BOSS boot animations for Android

Boot animation is the first thing you stare at when you power ON your Android device, so what’s a BOSS Android without a BOSS boot animation ? 😀

Here’s an example of what I created.

This is a tutorial on how to create boot animations from scratch using Adobe AfterEffects.

You could also use any of these alternative methods and proceed to Step 2.

  • Convert a video into boot animation [ here ]
  • Convert a GIF into boot animation [ here ]
  • Use a static image as boot animation



Figure out the screen resolution of your Android. Create a new composition in AfterEffects with that specific resolution. Set the required duration for the animation.


Create your animation. Here’s a basic guide to animating in AfterEffects.


Here’s the interesting part, the boot animation is not stored in Android as a video file, rather it is saved frame by frame as image files.

Rendering the composition :

  • Set the Output Module format as PNG Sequence 
  • Output To a new folder with the naming sequence as [#####].png



After rendering the composition, the output folder will contain the animation stripped down to each frame as PNG images. Rename the output folder to folder1. If you want a part of the animation to loop, put those frames into another folder named folder2. Now place the folder(s) into another folder named bootanimation. i.e :

 ├───folder1 ( Main animation )
 └───folder2 ( Part that must loop )

To package the boot animation. Download this tool ( Windows binary ). MAC / UNIX users may use WINE.

Open the Boot Animation Creator. Choose the folder bootanimation.


Set the properties. Select the first line and click on edit.11

Now choose the appropriate resolution and framerate as set in the AfterEffects composition. 8

Click on Add loop and choose folder1.


If the number of loops is set to 0, that part will keep looping.


Click on next and save exactly as Preview the animation using this tool. You could also create a shutdown animation, follow the same steps and save exactly as But mind you, shutdown animations wouldn’t last as long as boot animations, so make it short.


There are 3 ways to install the boot animation

  1. Using a root file explorer ( ROOT )
  2. Using ADB ( WITHOUT ROOT )
  3. Flashing a new ROM with the boot animation ( RECOVERY )

I recommend not to use 3rd party apps to install boot animations!


I recommend using ES file explorer. Press menu and set Root Explorer ON


Place the in your phone storage, copy and replace it with the file in /system/media


Long press the new and select properties.


Tap on Change next to Permissions and set it like this


You’re done ! Reboot the device to view the new boot animation.


Navigate to your adb binary folder and place the file there. Hold shift and right-click, open command window here. ( Here’s a noob guide to setting up basic adb )

Type the command :

adb push /data/local
adb reboot



Open up your ROM ZIP file and replace the file present in System > Media and flash the new ROM.
Leave a comment if you have any doubts. No matter how noob the question is, I’ll be glad to help 🙂

How to root Lava Iris X8

The other day I bought a new LAVA Iris X8 specifically for Android development and guess what, I rooted the device on the first day 😀

Here’s my rooted X8.

This is the most safest and noob-friendly method to root your X8. Yes, I have tested this method on my own device and I did not soft-brick it in the process. Screenshot_2015-04-01-21-44-32 > Will I receive the official Lollipop update ( as promised by LAVA ) even after I root my X8 ?                                                                                                                                       Yes, you will receive the update, but you’d probably lose root access after you install the update. But don’t worry, I will post a rooting tutorial right after the update is released.

> Will I void my phone’s warranty if I root my device ?                                                          Well, of course you will void your warranty 😀

DISCLAIMER :: I have tested this rooting method on my device, but I will not be responsible if you mess something up :/

Here we go,


Goto Settings > About phone and keep tapping Build number until a toast message pops-up saying ” You are now a developer  ” Now, go back to Settings and you will find a new entry Developer options, inside it check USB debugging option. Untitled-3


I recommend using XP / Vista / 7 for this, because it is cumbersome to setup the drivers in Windows 8 / 8.1 and in most cases, the drivers would not get installed properly. Download the Driver package here This contains all the VCOM,USB and ADB drivers ( all that you need ), most of which are common to all Mediatek ( Your phone’s processor ) devices. After you download the rar file, extract it. Now goto Device Manager

  •  Right-click on My Computer > Properties > Device Manager

Under Other devices or Ports, you will find an entry of your device with the exclamation symbol like this.

  •  Right-click > Update Driver software

04-devmgr Choose the Browse option and locate the extracted folder, Windows will automatically identify the driver and install it. 05-browse


Make sure the computer has an active internet connection. Open the Kingo root application, it will automatically recognize the device and starts installing the necessary dependency drivers. Now click on ROOT, it will automatically start downloading the necessary root files and does everything for you. It takes a couple of minutes, the phone might do some reboots in the process, don’t panic ! On completion, it’ll say “Root succeeded” and you will find a new Kingo root icon in the app drawer.


Although Kingo root succeeded, it failed to install SuperSU in my X8. If you can’t find SuperSU in your app-drawer, follow this step. Download SuperSU from the playstore. Screenshot_2015-04-01-22-02-17 SuperSU prompts you to install it. Choose Normal mode, phone reboots after the installation is complete Untitled-5 After rebooting, SuperSU still won’t show up in the app drawer because it conflicts with the SuperSU package Kingo root tried to install, so you need to remove it.

  • Goto Settings > Apps > SuperSU > Uninstall updates

Screenshot_2015-04-01-21-46-44 Then reboot your device and you’re done. The next time an app requires root privileges, SuperSU will prompt your permission.


Thanks to the folks at XDA, we finally have a custom recovery !

Download here ( Carliv Touch v3.3 )

You can flash the recovery by using either of these two :

  • Mobileuncle MTK tools ( without PC )
  • SP Flashtool

Mobileuncle MTK tools

  1. Place the recovery.img file in the root of your SD card.
  2. Download Mobileuncle MTK tools here
  3. Place the recovery.img file in the root of your SD card
  4. Open the application, grant root permissions
  5. Go into Recovery update, it will automatically find the recovery.img file
  6. Tap on it and choose OK for the prompt
  7. It will install the recovery and reboot into recovery

SP Flashtool

  1. Download the application here ( Windows )
  2. Just extract the ZIP file.
  3. Download Scatter-text file for the X8 here
  4. Open Flashtool.exe from the extracted folder, load the scatter-text file
  5. Choose the recovery.img file and click on Download
  6. Power-off the phone and connect the phone to the PC
  7. Wait for the magic ring to appear !
  8. Doesn’t make sense ? Follow this noob guide

To boot into recovery

  • Hold volume up + volume down + power button at OFF state
  • Use Mobileuncle MTK tools application and tap Reboot into Recovery
  • Use adb command  $ adb reboot recovery

Right now, there’s isn’t much development happening for the X8. I am currently working on porting a CWM recovery for this device. After a custom recovery has been ported, custom ROMs would soon be available, hopefully ! Until then, all you can do is customize the stock ROM with the Xposed Framework. Xposed framework allows you to customize the UI, system apps and provides awesome functionalities through modules that you never thought were necessary! Read here if you are interested to know how it works.

The best thing about Xposed is, it does all this without actually modifying the APKs, meaning that if you uninstall the framework, you will remove all the customizations you made. Make sure you uninstall Xposed Installer before you install the official Lollipop update from LAVA. Download Xposed here Open Xposed and tap on Install/Update in Framework ( provide root access ). Don’t panic after seeing this warning message, I’ve tested the installation on my device.


The phone will reboot after the installation is complete. Xposed installer does not add any functionality by itself, you need to install modules for that. Head over to Download in Xposed Installer and choose the modules of your choice and make sure you download the Kitkat [KK] version of each module.

To use a module, enable it in Xposed Installer and reboot your device. Since we don’t have a custom recovery setup as of now ( which I am working on ). We cannot recover from soft-bricks ( Boot-loops ), so don’t install modules that may potentially soft-brick your device ! If none of the modules work, read this post

Xposed modules I’m using on my X8

  • Xui mod                          >   Awesome List animations
  • Greenify                          >   Epic battery saver
  • GravityBox                      >   UI customization
  • Tinted Status Bar            >   Change status bar color based on the app
  • Screen-off Animation      >   Well, duh !

Download iFont from the playstore, ( provide root access ) it has a plethora of fonts lined up. Before you set a font, Goto Settings and choose the Change font mode as System mode(need ROOT) Untitled-6   Here’s a list of my Top 10 Root apps for Android, an article that featured in the 2015 February issue of the Open Source For You magazine. View here


Mirror 1 | Mirror 2

Leave a comment if you have any doubts, I’ll be glad to help 🙂

[ FIXED ] Waiting for response from Gravitybox system framework Error | Xposed modules not working

I have installed Xposed Framework on many devices and Gravitybox module is always my first download. The other day, I encountered an error when I opened Gravitybox after a fresh install on my new rooted Android device. When I opened the app, it said   waiting for response from gravitybox system framework “

I checked the framework, all the app_process and XposedBridge.jar bundles were active. I had a look in the log file and saw a framework error. Upon researching on how Xposed works, I understood that all modules are placed in the standard /data/app location, which is accessible at boot time.

So if you have an SD card in your device and you have the Default Write Disk set to SD card, you will encounter this error because, as I understand the SD card is mounted only after boot, meaning the modules placed in SD are not accessible at boot time.


Move all your Xposed modules to Phone Memory including the Xposed Installer app.

How to customize your Android like a BOSS ( Without ROOT )

So we all chose Android because of the extent to which it can be customized           ( or couldn’t afford an iphone or hated a windows phone 😀 ). Anyway if you’ve chosen Android for the former, this is a guide to basic theming.

When we get a new Android, we start off with something like this.


I’m gonna be showcasing these 2 themes.


The first thing we are going to need is a launcher. A launcher is like a replacement for your homescreen and app drawer. There are countless launchers out there and I consider Apex and Nova to be the best, because they are low-ram consuming and offer loads of customizations. Out of these 2, we are gonna be using Apex launcher.

Download Apex Launcher here

After you’ve installed it, press the home button. You’ll be asked to select the launcher. Choose Apex launcher and set it to “Always”. The next thing we need are icon packs. The trick is to use two icon packs ( one for the homescreen and one for the app drawer )

Theme 1


For the first theme, install MNML white and Aroundfull iconpacks.

Download MNML white here

Download Aroundfull here

Now go to your Homescreen. Remove all the widgets. For the wallpaper, long press on the homescreen, Add wallpaper and choose Aroundfull and select the wallpaper. Double tap on the homescreen and select apex settings and set the options like this.


Now lets theme the homescreen.



Now lets add the widget. Install Zooper widget, one of the best widgets available. With this you can create your own widgets and functionalities with endless possibilities like this one.


This is a widget I created for a speech recognition app. I’ll be posting on how to make this and setup a JARVIS later on. I just want to show the capability of this widget. For now let’s use a user created Zooper widget called Minarch. Download both of them.

Download Zooper Widget here

Download Minarch here

Add the widget to your homescreen, you’ll find loads of built-in templates and each one can be totally customized ( fonts, value, string ). Try them out !


Boss screen

Now that you know how to customize individual elements, making this theme would be easy. For this theme, disable the dock from Apex settings.

Wallpaper download

Homescreen iconpack download

Page 1

Advanced mobile care widget download

page 2

Simple Text widget download

page 3

Bob Clock widget download

Widgetsoid download

Merge the Phone and contacts app together in the homescreen and then change the icon of the folder.

Page 4

Battery Widget chart download

Page 5

Playerpro widget download


– To solve this, move the app /widget to Phone memory.