Showing posts with label software. Show all posts
Showing posts with label software. Show all posts

Saturday, January 8, 2011

2D Games with Kitten-Fu, Part Three

Alright, so last time I promised you a second cat and some grass for them to walk on. When I originally got this far in my program I just copied and pasted and created a few if statements in order to take care of the second cat, but instead I'm going to use objects because they are going to be more efficient in this case (where the cats aren't significantly different in how they behave.)
Kitten-Fu is at version alpha 17 now, which is what i will be using for this tutorial. The earlier and later versions should be 100% compatible with what we have done so far.

The Sprites


We have two sprites to create before we work on the next bit of programing. The first is a copy of our first cat with some coloring changes. I also changed the head shape and the way the tail waves-this way they will both have a little different character without needing to re-do all that animation work from earlier.


Next, I'll make a ground sprite. I'm not really happy with the way this turned out. I'm thinking of making a new sprite that is just grass and will be placed higher on the screen along with a second sprite of just dirt at the bottom to give it that street fighter pseudo 3D feel. Remember, I am sticking to 4 colors per 16x16 block to help keep the 8bit retro style. Also remember that transparent counts as a color.


The Code


Let's start with adding the ground tile, since that's pretty simple. First create the ground stamp:

stamp ground("ground.png");
No need to worry about slicing it at this point. When we have more variety then we can convert it, but for now a stamp will work just fine.

Next, let's add a for loop that utilizes the stamp we just created and place it at the beginning of our painting section (after we clear the screen, of course)

  for (int i = 0; i < 8; i++) {
ground.put(i*16, 104);
}

If you compile your program now, it should display the ground tiles across the bottom of the screen.

So far we have just been using structured programing, meaning the code just goes through in order what we told it to do without employing any fancy code. We're going to get a whole lot fancier in just a bit. The next thing we are going to do is add a second cat. We COULD just copy our code and rename all of our variables with a 1 and 2 after them, but what if we need to add a third or fourth cat? (for example if we were making a kitteny RPG) That would get old really fast as we duplicated all of our code four times. So, to solve that we are going to employ classes.

I'm going to move all of the code having to do with the cat logic and painting into a kitten class. Since I am still fairly new to object oriented programing, I don't really feel like I can explain what I'm doing in very high detail, so I'm just going to show you what I ended up with.

If you don't know what a class is, you can think of it as a cookie cutter that you create with its own variables and functions (these have different names when they are a part of a class ... whatever) Once we have the class/cookie cutter set up, we can use it to create instances of our class (the actual cookies). This way, we can tell the program what a cat should look like and then make as many as we need with minimal needless duplication of code.

If you know HTML at all, this has the same function as CSS does, it's f*ing amazing and lets you do all sorts of cool things to control all your similar processes all at once.

Without further ado, let's look at the kitten class code (this goes right after we include KFu on line 5.) Actually, I take that back, I'm going to be converting the code into object orientedness in two passes. This first will be the game logic, the second will be the painting portion which I will cover in more depth than the game logic. okay, for real this time:

int framecount = 0;

class kitten {
public:
int kx;
int ky;
int walkleft;
int walkright;
int facing;
kitten();
void step();
private:
};

I made framecount into a global variable for now and changed the k1x and k1y variables into just kx and ky (make sure they get changed in all the places you were using them!)

Next, let's make the constructor:

kitten::kitten() {
kx = 110;
ky = 88;
walkleft = 0;
walkright = 0;
facing = 0;
}

You'll notice that the above code was basically used to declare and initialize the variables that we're using in this class. Go ahead and delete the duplicate variables at the top of main().

At this point we need to create an instance of our kitten class in main(). I'm going to call it kitten1, but you can name it anything you like. Since we are going to add the paint routine to the class, we will need to call it after we create the screen, so go ahead and add this:

  kitten kitten1;

And now let's make a method (it's basically a function) which will take our actual game logic code that we reference the kitten in and make it available to use with the class:

void kitten::step() {
if (framecount%2 == 0) {
if (walkleft == 1) {
kx = (kx - 1);
if (kx < -16) { kx = 128; }
}
if (walkright == 1) {
kx = (kx + 1);
if (kx > 128) { kx = -16; }
}
}
}

Again, you'll want to delete the code that we have now duplicated and replace it with the following:

  kitten1.step();

Before we're done, take a look at the SDL input handling. We use walkleft, walkright and facing there ... we'll need to point these to our kitten1 instance of the kitten class by adding kitten1. in front of each variable.

Okay! Go ahead and compile your code and make sure it still runs at this point before you continue. If you get an error, read it and take a good look at the line number it gives (if it gives one). Make double sure that you didn't leave anything important out like a semi-colon or a brace. If you still can't get it to compile, take a look at the sample code at the end of this post - we are doing some major revisions to the structure of the code and that can be a little confusing at times.

Once you have your code compiling and running again, let's break it again! we're going to turn the painting routine into another method in our class.

Before we start, we need to change the way we declare our slices and stamps again so that we can separate them into variable declarations and variable values just like we did with the other variables.

  stamp* sprites;
sprites = new stamp("kitten1.png", KFU_LOAD_FLIPH | KFU_LOAD_NORMAL);
slice* stand;
stand = new slice(*sprites, 0, 0, 16, 16);
slice* walk[4];
walk[0] = new slice(*sprites, 16, 0, 16, 16);
walk[1] = new slice(*sprites, 32, 0, 16, 16);
walk[2] = new slice(*sprites, 48, 0, 16, 16);
walk[3] = new slice(*sprites, 32, 0, 16, 16);
I also got rid of the kitt1 from the name of the variables since that won't make a lot of sense when it is part of a generic class.

So, what are those asterisks that we added to our code for? They are memory pointers that we are using to separate the variables. Jeff is possibly changing kfu to make this easier, so I'm not going to try and explain it :-) If you want to know more, read a good introduction to pointers in c++.

Next, we should add the following to the private section of our class:

  stamp* sprites;
slice* stand;
slice* walk[4];

And the following to our constructor:

  sprites = new stamp("kitten1.png", KFU_LOAD_FLIPH | KFU_LOAD_NORMAL);
stand = new slice(*sprites, 0, 0, 16, 16);
walk[0] = new slice(*sprites, 16, 0, 16, 16);
walk[1] = new slice(*sprites, 32, 0, 16, 16);
walk[2] = new slice(*sprites, 48, 0, 16, 16);
walk[3] = new slice(*sprites, 32, 0, 16, 16);

Now, we need to make a method that replaces the painting code:

void kitten::paint() {
if (walkleft == 1) {
walk[anim4]->put(kx, ky);
} else if (walkright == 1) {
walk[anim4]->put(kx, ky, KFU_PUT_FLIPH);
} else {
if (facing == 0) {
stand->put(kx, ky);
} else {
stand->put(kx, ky, KFU_PUT_FLIPH);
}
}
}

Since we use the variable anim4 in our class method, let's make it a global variable next to framerate for now. And then of course delete the original painting code and point to the class method with the following:

  kitten1.paint();

Pretty cool, huh? Make sure your code still runs and debug as necessary.

wooo .. let's take a deep breath and take a look over all the code. Clean up any extra spaces and comment as necessary. Make sure you understand and recognize all of the various parts of the program still.

Now for the fun part, let's add that second kitten!

Tuesday, December 7, 2010

2D Games with Kitten-Fu, Part Two

When we left off in part one, you should have had a kitten that skated across the screen forward and backward. This would be awesome for a hover ship, but let's animate our little cat so that its legs move while it is walking. (oh, I'm also using the KFu alpha 13 library now)

The Sprites


We're going to use a sprite sheet for our cat, so that means adding all of our cat's various poses to a single .png file. I'm going to limit myself to 16x16 for each of the kitten's poses, that way I don't have to keep track of what size I made what, and it helps with the retro look too. Kitten-Fu allows you to specify any size you choose, just make sure you keep good track of your sprites if you make them irregular.


You can see four poses of my cat here. The first is the original position from part one, the second is with the right legs extended, the third is with all four legs in the middle. I was purposely vague on which leg was in front for this middle pose so that I didn't need to draw a second center pose. The last position is with the left legs extended. It took me quite a while to get the animation correct. If you are drawing your own sprites, I would recommend that you get the basic shape you want, then code the animation sequence, and then fine tune it when you can see the changes in action. I used a couple of YouTube videos to help me get the leg shapes correct.

My first attempt at animating my cat was in the middle of the night while I was almost asleep. I'm including it here as an example of what not to do!


The Code


So far we've only been working with a KFu stamp, and we really haven't tapped its full potential at all. One of the cooler things a stamp is good for is making "slices". A slice is a piece of a stamp that is cut out and used as a sprite the same way we used the stamp in part one. What makes a slice special is that it doesn't take up more space in memory to use it. We can load one sprite sheet, and then cut multiple slices from it, creating a veritable cornucopia of sprites on the actual screen!

After we add the new kitten poses, we can leave our stamp code the same, but we're going to add our slice code underneath:

  slice kitt1stand(kitt1, 0, 0, 16, 16);

We'll also want to change where we put the kitt1 stamp to refer to the slice instead:

  kitt1stand.put(k1x, k1y);

Now we're going to use an array of slices for our animated kitten. An array is a way to give a list of items numbers rather than names--this can be quite handy as we will see in a moment. In this case, we're going to pre-load all four frames of our animation, and save them as slices.

  slice* kitt1walk[4];
kitt1walk[0] = new slice(kitt1, 16, 0, 16, 16);
kitt1walk[1] = new slice(kitt1, 32, 0, 16, 16);
kitt1walk[2] = new slice(kitt1, 48, 0, 16, 16);
kitt1walk[3] = new slice(kitt1, 32, 0, 16, 16);

You can see that for each slice above (for the animation and the first pose in kitt1stand) there are a couple different parts:

kitt1stand or kitt1walk[x] are both slice names that we use later to call them into use, and after that are our options in the parentheses. kitt1 refers to the stamp that we set up earlier on line 12 of part one. The series of numbers refer to the x-position and y-position (the top left corner of the slice), and the height and width of the slice. Of course the slices could overlap if we wanted them to, but for now that would make our cat look like a mutant.

We can't just replace kitt1stand with kitt1walk, otherwise our kitten would be animated even while it was standing still, so we need a way to tell if the cat is moving, and only show the animated slice array while that is true.

We already have a walkleft and a walkright variable that is set to true while the cat is moving, so we can just multi-purpose them! The way we're going to solve our animation problem for now is to set a counter that will rotate through the numbers 0-3 every x frames. We'll feed this number into the kitt1walk array and this will flip between all of the slices of the array in order. Add the following code right before you clear the display and begin painting. (and, don't forget to add any relevant variable declarations at the top of the program!)

  // ANIMATION //
if (framecount%8 == 0) {
++anim4;
if (anim4 >= 4) {
anim4 = 0;
}
}

Then, to make the counter tick, add the following to increment the frame counter every time through the game loop (I added it directly underneath the GAME LOGIC heading.)

  ++framecount;

We can re-use this counter for anything that we want to also run with four frames, as long as we don't mind that it is running in tandem with our cat.

Now that we've set up our animation, let's get it painted to the screen. Add a /// PAINTING /// heading underneath the animation code, and let's add some if statements around where we put kitt1stand. Basically, if walkleft or walkright equal 1, then we display kitt1walk, otherwise we display kitt1stand. I could write out the code for this a little more compactly than I have it below, but since we are about to add flipping, this sets up our statement nicely for that:

  if (walkleft == 1) {
kitt1walk[anim4]->put(k1x, k1y);
} else if (walkright == 1) {
kitt1walk[anim4]->put(k1x, k1y);
} else {
kitt1stand.put(k1x, k1y);
}

If you make your program at this point, you'll notice that the cat, although animated, moves way too fast (even for a ninja cat.) We need a way to slow that kitten down. How about a throttle on the game process? every x frames, we will register a movement. If we were working with smaller pixels, this would be less of a problem, but when your cat moves at 30 pixels per second, and your screen is only 128 pixels across ...

In the GAME LOGIC section, underneath the frame counter, let's stick our movement controls into a throttle of sorts:

  if (framecount%2 == 0) {

Now when you make the file, the cat walks slower but, especially if you're on an older / slower computer, you'll notice that the cat fluctuates in speed depending on your CPU usage. That's because I forgot that we need to use KFu's FPS thingy. To set it up, we need to add the following lines to the top of our actual game code, right after we finish declaring our variables and slices.

  fps framerate(1000/30);
framerate.start();

Then, at the bottom, right before we flip to the screen, add the following:

  framerate.delay();

we could have named framerate anything, and set the speed to anything we wanted. I can imagine that you could change this number for underwater scenes, or something like that.


Everything should work now except for the fact that your cat can only face one direction! Let's fix that (although, the moonwalking kitten is pretty cool.)

KFu already has options set up to allow for flipping, all we need to do is activate them. First, we need to create a flipped "instance" of our stamp. This creates a complete copy of the stamp in the memory, so don't flip or rotate more than you'll actually need for your program.

Your new stamp declaration should look like this:

  stamp kitt1("kitten1.png", KFU_LOAD_FLIPH | KFU_LOAD_NORMAL);

FLIPH is for flip horizontal, and then NORMAL is so you can load the regular file. If you don't declare any positional variations, KFu assumes you only wanted NORMAL, but as soon as you start declaring variations, you have to tell it exactly what you want.

Do you remember where we made our if statement a bit long winded for our cat animation? Change your slice code to the following for when the cat is walking right:

    kitt1walk[anim4]->put(k1x, k1y, KFU_PUT_FLIPH);

Now, the only remaining 'error' is when your cat stops walking, it always faces left ... Using a variable on the key presses, see if you can flip kitt1stand to face the correct direction after he finishes walking. I have a solution in the code included at the bottom of the post--see if you can figure it out without looking.

So, I lied about showing you how to add another cat, that will have to wait until part three. We'll create a kitten object, and work on the logic that will make kitten-2 follow kitten-1, as well as some grass for them to walk on.

The Files


You can download everything from part 2 here: kittens-02.tar.gz

* * *

Friday, December 3, 2010

2D Games with Kitten-Fu, Part One

As part of the UVOG arcade project, Jeff has been working on a 2d graphics library for C++ called Kitten-Fu. It's cute and fuzzy like a kitten but powerful like a ninja ...

I'm going to be using Kitten-Fu (KFu) and other open software to create a retro, side-scrolling game about ... what else, ninja cats.

As a way of introduction, I am a novice programmer who has dabbled in PHP and AVR Assembler. I'm going to be blogging my very first C++ program during this series.

First, we need to install the KFu library. KFu has a couple of dependencies, so make sure you install them first:

$ sudo apt-get install build-essential libsdl1.2debian libsdl1.2-dev libsdl-image1.2 libsdl-image1.2-dev

Once you have that, go to the Kitten-Fu wiki page and download the latest version of the library. I'm going to be using KFu alpha 10 to start with. After you have the file downloaded, extract it and in a terminal, navigate to the extracted files and type:

$ sudo make install

Now we have access to the KFu C++ libraries and can use them in our program.

Now, let's create a folder for our program to live in, for example: /home/yourName/Programing/kittens

The Sprites


I already know that I want my program to involve cats, and since I'm better at drawing than coding at this point, I'm going to start by drawing a sprite and then worry about getting it to the screen. For sprite creation, I use a program called MTPaint which is a great pixel editor. You can use any graphics program you like.

I drew my first cat at 16 by 16 pixels and in 4 colors, one of which (black) will end up transparent. I saved my sprite as an 8bit .png, which is an indexed file format - perfect for making a retro game. You could also use a 24bit .png which has alpha transparency (various shades of transparent) which lets you have pretty, smooth and curvy edges all at once! Make sure to let the file know that you want the first color to be transparent. In MTPaint this is through the save dialog. Here's a screenshot of my final kitty:




The Code


Okay now let's create our program files. I like to work with Nano, a command line text editor. You should use whichever program you are comfortable with as long as it's a text editor and not a word processor. (ie, not Open Office Writer or AbiWord, but using Kate or Gedit is fine)

In my kittens folder, I create a new file titled kittens.cc with the following contents:

// kittens
#include <unistd.h>
#include "KFu/KFu.h"
using namespace kfu;


This tells me the name of my new program, and that I want to use the KFu library. Save the file and then create another empty file named Makefile. A makefile is a type of script file so that you don't have to type out the compile instructions every time:

all: kittens_norun

kittens_norun: kittens.cc
 g++ -o kittens kittens.cc -lKFu -Wall --pedantic

kittens: kittens_norun
 ./kittens

IMPORTANT: The spaces on lines 4 and 7 are really tabs, make sure you replace them in your code.

Okay, save that, and now let's get that sprite to the screen! Open kittens.cc and add this to your file:

int main(int argc, char* argv[]) {
screen display(128, 120, 640, 480);
stamp kitt1("kitten1.png");

kitt1.put(100, 100);
display.flip();

sleep(5);
}

Before we talk about what everything does, let's make sure it works:

$ make kittens

A smallish black screen should pop up and have a little cat standing in the middle of it, and then it should close after 5 seconds. If this didn't happen, look back over all your code, and double check that everything is correct. I do have the project files included at the bottom of this post if you need them.

So, let's take a look at the code we just added. int main(...) { ... } is the wrapper for our actual program. Pretty much everything we do will be included inside of it.

screen display(128, 120, 640, 480); This sets up the parameters of our game screen. The first two numbers are the width and height of the game window. The next two numbers are the width and height of the screen. The game space will expand and center in the available screen space. This lets you change the size of the pixels on the screen. With the setup that we're using, we'll have a fairly small screen, and the pixels will be magnified x4.

stamp kitt1("kitten1.png"); This line sets up our stamp, giving it a name (kitt1) and telling it which file to use.

That's it for the setup, now we get to actually place the kitten on the screen.

kitt1.put(100, 100); Here, we name our stamp, tell it to "put" it to the screen, and tell it the x and y coordinates.

display.flip() is what actually paints the sprites to the screen. Very important, don't leave this out!

The last thing we do is tell it to do nothing for 5 seconds (sleep(5);) and then it gets the the final } and closes our program.

There are two things we need to add to our "game" to make it a bit more functional: movement, and a way to close it when we want rather than only letting it last for 5 seconds. Both of these are going to involve key presses, so let's add those in!

In between the screen set up and where we actually paint the cat, let's add a section:

/// HANDLE EVENTS ///
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE: done = 1; break;
default: break;
}
break;
}
}

This basically says, look at all the keys that are down, if you see the escape key get pressed, then done equals 1 and then skip to the end of this section.

You will also need to add the following line to the top of your program, right after int main() { in order to access the SDL event handling.

SDL_Event event;

Now, we need to tell the program that it should should skip on down to the end of the entire program when we press escape.

So, surrounding everything but the first few lines of setup, add a while statement:

int main(int argc, char* argv[]) {
SDL_Event event;
screen display(128, 120, 640, 480);
stamp kitt1("kitten1.png");

while (!done) {
... your code ...
}
}

We're going to have to set up the variable at the very top of our program, in between main() and the SDL_Event line:

int done = 0;

Now, we can clean up our code by removing sleep(5); as well as #include <unistd.h> since we aren't using them any more.

I guess I should mention that you should be compiling and running your program in between each set of changes so that you see the progression as we go along.

So, let's make that kitten move! Add the following line underneath the escape key press:

case SDLK_LEFT: walkleft = 1; break;

This sets the walkleft variable to 1. Add the walkleft variable underneath the done variable:

int walkleft = 0;

All by itself, that doesn't do anything--we need to use that variable in an if statement in order to change the coordinates of our cat.

First, change kitt1.put(100, 100); to:

kitt1.put(k1x, k1y);


now, let's preset our kitten's coordinates to the bottom right of the screen by setting our variables:

int k1x = 110, k1y = 88;

Now all we have to do is create our if statement and place it right before we put the cat to the screen:

/// GAME LOGIC ///
if (walkleft == 1) {
k1x = (k1x - 1);
}

If you run the file now, you'll notice that the cat smears itself across the screen, we need a way to clear the screen each time we paint. So let's add the following right before we "put" our cat to the screen:

display.clearSurface();

Next, we need to get the kitten to stop moving after you let go of the left arrow. We need to add a whole section to our Handle Events section right after the break; for case SDL_KEYDOWN::

case SDL_KEYUP:
switch (event.key.keysym.sym) {
case SDLK_LEFT: walkleft = 0; break;
default: break;
}
break;

To get the kitten to wrap around to the other side, add the following tight after we decrement our x position:

if (k1x < -16) { k1x = 128; }

The numbers I chose here make sure that the kitten disappears off the screen before it re-appears on the other side.

You should be able to add all of the code to move the kitten to the right rather than just the left.

Next time we'll flip the kitten, animate it and add another kitten to follow it around!

The Files


You can download everything from part 1 here: kittens-01.tar.gz

* * *

Tuesday, July 27, 2010

Response to .DOC Attachment

What do you do when you receive an email file attachment in Microsoft's .DOC format? Sure, we could open it in OpenOffice.org and go about our business, but there's no guarantee that this will remain true for future versions of .DOC. Use of proprietary formats are a danger to interoperability and to future innovation. One good thing to do is to reply to the email and explain why they should send the attachment in a standard format. I've seen several canned email responses in the past, but most are too brief to explain the issue, or too harsh in their wording to satisfy my tastes. I was prompted to write a response after receiving such an email attachment today, and I have combined some of the best ideas from elsewhere and added some of my own. Here is what I would recommend:
The document you have sent was not saved in an accepted format for Internet mail.

It was saved in a proprietary format that is unreadable on several types of computers because the method for decoding the document is kept secret by Microsoft and is purposefully changed with each new release of Microsoft Word so that existing users of Microsoft Word will be forced to pay for expensive upgrades in order to continue to read Word Documents sent by others. For example, in 2010, Microsoft Office Home & Business 2010 was priced at $279.99, and Microsoft Office Professional 2010 was priced at $499.99.

Recent versions of Word have started using a newer, patented OOXML format. In many countries, it is actually illegal for other products to decipher this format. This is a lock-in technique used by Microsoft to maintain their monopoly on Office software, and by extension, their monopoly on the operating system market, since they have not released a cross-platform version of Microsoft Office compatible with other operating systems.

In most cases, the size of the file saved in Microsoft's secret, proprietary format is also substantially larger than a standards compliant file containing the same information and the same formatting.

It is also important to note that Microsoft Word documents are often infected with viruses. Excel, Access, and Power Point files are also vulnerable to infection. This potential for infection is largely due to the Macro language and the "Visual Basic for Applications" language which are built into the format to provide powerful programming capabilities. While powerful, these features were not protected with proper security precautions, and the majority of users do not actually use these features or even know that they exist.

What to do instead:

If you continue to use Microsoft Word, please have the courtesy to “Save As” one of the following formats: ODT (if available), DOS Text, HTML, or Portable Document Format (PDF) and after saving, send the resulting file as an attachment.

Alternatively, you could use a product such as AbiWord, KOffice, Google Docs, NeoOffice, or OpenOffice.org that allows you to save your document in the Open Document Text Format (ODT), which is an ISO/IEC International Standard, and is supported by such notable companies as Apple, Adobe, Google, IBM, Intel, Nokia, Novell, and Sun Microsystems. If you don't have one of these programs, I would recommend OpenOffice.org, which may be downloaded free of charge and used for any purpose, personal or commercial.

A third option is to simply type your message directly into mail (instead of typing into Microsoft Outlook or Microsoft Word) so that you won't need to use an attachment at all.

In the highly unlikely event that your document cannot be converted to an open, non-proprietary format, consider printing it and mailing it by post, or scanning it, and sending it in a standard graphic format such as PNG or JPG.

Thank you.

Thursday, January 1, 2009

My Comprehensive List of Free or Open Source Software for XP

I received a brand new hard drive (400GB SATA) for Christmas this year (thanks Mike!), and so I am spending today reinstalling my main computer with Windows XP Pro. Unlike most Linux distributions, Windows is devoid of any useful programs after it has been freshly installed (no, I'm not saying that windows is a linux distro). As I reinstall all of my old programs, I'll be keeping track of them here for future reference, and maybe some passer-by (that's you) will find it useful.

I got tired of adding text and links about halfway through - I will update tomorrow or so.

The Operating System:


Windows XP Pro

Much better than XP Home, if you are going to use your computer in any custom way, or on a network. I'm not even going to go into Windows Vista here.

Debian, Etch

Debian will be installed as a dual boot on my 80GB drive... I've only used Mandriva and Ubuntu/Xubuntu thus far, so this will be exciting.

Appearance:


Royale Noir XP Theme

Download the Royale Noir theme and follow the instructions. This will give you a darker (navy or black) version of the Windows Media Center theme. Or, you could set the theme to Windows Classic and forget about trying to look snazzy.

Desktop Wallpaper

Go visit Smashing Magazine and download a desktop wallpaper. They scour the web for amazing wallpapers so you don't have to. It doesn't matter what you pick as long as it isn't the default 'blissful hill'.

Internet:


Browsers

As a web developer, I install every browser, but only really use Firefox. Opera 9 seems comparable, but it comes down to 1) extensions and 2) familiarity. Chrome isn't ready for consumer use yet, Internet Explorer 6 is a dinosaur, and Internet Explorer 7 is slow / annoying to use. I let Windows install IE7, and then install multiple IEs in order to get IE6. This lets Microsoft update IE7 for me, so I have the latest version for testing. Safari is fast, but I don't like the User Interface - it's too hard to find the features I am looking for (without even knowing if they exist).

Browser Plugins

Flash and Shockwave, Acrobat Reader, Quicktime (skip if you plan on installing iTunes), Java, Real Player or you can install Real Alternative which lets you play the RM files without the terrible media player!

Pidgin

Pidgin is an all-in-one Instant messenger. I like it for the custom smiley themes and plugins. I used to use Trillian, but it conflicted with my computer for some unknown reason. Astra looks awesome, but it's been coming soon for at least two years, probably more. Digsby looks kind of cool, and if Pidgin ever fails me, I'll try it out.

mIRC

mIRC is the best IRC client that I've tried. The UI is simple yet powerful. Lots of bells and whistles if you want them. And no fluff graphics either. I turn the theme to dark as soon as I install it.

Thunderbird

Thunderbird is better than Outlook Express. There might be a better free email client, but this one is good enough for me. I don't like the default theme, so I install Azerty Mail instead.

Azureus

Azureus (or Vuze) is a pretty good P2P app. Vuze sucks, change it back to the classic mode. Useful for downloading the latest Linux Distributions.

eMule

eMule is good for downloading old, hard to find programs.

LimeWire

Limewire is great for getting viruses and spyware!

AVG 8

Before installing Limewire, make sure you have some basic anti-virus protection. Unless someone out there knows of a better free anti-virus, I am currently recommending AVG-Free. Avira is also good, but has pop-up advertisements. Clamwin sucks, as does Avast.

Spybot S&D

Spybot's most useful feature is the teatimer system change monitor. This alerts you to changes to your registry, startup, browser, context menus, etc. Better than Vista's watch-dog because it actually tells you what is happening, and saying no lets the program continue to run as if it HAD made the change rather than just stopping the program from running altogether. I use this for programs like quicktime that want to add a startup entry so that it will load faster. Since I only use quicktime once every couple months, this is hardly a good use of my start-up space.

FileZilla

This is a great program, but I have not had good luck with version 3.x. I can only assume that it DOES work for most people or they would have fixed the issue already (disconnects every few minutes). If you can find version 2.x, it's pretty darn good.

Firefox Add-ons:


Camifox theme

There are a lot of good themes for Firefox, but Camifox is nice and simple without looking ugly.

Add to Search Bar

This lets you add any search box to the firefox search in the upper right-hand corner, instead of relying on the ten or so default ones.

Cookie Swap

Cookie Swap lets you quickly switch between named sets of cookies so that you can use multiple accounts with the same service without re-logging in all the time.

Edit Middle

An AwesomeBar hack.

Enter Selects

AwesomeBar Hack

Favicon Picker

Lets you change or add a favicon to any of your bookmarks.

Flash Block

Special mention to this extension for older computers that can't handle the amount of flash that some websites use. Or, if your eyes can't handle it!

Foxmarks

Useful if you have more than one computer, dual boot, or have ever lost all your bookmarks when your HD crashed. It synchronizes all of your bookmarks with their server, so that when you add a bookmark it is added to all of your computers.

Go Parent Folder

Lets you go to the parent folder after searching for a bookmark in the organizer.

Google Notebook

A notetaking thingy - there are some problems with it, but I haven't gotten around to trying any of the other similar extensions yet.

Google Toolbar

Essential for the 'Go to Next Search Word' buttons. I can't use the web without them.

Hide Unvisited

AwesomeBar Hack

HTML Validator

A Web Dev tool that tells me how many errors a web page has.

Old Location Bar

AwesomeBar hack - Tries to make the AwesomeBar just be a location bar, it isn't quite sufficient, and I'm not sure if it helps or hinders more ...

OpenBook

Lets you customize the add bookmark dialog.

Organize Status Bar

Firefox 3 didn't have the same status bar layout as FF2, this will let you move things around however you like.

ScribeFire

A quick blog editor.

Show Keywords

AwesomeBar Hack

Smart Bookmarks Bar

Transforms your bookmark bar into a list of single icons. This is where the favicon picker comes in handy.

Tagmarks

I haven't tried this one yet. It lets you add little icons to your bookmarks, visually placing them into categories for you.

Unsorted Bookmarks Folder Menu

This places your unsorted bookmarks in a folder that is accessible from the bookmarks menu.

Web Developer

By far the most useful extension that I have installed. It is the swiss army knife of web development tools.

Applications:


Open Office

Open Office is free and comparable to Microsoft Office. Writer is AWESOME! much better than Word for pretty much anything.

Google Earth



Edit Pad



Graphics and Design:


Paint.NET

Paint.NET is a free photo editor along the lines of Photoshop.

Picassa



Inkscape



Pepekura



SketchUp



Audio/Video:


CDex



Winamp



Streamripper

Streamripper rips individual songs from streamed internet radio stations. If you use the WinAmp version, make sure to get a custom skin for it, the default one is (was) terrible.

iTunes



Cool Edit replace



DivX



Step Voice Recorder



Video LAN



Switch Sound Converter



Tools:


Sequoia View



WinRar



TweakUI



For good measure, here's a list of the proprietary/non-free programs that I use:

Photoshop 7 or CS3
Flash
InDesign
Adobe Acrobat
Microsoft Publisher
Nero 6
FolioBound VIEWS (if anyone knows of a good replacement, leave me a note!)
PowerDVD (same for PowerDVD)