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Old 10-28-2009, 11:47 AM   #1 (permalink)
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Exclamation Sparrow - a new Open Source iPhone 2D game framework

Hi folks!

Since about early spring 2009 we have been developing a 2D game framework for the iPhone. It is currently in a quite stable and complete state and we plan to make it public (and Open Source -- probably LGPL) soon.

We would really like to get some feedback on the framework before going public. As this forum has often been a place to find useful information when we were stuck, we thought this would be the right place to announce the framework and get some constructive feedback. We would love to give anyone who is interested access to a read-only subversion repository.

But first let me introduce you to "Sparrow".

We had three main goals with the framework:

It had to be
  1. easy to learn
  2. clean & lightweight
  3. fast

It is written in pure Objective-C, so that a developer will have to use only one programming language (no mixing of C++ and Objective-C) and will have easy access to each and every native iPhone library.

But the killer feature of Sparrow is the following:

Many of you will already be familiar with it.

How come? It's very similar to the Flash API. Anyone who has made a Flash game will feel at home instantly. You have got all the classes you are familiar with: DisplayObject, Sprite, TextField, etc. You can use the same event model, including bubbling events, etc. We only made some minor changes where we thought it made sense to do so. (E.g.: instead of the class couple "Bitmap" and "BitmapData", you have got "Image" and "Texture").

Since everything is rendered with OpenGL, you have the best of both worlds: a clean API and fast rendering. And if you want to, you can even plug in your own OpenGL code (e.g. by just writing a custom "render" method of your DisplayObject).

The framework has been developed in parallel with two games that are nearing their completion, as well. So it was already tested in a real life environment.

As we want to keep everything under control, I do not want to post the link to the repository here (yet). I ask anyone who is interested to send a mail to the following address:

office (at) sparrow-framework dot org

Unfortunately, there is not much documentation yet. But there is a well documented demo application included that showcases how to use the library. And, as I said, anyone familiar with the ActionScript API will know what he's looking at.

For anyone who read this far: We are really eager to hear your feedback! We are just a small team who were not happy with the existing libraries out there and thought it made sense to create something that's really well suited for other small teams who are, like us, working on 2D games. Something that allows them to concentrate on their game, not on OpenGL rendering or learning lots of new APIs.

Thanks for anyone who is giving it a try =)

And thanks to the rest of the forum for helping us during the development of the framework, by countless entries in this giant knowledge base we could dig through. =)

Daniel Sperl

Last edited by TheRedge; 10-28-2009 at 11:50 AM. Reason: forgot to add that it's Open Source ;-)
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Old 10-28-2009, 04:22 PM   #2 (permalink)
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Cool Code samples

To arouse your curiosity, here are a few examples about how to use Sparrow.

Create and display an image:

Code:
SPTexture *texture = [SPTexture textureWithContentsOfFile:@"jupiter.png"];
SPImage *jupiter = [SPImage imageWithTexture:texture];
jupiter.scaleX = jupiter.scaleY = 1.4f;
jupiter.x = 40;
jupiter.y = 30;
[self addChild:jupiter];
Or load the texture from your texture atlas:

Code:
SPTextureAtlas *atlas = [SPTextureAtlas atlasWithContentsOfFile:@"atlas.xml"];
NSLog(@"found %d textures.", atlas.count);
        
SPImage *jupiter = [SPImage imageWithTexture:[atlas textureByName:@"jupiter"]];
Now add that image to a Sprite (a DisplayObjectContainer):

Code:
SPSprite *sprite = [[SPSprite alloc] init];
jupiter.rotation = PI / 2.0f;
[sprite addChild:jupiter];
[self addChild:sprite];        
[sprite release];

float spriteWidth = sprite.width; // calculates width of all contents
React to touch events:

Code:
// e.g. in 'init'
[self addEventListener:@selector(onTouchEvent:) atObject:self forType:SP_EVENT_TYPE_TOUCH];

// the corresponding listener:
- (void)onTouchEvent:(SPTouchEvent*)event
{
    NSArray *touches = [[event touchesWithTarget:self andPhase:SPTouchPhaseMoved] allObjects];
    
    if (touches.count == 1)
    {                
        // one finger touching -> move object
        SPTouch *touch = [touches objectAtIndex:0];
        SPPoint *currentPos = [touch locationInSpace:self.parent];
        SPPoint *previousPos = [touch previousLocationInSpace:self.parent];
        SPPoint *dist = [currentPos subtractPoint:previousPos];
        
        self.x += dist.x;
        self.y += dist.y;
    }
    else if (touches.count >= 2)
    {
        // two fingers touching -> rotate object
        // ...
    }
}
Create a simple textfield using one of the iPhone's standard fonts:

Code:
SPTextField *textField = [SPTextField textFieldWithWidth:300 height:60 
      text:@"TextFields can have a border and a color."];
textField.fontName = @"Georgia-Bold";
textField.fontSize = 18;
textField.color = 0xaaaaff;
textField.hAlign = SPHAlignCenter;
textField.vAlign = SPVAlignCenter;
[self addChild:textField];
Now use a textfield with a custom bitmap font:
Code:
// e.g. during startup; file contains coordinates of chars and image filename
[SPTextField registerBitmapFontFromFile:@"mouse.fnt"];

// then, anywhere else:
SPTextField *bmpFontTF = [SPTextField textFieldWithWidth:300 height:120 
    text:@"It is very easy to use them with Bitmap fonts, as well!"];
bmpFontTF.fontName = @"mouse"; // the font name as set in the .fnt-file
// done!
I hope this code looks as simple and logical for you as it does for us =)

Regards,
Daniel
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Old 10-28-2009, 05:00 PM   #3 (permalink)
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Default Cross project reference woes

For those who get a weird error like this when trying to compile the Demo project:

Quote:
Argument list too long: recursive header expansion failed at /Some/Path/that/has/nothing/to/do/with/Sparrow.
The demo project uses a cross project references to link to Sparrow. Those are a bit complicated to set up in XCode, and can create this weird error.

The simple solution: Remove the project reference to Sparrow from the Demo project, and add "libsparrow.a" manually after building the Sparrow project. (Just build it in all configurations and then look for "libsparrow.a" via Spotlight). To add the library, ctrl-click on the project name in XCode (top left) and select "Add -> existing files".

The complicated solution:

1. Set up a shared build output directory that will be shared by all Xcode projects.
  • In the Xcode preferences, tab: "Building", set "Place Build Projects in" to "Customized location" and specify a common build directory.
  • Set “Place Intermediate Build Files in” to “With build products.”
2. Add a “Source Tree” variable that Xcode can use to dynamically find the static library project.
  • In the Xcode preferences, tab: "Source Trees", create a new Source Tree variable.
  • For Sparrow, use SPARROW_SRC and let it point to /some_valid_path/sparrow/sparrow/src/

Thanks to Timothy P. for pointing us at this problem!
Daniel
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Old 10-28-2009, 05:12 PM   #4 (permalink)
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Default

Quote:
Originally Posted by TheRedge View Post
For those who get a weird error like this when trying to compile the Demo project:



The demo project uses a cross project references to link to Sparrow. Those are a bit complicated to set up in XCode, and can create this weird error.

The simple solution: Remove the project reference to Sparrow from the Demo project, and add "libsparrow.a" manually after building the Sparrow project. (Just build it in all configurations and then look for "libsparrow.a" via Spotlight). To add the library, ctrl-click on the project name in XCode (top left) and select "Add -> existing files".

The complicated solution:

1. Set up a shared build output directory that will be shared by all Xcode projects.
  • In the Xcode preferences, tab: "Building", set "Place Build Projects in" to "Customized location" and specify a common build directory.
  • Set “Place Intermediate Build Files in” to “With build products.”
2. Add a “Source Tree” variable that Xcode can use to dynamically find the static library project.
  • In the Xcode preferences, tab: "Source Trees", create a new Source Tree variable.
  • For Sparrow, use SPARROW_SRC and let it point to /some_valid_path/sparrow/sparrow/src/

Thanks to Timothy P. for pointing us at this problem!
Daniel
I found that just setting the SPARROW_SRC (step 2 above) allows the demo to build.

At first blush, this framework looks pretty nice.
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Old 11-06-2009, 01:01 AM   #5 (permalink)
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Another code sample showcasing the animation system:

Code:
// we want to animate the jupiter-image that was created above    
SPTween *tween = [SPTween tweenWithTarget:jupiter time:5.0f transition:SP_TRANSITION_EASE_IN];

// you can animate any property as long as it's numeric (float, double, int). 
// it is animated from it's current value to a target value.
[tween animateProperty:@"x" targetValue:310];
[tween animateProperty:@"scaleY" targetValue:0.5];
[tween animateProperty:@"rotation" targetValue:PI_HALF];

// the so-called "juggler" will carry out the tween for you.
[self.stage.juggler addObject:tween];
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Old 11-06-2009, 12:29 PM   #6 (permalink)
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I'm getting the following errors :
Code:
Build Sparrow of project Sparrow with configuration Debug

CompileC build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/Objects-normal/i386/SPView.o Classes/SPView.m normal i386 objective-c com.apple.compilers.gcc.4_2
cd /Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src
setenv LANG en_US.US-ASCII
setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -x objective-c -arch i386 -fmessage-length=0 -pipe -std=c99 -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -DDEBUG -D__IPHONE_OS_VERSION_MIN_REQUIRED=30000 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/Sparrow-generated-files.hmap -I/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/Sparrow-own-target-headers.hmap -I/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/Sparrow-all-target-headers.hmap -iquote /Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/Sparrow-project-headers.hmap -F/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Debug-iphonesimulator -I/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Debug-iphonesimulator/include -I/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/DerivedSources/i386 -I/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/DerivedSources -c /Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m -o /Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/build/Sparrow.build/Debug-iphonesimulator/Sparrow.build/Objects-normal/i386/SPView.o

/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m: In function '-[SPView setIsStarted:]':
/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m:149: warning: no '+displayLinkWithTarget:selector:' method found
/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m:149: warning: (Messages without a matching method signature
/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m:149: warning: will be assumed to return 'id' and accept
/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m:149: warning: '...' as arguments.)
/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m:151: warning: no '-setFrameInterval:' method found
/Users/Dajiu/Desktop/XCode/Sparrow/trunk/sparrow/src/Classes/SPView.m:152: warning: no '-addToRunLoop:forMode:' method found


Build Demo of project Demo with configuration Debug

Ld build/Debug-iphonesimulator/Demo.app/Demo normal i386
cd /Users/Dajiu/Desktop/XCode/Sparrow/trunk/samples/demo/src
setenv MACOSX_DEPLOYMENT_TARGET 10.5
setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk -L/Users/Dajiu/Desktop/XCode/Sparrow/trunk/samples/demo/src/build/Debug-iphonesimulator -F/Users/Dajiu/Desktop/XCode/Sparrow/trunk/samples/demo/src/build/Debug-iphonesimulator -filelist /Users/Dajiu/Desktop/XCode/Sparrow/trunk/samples/demo/src/build/Demo.build/Debug-iphonesimulator/Demo.build/Objects-normal/i386/Demo.LinkFileList -mmacosx-version-min=10.5 -dead_strip -ObjC -all_load -framework CoreGraphics -framework Foundation -framework OpenGLES -framework QuartzCore -framework UIKit -o /Users/Dajiu/Desktop/XCode/Sparrow/trunk/samples/demo/src/build/Debug-iphonesimulator/Demo.app/Demo

Undefined symbols:
  ".objc_class_name_SPButton", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPButton in Game.o
      .objc_class_name_RoundButton in RoundButton.o
  ".objc_class_name_SPQuad", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPQuad in TouchSheet.o
  ".objc_class_name_SPTween", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPTween in AnimationScene.o
  ".objc_class_name_SPTextField", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPTextField in TouchScene.o
  ".objc_class_name_SPTextureAtlas", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPTextureAtlas in TouchScene.o
  ".objc_class_name_SPMatrix", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPMatrix in DemoAppDelegate.o
  ".objc_class_name_SPSprite", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPSprite in Game.o
      .objc_class_name_TouchScene in TouchScene.o
      .objc_class_name_TouchSheet in TouchSheet.o
      .objc_class_name_AtlasScene in AtlasScene.o
      .objc_class_name_TextScene in TextScene.o
      .objc_class_name_CustomHitTestScene in CustomHitTestScene.o
      .objc_class_name_AnimationScene in AnimationScene.o
      .objc_class_name_BenchmarkScene in BenchmarkScene.o
  ".objc_class_name_SPRectangle", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPRectangle in DemoAppDelegate.o
  ".objc_class_name_SPJuggler", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPJuggler in BenchmarkScene.o
  ".objc_class_name_SPImage", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPImage in TouchScene.o
  ".objc_class_name_SPStage", referenced from:
      .objc_class_name_Game in Game.o
  ".objc_class_name_SPPoint", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPPoint in DemoAppDelegate.o
  ".objc_class_name_SPTexture", referenced from:
      literal-pointer@__OBJC@__cls_refs@SPTexture in Game.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
I just setup the SPARROW_SRC directory, and that seemed to get me much further, but still not there. Any thoughts?
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Old 11-06-2009, 01:32 PM   #7 (permalink)
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It seems that somehow your Demo project lost the link to the Sparrow library.

Please have a look if Sparrow is still in the "Direct Dependencies" list of the project. (In the left pane, get the info for the Demo-Project in the Targets-section (!), then look into the "General" tab). If it's not there, try to add it (or just get the project from svn again).

I hope this helps!
Daniel
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Old 11-06-2009, 02:03 PM   #8 (permalink)
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Quote:
Originally Posted by TheRedge View Post
It seems that somehow your Demo project lost the link to the Sparrow library.

Please have a look if Sparrow is still in the "Direct Dependencies" list of the project. (In the left pane, get the info for the Demo-Project in the Targets-section (!), then look into the "General" tab). If it's not there, try to add it (or just get the project from svn again).

I hope this helps!
Daniel
I think I know what happened here. The first thing that I did was to load up the demo and try to compile it. It failed because it wasn't linked into the library. So it created a library but it wasn't usable and thus killed the link to the actual library. This time, I had already setup SPARROW_SRC and it worked the first try.

Nice, very nice.
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Old 01-17-2010, 11:00 AM   #9 (permalink)
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Lightbulb Sparrow-Framework is now available!

Hello again!

I just want to inform all of you that the Sparrow framework is now available and ready for further inspection:

www.sparrow-framework.org

It's still lacking proper documentation, but we are busy on that part right now. Nevertheless, the demo application should give anyone a good idea about how everything works.

And if you just want to have a look at what can be done with the framework:
the first Sparrow-powered game has just gone online:

PenguFlip

It's available for FREE for at least 10 days, so that all of you can check it out easily. We hope you like the game!



Best regards,
Daniel
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Old 01-23-2010, 12:13 PM   #10 (permalink)
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This is amazing! I've never used OpenGL, but with this I don't need to! I love how simple it is to create images and manipulate them.

This is a great framework, and I recommend it to anyone making a 2D game. I can't wait till you finish the documentation though.

Although the demo has most features, it doesn't have some that you need for making a game, specifically sound (which your website says should be ready in a few weeks).

Last edited by N e o; 01-23-2010 at 03:01 PM.
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Old 01-23-2010, 12:33 PM   #11 (permalink)
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For those who have used both, how would you contrast Sparrow with cocos2d? I'm just getting started on an App where it makes sense to use a game framework, and cocos2d seems to be fairly well documented, with quite a number of successfully deployed Apps already in the store, and an active support community.

What would motivate me to use Sparrow instead?

-t
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Old 01-23-2010, 05:02 PM   #12 (permalink)
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Quote:
Originally Posted by N e o View Post
This is amazing! I've never used OpenGL, but with this I don't need to! I love how simple it is to create images and manipulate them.

This is a great framework, and I recommend it to anyone making a 2D game. I can't wait till you finish the documentation though.

Although the demo has most features, it doesn't have some that you need for making a game, specifically sound (which your website says should be ready in a few weeks).
Hi Neo!

Thanks a lot for the compliments!

The current lack of documentation is really a bummer, you are right. But you won't have to wait much longer -- I am currently creating a manual that covers all important concepts. It will be on the homepage within the next days. (I will make a post on this thread when it's ready.)

And as soon as the documentation is up to date, we will finish the sound classes. They are already in use in PenguFlip, but I want to add some more features before publishing them.
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Old 01-23-2010, 05:13 PM   #13 (permalink)
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Quote:
Originally Posted by thewitt View Post
What would motivate me to use Sparrow instead?
-t
I am honest with you -- Sparrow is indeed a very young framework, so we can't offer a big community for support, and documentation is currently still on its way. Those are definitely 2 arguments against it.

What Sparrow can offer is a very simple API that is (IMHO) easier to learn than that of Cocos2D -- especially if you have worked with Flash / ActionScript 3.

I recommend you just have a look at both frameworks and then decide which suits you more. And perhaps other developers, who have examined both frameworks, can post their opinion here, too?
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Old 01-23-2010, 06:04 PM   #14 (permalink)
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I took a brief look through the source code for sparrow as I was interested. I noticed two really critical features are missing in my opinion.

1. Nothing appears to be batched, sprites seem to be rotated/scaled using the glrotatef/scale commands and drawn as individual quads.

2. I also noticed no support for 16 bit modes/textures.

Otherwise it looked put together well, and its certainly nice to see another framework out and about in the world.
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Old 01-24-2010, 07:07 AM   #15 (permalink)
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Quote:
Originally Posted by Centurion Games View Post
I took a brief look through the source code for sparrow as I was interested. I noticed two really critical features are missing in my opinion.

1. Nothing appears to be batched, sprites seem to be rotated/scaled using the glrotatef/scale commands and drawn as individual quads.

2. I also noticed no support for 16 bit modes/textures.

Otherwise it looked put together well, and its certainly nice to see another framework out and about in the world.
Thanks for taking the time to analyze it -- I really appreciate that!

The 16 bit mode should be in the next version. Concerning the other point: I am currently evaluating how Sparrow could cache more complex objects to reduce OpenGL calls. (Something like calling [sprite cacheForRendering] or [sprite freeze] that can be used for static geometry, 'compiling' all children into one geometry array.)

For the first public version, the focus was of course on stability and a stable API. Expect more features and enhancements in the future =)

Last edited by TheRedge; 01-25-2010 at 02:04 AM. Reason: typo
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Old 01-29-2010, 01:57 AM   #16 (permalink)
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Post Documentation: available now

I just wanted to inform you that we added an extensive tutorial to the Sparrow web page (just as promised). It contains all the information you need to get started.

An Introduction to Sparrow

As always, any feedback is appreciated!

Best regards,
Daniel
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Old 01-29-2010, 04:30 AM   #17 (permalink)
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Hi this is nice.

However, do you have a sample code for like Hello World app using Sparrow?
With one sprite that rotates would be enough.

Thanks.
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Old 01-29-2010, 05:54 AM   #18 (permalink)
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Quote:
Originally Posted by rocotilos View Post
However, do you have a sample code for like Hello World app using Sparrow? With one sprite that rotates would be enough.
There is some kind of a "Hello World" project available, displaying only one red quad: Your first Sparrow project

For the complete sample, just open the "Scaffold" project that is part of the download-package.

For samples with a little bit more substance, I recommend having a look at the "demo"-project (also a part of the download-package).

I hope this helps you!

Best regards,
Daniel
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Old 01-29-2010, 06:04 AM   #19 (permalink)
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Sorry. Im feeling stupid.
But where is the link to download the project files?
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Old 01-29-2010, 06:25 AM   #20 (permalink)
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Quote:
Originally Posted by rocotilos View Post
But where is the link to download the project files
No problem, you're welcome!
The zip-File that contains Sparrow contains a folder called "samples". In it, you will find (in "src"-folders) the XCode projects you are looking for. Currently, we just bundled everything into one zip-file.

Best regards,
Daniel
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Old 02-12-2010, 01:10 AM   #21 (permalink)
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Hello everyone!

I just wanted to inform you that the official Sparrow forum has gone online -- so anybody with questions specific to Sparrow can post his questions there, as well.

Sparrow Forum

Best regards,
Daniel
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Old 06-12-2010, 11:04 AM   #22 (permalink)
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Hey guys, just telling you that Sparrow 0.8 was recently released. New features include sound support, a MovieClip class, several new transitions, as well as many more features.

Go get it at Sparrow-Framework.org
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Old 06-12-2010, 04:05 PM   #23 (permalink)
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What about the physics engine?
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Old 06-13-2010, 05:13 AM   #24 (permalink)
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Quote:
Originally Posted by Metal Dice View Post
What about the physics engine?
Sparrow does not contain physics-code (currently). But you can, of course, combine Sparrow with Chipmunk or Box2D. Especially Chipmunk should be easy to use, since it's a pure C library, and there is even an Objective C wrapper available.

Daniel

Last edited by TheRedge; 06-13-2010 at 05:18 AM. Reason: add information
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Old 09-02-2010, 08:11 AM   #25 (permalink)
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Quote:
Originally Posted by thewitt View Post
For those who have used both, how would you contrast Sparrow with cocos2d? I'm just getting started on an App where it makes sense to use a game framework, and cocos2d seems to be fairly well documented, with quite a number of successfully deployed Apps already in the store, and an active support community.

What would motivate me to use Sparrow instead?

-t
I think "Easy to learn" is the factor that motivates me to use Sparrow.

You may refer to my blog post "Cocos2D and Sparrow: comparing 2 popular iOS 2D game framework" for a comparison between Sparrow and Cocos2D.
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