June 21, 2010

Sound on iOS: Best Practices

The latest Sparrow version finally brought support for audio playback. We designed the classes in a way that you don't have to care about the file format; no matter what kind of sound you play, you use the same code. However, because of the hardware limitations of the iPhone family,...

June 9, 2010

Xcode Templates

It has already been announced in the forum, but I wanted to add that information here, too. Our friend Ronald from sodeso.nl has spared no efforts and has created great Xcode templates for project and file creation. The templates can be found here along with the explanation on how to...

June 5, 2010

Sparrow 0.8 has landed!

Finally, the download to Sparrow v0.8 is available. Thanks for your patience, everybody! I will use this post to describe the most important changes since the last release. However, I also recommend that you have a look at the updated demo project (which is part of the download) to see...

May 30, 2010

Upcoming: Sparrow 0.8

It's been a while since the first official Sparrow version came out, and many of you are eagerly waiting for the next version. Heck, the features page says that audio support will be added in the next few weeks - since months! Guys, we are really sorry for the delay....

May 14, 2010

A simple movie class

Update: Since version 0.8, Sparrow contains a movie clip class, so you don't need to create one yourself, as it is shown in this tutorial. However, reading this post is worthwhile nevertheless, because you can use this technique for your custom classes, too. One thing that many Flash developers will...

May 2, 2010

Creating a game menu

Since the release of Sparrow, we have received quite a lot of positive feedback - thanks a lot for that, guys! There are already a number of people working on games that are powered by Sparrow. If you are a little bit like me, you will put most of your...

April 13, 2010

Collision detection

Collision detection is a substantial part of almost all games. Unfortunately it is also a part where lots of CPU cycles can get lost, resulting in choppy game-play and short battery life. In order to keep calculation costs down, it helps to exit collision detection code as soon as possible....