Since the announcement of the Learn SpriteBuilder book I’ve submitted the first three chapters to Apress.
Actually it’s chapters 2 through 4 because I’ve learned that the details in the first chapters tend to change significantly. This includes version numbers but also highlighted features, tool and project names, and so on.
Chapter Summary
Following is a summary of each chapter thus far.
Chapter 2 “Laying the Groundwork” first introduces the SpriteBuilder user interface but also Cocos2D (-iphone/-swift) programming basics. I really went above and beyond existing SpriteBuilder user interface tutorials to explain even the smaller details that boggled my mind when I was learning SpriteBuilder. You’ll learn the difference between Scene, Node or Layer CCBs. The effect of position, content size and scale modes (points, UI points, %, insets). What all the nodes are and what they are used for. But also how to make the code connections and what the difference between CCBReader load and loadAsScene is. The importance of Sub File nodes and the Tileless Editor View.
At the end you’ll have a firm grasp on SpriteBuilder basics and a project framework with two scenes and transitions between both scenes. Continue reading »
Xcode’s QuickLook debugging feature allows you to get more details, and be more visual with your debugging data.
For example you can even grab a screenshot of the cocos2d screen and display it right within Xcode:
How QuickLook works
This is an update to the Mobile Game Engine Popularity Index I published 2.5 months ago.
Game Engine Popularity on Stackoverflow.com
Since November’s chart I made sure the tags I’m most interested in (cocos2d-iphone, cocos2d-x, sprite-kit) were properly applied to all questions.
Furthermore I update at least the past 6 months for each tag, which caused the graph to change noticeably. This may be due to policing the site, where users remove tags or retag questions. The net result is that there are now recent months with fewer questions for some engines compared to November’s chart. In particular this flattened the up-down curve of cocos2d-iphone. Continue reading »
Following the recent release of SpriteBuilder and cocos2d-iphone v3 I’m sure some of you are itching to use SpriteBuilder by building the github version in Xcode rather than downloading it from the Mac App Store. Here’s how!
This is a post for developers who want to compile the SpriteBuilder code from github. To customize it, to debug issues, to add or gain access to new features; be it for their own use or to help the project, or both.
Previous experience with Xcode, Objective-C, cocos2d-iphone, git and github is assumed.
Download SpriteBuilder from github
The download and first-time compilation procedure is also detailed on the SpriteBuilder github page. You need to clone the project, then initialize the cocos2d-iphone submodule. The necessary Terminal commands are as follows:
Cocos2d-iphone is rebooting … please stand by.
Loading…
Loading…
Loading…
Done.
Click any link to develop!
Today marks a new beginning: SpriteBuilder v1.0 is now available on the Mac App Store for free and it goes together with the release of cocos2d-iphone v3.0.
SpriteBuilder is the successor of the design tool formerly known as CocosBuilder. It is specifically designed to work with cocos2d-iphone v3. SpriteBuilder now has its own website with a dedicated SpriteBuilder forum that you should use for any questions about and suggestions for SpriteBuilder. Continue reading »
Daniel Sperl, developer of the Sparrow Framework, recently posted a performance comparison on the Apple Developer forum where Sparrow ran 2.5 times faster with MRC code than the version upgraded to ARC.
A curious finding though it seemed very far off from real world observations. Being a synthetic benchmark no less. I decided to do a similar test based on the same code comparing cocos2d v2 and v3.
Fortunately cocos2d-iphone v3 has made a similar switch from MRC (v2.1 and earlier) to ARC (v3 preview). Unfortunately the internals of cocos2d also changed to some extent, for example custom collection classes written in C were replaced by Core Foundation classes. I don’t have a full overview of the changes, but at least the renderer doesn’t seem to have changed in any significant way. Yet.
So while comparability is good, it’s not like Sparrow where truly the only changes made were converting the code from ARC back to MRC. Take the following benchmark results and comparisons with two grains of salt and pepper on the side.
ARC vs MRC
The original benchmark done with Sparrow has seen MRC perform 2.5 times better than ARC in a synthetic “draw as many sprites as possible until framerate has dropped consistently below 30 fps” test: