iPhone Games

Pixelwave is officially released!

Wow, it’s been a while since we first revealed Pixelwave. I’m delighted to announce that Pixelwave is now publicly available to everyone.

Today marks the official birth day of Pixelwave as it leaves the warm womb of the private beta phase and enters the real world. We are very thankful to our awesome testers who gave us priceless feedback and support. But, as Simon would say, enough with all the self-indulgent nonsense. What are you waiting for? Give it a go.

Where do I start?

We’ve created a comprehensive documentation center to help ease the learning curve as much as possible.

Your very first step should probably be the getting started guide.

What’s Pixelwave all about?

Pixelwave is the framework we’ve always wanted to use. It lets you easily create fast, efficient, hardware-accelerated 2D games and interactive applications for iOS. Being game developers with a background in web, we were inspired to model it after the ActionScript 3 API.

Pixelwave was designed with the following goals in mind:

  • Speed – We try to get the most out of the device by coding all the core stuff in C and doing lots of invisible OpenGL optimizations.
  • Simplicity – Above all, we believe a great framework must be easy to use. Pixelwave’s interface is written in pure object-oriented Objective-C. We labored over each class, method, and property name to create an intuitive and accessible interface.
  • Documentation – At the end of the day, even the greatest open source project would be unusable by most without proper documentation. We’re actively trying to avoid that.
  • Open source – What started out as a small internal project has already grown into something much bigger. We’re thrilled to see where the open source community can take this project now that it’s out in the wild.

You can read more about the ideas behind Pixelwave in the 5 minute intro to Pixelwave over at the documentation center.

What can I do with it?

Pixelwave is all about creating interactive 2D games and applications that need to be fast and efficient.

If you want to create a clone of Mail, for example, you’re probably better off using UIKit. But if you’re looking to make a real-time hardware-accelerated 2D game, Pixelwave is the right tool for the job.

You can learn more about Pixelwave’s capabilities in the hulky manual.

Who’s using it?

Though the framework is still in its early stages, Pixelwave’s private beta has already produced a couple of App Store games (Sneak Out!, KickBox), some in-development projects, and there’s even a class being taught with it.

What does it come with?

When you download PIxelwave you get:

  • The Pixelwave framework.
  • The PixelKit framework, which adds useful tools for game developers.
  • A bunch of samples to get you started.
  • Several useful Xcode templates.
  • A complete API reference (Including a native Xcode docset).

And there’s always the documentation center with lots of yummy articles.

And all of this is free?

Yep, it’s available under the (very) permissive zlib license. Why? Because we believe in the power of open source.

In conclusion

This is the start of something pretty big. We have high hopes for this framework and hope you enjoy it as much as we intended you to. So feel free to join the forums, follow us, fork us, tweet about us, and help us get the word out about Pixelwave.

Cheers!

PixelKit is released in Beta, adding Box2D support

As you may already know, we recently released Pixelwave into private beta. It’s been going well, and we’ve actually been receiving some great feedback.

The most requested feature so far has been support for Box2D, so a few days ago we released PixelKit (a library of utilities for game developers) which for now includes Box2D and some cool utilities for using it.

If you’re in the private beta and didn’t update already, what are you waiting for? If you’re not in the beta you’ll get to play with it soon ;)

When we started doing iOS development here at Spiralstorm Games, one of the first things we did is try to set up Box2D on the iPhone. If you’ve ever tried to do that from scratch you probably know that it’s not always smooth sailing. And once you do get it set up, you need to write code to render the simulation to the screen if you want to see what’s going on…

So it was very important to us that we provide a really easy way to set up a Box2D project, and it came out even cooler than I expected. If you want to read more about the details of how it’s set up, check out this article: Using Box2D with Pixelwave.

Say hi to Pixelwave for the iPhone

Today I’m really excited to introduce something we’ve been working on for quite a while here at Spiralstorm.

It’s called Pixelwave and it’s a complete framework for building 2D games and applications on the iPhone, based completely on the Flash AS3 API.

Pixelwave

The idea started around mid-2009 when we realized that there really weren’t any good 2D engines out there for the iPhone that wrap OpenGL ES in a clean, object orientated framework, while running in a really fast, optimized way.

We’ve also been using Flash for ages, and decided to start out by using the same class and function names used in Flash to make our lives easier.

The engine has come a really long way since, actually getting overhauled twice until we had something we’re really happy with.

Our main goals were ease-of-use and optimized rendering. The end result is an optimized C-based core, with an easy to use Objective-C interface.

The framework now replicates a lot of the core functionality of Flash in Objective-C. We chose to go with Objective-C over C or C++ because of it’s inherent similarities to Actionscript 3, at least as far as sharing the same concepts for classes/interfaces/methods in a very clean and simple API.

To keep things as fast as possible though, the engine’s core is built completely in C, and wraps OpenGL very intelligently, doing a lot of optimizations for the user for free.

So when we realized just what an awesome tool this creation has become, we decided we need to share it with the world, and open-source it for everyone!

So lets talk features. Here are the big ones:

  • Super optimized OpenGL rendering. You just tell Pixelwave where to draw, it’ll take care of the rest :)
  • Very clean API, following the Flash ActionScript 3.0 framework structure.
  • Simple event dispatching model, just like Flash. Event bubbling and capture phase included.
  • Handles native iPhone features with style. (ex: Listen to touch events just like you would mouse events in Flash, very intuitive)
  • Native vector drawing, using the Graphics class
  • TextFields with native or custom fonts.
  • One line texture loading, supporting many different texture types
  • Simple sound playback
  • Very easy to extend the engine’s functionality (if you know OpenGL) by subclassing the DisplayObject
  • Plays nice with Cocoa Touch, contained completely within a single UIView
PixelKit: Just for games

So we know all those features are awesome for general use, but seeing as we are all about creating games we thought we’d also share our useful utility classes specialized for games. Since these aren’t a part of the core engine we grouped them into the PixelKit, a collection of classes for game makers to use with Pixelwave. It’ll all be in the same package, pre-integrated for everyone to enjoy.

Main PixelKit features:

  • Resource Manager – An efficient, object-oriented resource manager that can handle any file type + sync/async loading
  • Animation Importer – Turn your Flash MovieClips into PixelKit AnimationClips with the PixelKit animation importer and the Flash animation exporter (more on that below)
  • Tweening engine – A must for any real app, integrated with PIxelwave
  • A Particle System – An optimized particle system for use with Pixelwave
  • Physics engine bindings – We like Box2D
Flash animations on the iPhone

The Flash exporting conversion tool is another, completely separate app we’ve been working on for a while. It lets you turn your Flash animations into PixelKit AnimationClips, and control them with commands like gotoAndPlay, gotoAndStop, etc. We’re going to keep this one on the down-low for now, expect more info on this in the future.

Code Examples

This framework shines when it comes to code. Things that would take dozens or hundreds of lines before can be achieved in only a few. Whether you’re familiar with the Flash API or not, this framework provides a clean, easy-to-learn API that just makes sense.

Creating a vector shape:

PXShape *shape = [PXShape new];
[shape.graphics lineStyle: 1];
[shape.graphics drawRect: 0 : 0 : 100 : 100];

shape.x = 50;
shape.y = 50;
shape.rotation = 45;

[self addChild: shape];
[shape release];

Loading and displaying an image:

PXTexture *smiley = [PXTexture textureWithFileName: @"smiley.png"];
[self addChild: smiley];

Listening to an event:

[self addEventListener: PX_TOUCH_EVENT_DOWN listener: PXListener(onSmileyTouch:)];

- (void) onSmileyTouch: (PXTouchEvent *)e{
    smiley.x = e.localX;
    smiley.y = e.localY;
}

If you’re a Flash developer, we also want to know what you DON’T like about Flash. Yup, we figured if we’re already getting our hands dirty we might as well fix those little nuances that drive us crazy with Flash every day. For example, in AS3 you probably find yourself writing this alot:

sprite.scaleX = sprite.scaleY = 0.5;

Well, in Pixelwave the DisplayObject has an extra, derived property called ‘scale’. Changing scale modifies both the scaleX and scaleY property.

sprite.scale = 0.5;
A Brief Conclusion

As you can see we’ve been very busy here at the Spiralstorm offices. We’ve been developing all these tools for internal use, but we think the community can take them to places we’ve never even imagined. Everything will be open-source, I can’t wait to see what will happen.

So please, tell us what you think! We’re nearing the beta testing stage soon.
If you want to help us test all this, please contact us. We’ll keep you updated.

I, (Oz) also have the great honor of speaking at 360|Flex and 360|iDev these upcoming two months, and guess what I’ll be demoing…
If you’re going to be attending 360|Flex or 360|iDev (and you should in any case), come check it out!

We also have a new dedicated site: www.pixelwave.org

Progress update: read more

Woo hoo, It’s out! Get some Flyloop

It’s been 14 very long days, but Apple finally approved Flyloop. Go check it out, here’s the iTunes Link: Download

This video was embedded using the YouTuber plugin by Roy Tanck. Adobe Flash Player is required to view the video.

And of course, check out http://www.flyloop.com

New game, Flyloop

It’s been quite a while since we las blogged, but it was for a good reaon!

Well, maybe no reason is good enough but hopefully this makes it excusable.

For the past two months we’ve been working tirelessly on a new game for the iPhone who’s premise is very simple: Catch some butterflies.

We’re getting ready to send it in to Apple so keep your fingers crossed!

Oh, and check out the brand new site we made for it: http://www.flyloopgame.com.

* If you own the domain www.flyloop.com… please stop re-purchasing it soon.

Macworld Reviews Freedom Run

Ben Boychuk of Macworld has recently reviewed Freedom Run for the iPhone and dare we say found it entertaining.

Read the full review here: http://www.macworld.com/article/137663/2008/12/freedomrun.html?t=206

Thanks Ben, and forward our apologies to your nephew, we’re working on an update that will correct that bug.

And for the record, everyone should have an iPhone!

Freedom Run is Running Wild!

It’s been almost two weeks since we’ve released Freedom Run, our first game for the iPhone, and it’s been doing great!

With over 7,000 downloads, Freedom Run is running wild and iPhone users are loving it.

We have seen several issues with some scores not making it to the leaderboard. For those who’ve encountered this issue don’t be dicouraged – just contact us with your email and score and we’ll give you that piece of leaderboard real estate you deserve.

We’re also working on correcting the issue – that, and more will be available in our upcoming update to the game.

Black Friday is here

In the spirit of the holidays, we’ve decided to temporarily reduce the price of Freedom Run for the iPhone from $0.99 to be completely Free, yes Free!

It’s fun to play, addicting, and now Free. So get it while you can.

Freedom Run is Live! and on the App Store

Over the weekend, our first iphone game was released.

The game is simple, keep your iphone balanced so the mascots are upright. The furthest you walk the better your chances at making it into the national leaderboard.

Freedom Run is a light and fun casual game that is addicting and fresh. With great graphics and original music, Freedom Run is a great game for the subway ride home, or when the boss is not looking in the office.

From the looks of it users love Freedom Run. Over its first 24 hours the game has gotten several great reviews and has been downloaded over 1,000 times, and counting (We’ll post updated stats by the end of the week)

The game is distributed for free, that’s right, free! but only for a limited time. So go download it, play it, and dont hesitate to leave us a comment or write a review.

We’re planning an update soon, so comments and suggestions are welcome.