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	<title>cocos2d for iPhone</title>
	<atom:link href="http://www.cocos2d-iphone.org/feed" rel="self" type="application/rss+xml" />
	<link>http://www.cocos2d-iphone.org</link>
	<description>A 2d game engine for iPhone / iPad that&#039;s fast, easy to use, free, and community supported</description>
	<lastBuildDate>Wed, 03 Mar 2010 14:45:03 +0000</lastBuildDate>
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			<item>
		<title>Learning cocos2d with samples</title>
		<link>http://www.cocos2d-iphone.org/archives/663</link>
		<comments>http://www.cocos2d-iphone.org/archives/663#comments</comments>
		<pubDate>Wed, 03 Mar 2010 14:35:21 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=663</guid>
		<description><![CDATA[Arguably the most unknown cocos2d feature is the tests/samples.
cocos2d contains almost a test for each feature that it has. These tests are grouped by component. eg:

Sprite Test: It tests the CCSprite and CCSpriteSheet functionality like anchorPoint, visibility, parenting, reordering, honor Transform, etc&#8230;
Action Test: It tests the CCMove, CCRotate, CCTint, CCCamera, CCSequence, CCSpawn, etc..
Menu Test: It tests [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-82" title="cocos2d icon" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a>Arguably the<strong> most unknown</strong> cocos2d <em>feature</em> is the tests/samples.<br />
cocos2d contains almost a test for each feature that it has. These tests are grouped by component. eg:</p>
<ul>
<li>Sprite Test: It tests the <code>CCSprite</code> and <code>CCSpriteSheet</code> functionality like anchorPoint, visibility, parenting, reordering, honor Transform, etc&#8230;</li>
<li>Action Test: It tests the <code>CCMove, CCRotate, CCTint, CCCamera, CCSequence, CCSpawn</code>, etc..</li>
<li>Menu Test: It tests all kind of menus</li>
<li>CocosDenshion: It tests the Sound Engine</li>
<li>Chipmunk Accel Touch Test: It tests integration with Chipmunk physics engine using accelerometer and multi touches.</li>
<li>Particle Test: It tests all kind of particles (quad particles, point particles, sun, meteor, galaxy, smoke, fire, etc&#8230;)</li>
<li>etc&#8230;</li>
</ul>
<p>Although these tests were coded for testing purposes they can also be used as examples. Not only they use the API in the recommended way, but some of them, also contain useful tips in the commentaries.</p>
<p>In order to run the tests, you should do:</p>
<ol>
<li>Open the cocos2d Xcode project</li>
<li>Select the test target: Xcode -&gt; Project -&gt; Set Active Target -&gt; eg: TransitionTest</li>
<li>Make sure that the running executable is correct: Xcode -&gt; Project -&gt; Set Active Executable -&gt; eg: TransitionTest</li>
<li>Build and run: Xcode -&gt; Build and run</li>
</ol>
<p>Another quick way of doing it by customizing the toolbar:</p>
<ol>
<li>Xcode -&gt; Right click on the toolbar -&gt; Customize Toolbar</li>
<li>Drag &amp; drop the <strong>Active Target</strong> button to the toolbar</li>
<li>Drag &amp; drop the <strong>Active Executable</strong> button to the toolbar</li>
</ol>
<p style="text-align: center;"><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/03/Screen-shot-2010-03-03-at-11.11.20.png"><img class="aligncenter size-full wp-image-665" title="Screen shot 2010-03-03 at 11.11.20" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/03/Screen-shot-2010-03-03-at-11.11.20.png" alt="" width="530" height="47" /></a></p>
<p>The source code of the samples are in the <a href="http://code.google.com/p/cocos2d-iphone/source/browse/#svn/tags/release-0.99.0/tests">tests</a> subdirectory.</p>
<p>So, let&#8217;s say you want to learn how to use Tiled maps. What you should do is:</p>
<ol>
<li>Select the TileMapTest target</li>
<li>Make sure that the TileMapTest executable is selected</li>
<li>Build &amp; Run.</li>
<li>Try all the subtests. The TileMapTest has more than 10 subtests. Eg: Hexagonal test, Isometric test, Orthogonal tests, read-write tile tests, etc&#8230;</li>
<li>See the TileMapTest source code: <a href="http://code.google.com/p/cocos2d-iphone/source/browse/tags/release-0.99.0/tests/TileMapTest.m">tests/TileMapTest.m</a></li>
<li>Modify the source code and go to step 2. <img src='http://www.cocos2d-iphone.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </li>
</ol>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/03/Screen-shot-2010-03-03-at-11.26.24.png"><img class="aligncenter size-medium wp-image-667" title="Screen shot 2010-03-03 at 11.26.24" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/03/Screen-shot-2010-03-03-at-11.26.24-300x198.png" alt="" width="300" height="198" /></a></p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Hiding the images from your game</title>
		<link>http://www.cocos2d-iphone.org/archives/646</link>
		<comments>http://www.cocos2d-iphone.org/archives/646#comments</comments>
		<pubDate>Mon, 01 Mar 2010 20:39:31 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=646</guid>
		<description><![CDATA[
Sometimes it is needed to hide certain images in your game from opportunists. One possible way of doing it, is to subclass CCTextureCache and override the addImage method.
For example:

//pseudo code
-&#40;CCTexture2D*&#41; addImage:&#40;NSString*&#41;path
&#123;
   if&#40; file_exists&#40; path + &#34;.enc&#34; &#41;  &#123;
       mem = decrypt&#40; path + &#34;.enc&#34;, secretKey &#41;;
 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-82" title="cocos2d icon" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a></p>
<p>Sometimes it is needed to hide certain images in your game from <em>opportunists</em>. One possible way of doing it, is to subclass <code>CCTextureCache</code> and override the <code>addImage</code> method.</p>
<p>For example:</p>

<div class="wp_syntax"><div class="code"><pre class="objc" style="font-family:monospace;"><span style="color: #11740a; font-style: italic;">//pseudo code</span>
<span style="color: #002200;">-</span><span style="color: #002200;">&#40;</span>CCTexture2D<span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span> addImage<span style="color: #002200;">:</span><span style="color: #002200;">&#40;</span><span style="color: #400080;">NSString</span><span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span>path
<span style="color: #002200;">&#123;</span>
   <span style="color: #a61390;">if</span><span style="color: #002200;">&#40;</span> file_exists<span style="color: #002200;">&#40;</span> path <span style="color: #002200;">+</span> <span style="color: #bf1d1a;">&quot;.enc&quot;</span> <span style="color: #002200;">&#41;</span>  <span style="color: #002200;">&#123;</span>
       mem <span style="color: #002200;">=</span> decrypt<span style="color: #002200;">&#40;</span> path <span style="color: #002200;">+</span> <span style="color: #bf1d1a;">&quot;.enc&quot;</span>, secretKey <span style="color: #002200;">&#41;</span>;
       uiimage <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span><span style="color: #002200;">&#91;</span>UIImage alloc<span style="color: #002200;">&#93;</span> initWithData<span style="color: #002200;">:</span>mem<span style="color: #002200;">&#93;</span>;
       texture <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span><span style="color: #002200;">&#91;</span>CCTexture2D alloc<span style="color: #002200;">&#93;</span> initWithImage<span style="color: #002200;">:</span>uiimage<span style="color: #002200;">&#93;</span>;
   <span style="color: #002200;">&#125;</span>
<span style="color: #002200;">&#125;</span></pre></div></div>

<p>Basically, if it finds an encrypted file, it will decrypt it with a secret key. So the .app bundle will have the crypted images, and <em>opportunists</em> won&#8217;t be able to look at them easily.</p>
<p>User <a href="http://www.gametakeaway.com/">mhussa</a> created a sample project that includes these ideas. The project includes:</p>
<ul>
<li><code>CCEncryptedTextureCache.m</code> (subclass of <code>CCTextureCache</code> )</li>
<li><code>CryptUtils.cpp</code> (helper functions to encrypt/decrypt files)</li>
<li>The &#8216;Encrypt&#8217; build phase: It encrypts files at build time. You don&#8217;t need to encrypt them manually!</li>
</ul>
<p>To customize which files to encrypt, you have to edit the &#8216;Encrypt&#8217; build phase:</p>
<ul>
<li>Xcode -&gt; Targets -&gt; CCRadialTransitionDemo -&gt; Encrypt</li>
<li>Right click over &#8216;Encrypt&#8217; -&gt; Get Info</li>
</ul>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/03/Screen-shot-2010-03-01-at-17.25.16.png"><img class="aligncenter size-medium wp-image-649" title="Screen shot 2010-03-01 at 17.25.16" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/03/Screen-shot-2010-03-01-at-17.25.16-300x250.png" alt="" width="300" height="250" /></a></p>
<p>For further info regarding mhussa&#8217;s implementation, please read: <a href="http://www.cocos2d-iphone.org/forum/topic/4681#post-28075">How to use CCEncryptedTextureCache</a></p>
<p><strong>Download</strong>: <a href="http://www.gametakeaway.com/temp/CCRadialTransitionDemo.zip">Xcode CCEncryptedTextureCache project</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Introduction to CCSpriteFrameCache</title>
		<link>http://www.cocos2d-iphone.org/archives/633</link>
		<comments>http://www.cocos2d-iphone.org/archives/633#comments</comments>
		<pubDate>Mon, 01 Mar 2010 00:36:48 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=633</guid>
		<description><![CDATA[
Although it is possible to reuse the cocos2d v0.8 animation code, v0.99 introduces a new way to deal with animations (and sprites in general).
v0.99 has a new class named CCSpriteFrameCache that, as the name suggests, it is the cache of all the sprite frames.
You can load sprites frames to the CCSpriteFrameCache with:

a plist filename (generated [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-312" title="cocos2d_67" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a></p>
<p>Although it is possible to reuse the cocos2d v0.8 animation code, v0.99 introduces a new way to deal with animations (and sprites in general).</p>
<p>v0.99 has a new class named <code>CCSpriteFrameCache</code> that, as the name suggests, it is the cache of all the sprite frames.<br />
You can load sprites frames to the <code>CCSpriteFrameCache</code> with:</p>
<ul>
<li>a plist filename (generated by <a href="http://zwoptex.zwopple.com/">Zwoptex</a> editor)</li>
<li>a plist filename (generated by <a href="http://zwoptex.zwopple.com/">Zwoptex</a> editor) and a <code>CCTexture2D</code></li>
<li>a <code>CCSpriteFrame</code> and a sprite frame name</li>
</ul>
<p><em>( See the full API here: </em><a href="http://www.cocos2d-iphone.org/api-ref/0.99.0/interface_c_c_sprite_frame_cache.html"><em>CCSpriteFrameCache API</em></a><em> )</em></p>
<p>And the <a href="http://www.cocos2d-iphone.org/api-ref/0.99.0/interface_c_c_sprite_frame.html">CCSpriteFrame</a> object has the following properties:</p>
<ul>
<li>a <code><a href="http://www.cocos2d-iphone.org/api-ref/0.99.0/interface_c_c_texture2_d.html">CCTexture2D</a></code>: which texture should it use.</li>
<li>a <code>CGRect</code>: the rectangle of the texture (from 1 texture you can create many <code>CCSpriteFrame</code> objects, in fact it is the recommend way to avoid wasting unnecessary memory).</li>
</ul>
<p>Example:</p>

<div class="wp_syntax"><div class="code"><pre class="objc" style="font-family:monospace;"><span style="color: #11740a; font-style: italic;">// Obtain the shared instance of the cache</span>
CCSpriteFrameCache <span style="color: #002200;">*</span>cache <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>CCSpriteFrameCache sharedSpriteFrameCache;
&nbsp;
<span style="color: #11740a; font-style: italic;">// load the frames</span>
<span style="color: #002200;">&#91;</span>cache addSpriteFramesWithFile<span style="color: #002200;">:</span><span style="color: #bf1d1a;">@</span><span style="color: #bf1d1a;">&quot;frames.plist&quot;</span><span style="color: #002200;">&#93;</span>;
&nbsp;
<span style="color: #11740a; font-style: italic;">// It loads the frame named &quot;frame1.png&quot;.</span>
<span style="color: #11740a; font-style: italic;">// IMPORTANT: It doesn't load the image &quot;frame1.png&quot;. &quot;frama1.png&quot; is a just the name of the frame</span>
CCSpriteFrame <span style="color: #002200;">*</span>frame <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>cache spriteFrameByName<span style="color: #002200;">:</span><span style="color: #bf1d1a;">@</span><span style="color: #bf1d1a;">&quot;frame1.png&quot;</span><span style="color: #002200;">&#93;</span>;
<span style="color: #002200;">&#91;</span>sprite setDisplayFrame<span style="color: #002200;">:</span>frame<span style="color: #002200;">&#93;</span>;</pre></div></div>

<p>This was just an introduction to <code>CCSpriteFrameCache</code>.</p>
<p>For further info, please read</p>
<ul>
<li>hhamm&#8217;s <a href="http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/">Programming iPhone Games with Cocos2D Part 3</a></li>
<li>cocos2d programming guide: <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation">Animations</a></li>
</ul>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/blob.gif"><img class="aligncenter size-full wp-image-639" title="blob" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/blob.gif" alt="" width="133" height="160" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>cocos2d and Box2d encore</title>
		<link>http://www.cocos2d-iphone.org/archives/624</link>
		<comments>http://www.cocos2d-iphone.org/archives/624#comments</comments>
		<pubDate>Thu, 25 Feb 2010 16:16:30 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=624</guid>
		<description><![CDATA[Ray Wenderlich, again, wrote an interesting article about cocos2d and box2d.
This time, the article is about how to make a simple Breakout game.

How to make a simple Breakout game Part 1/2
How to make a simple Breakout game Part 2/2

The article includes:

How to setup Box2d (gravity, bodies, etc&#8230;)
How to handle collision detection in Box2d
How to add [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Box2D_logo.png"><img class="alignright size-full wp-image-616" title="Box2D_logo" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Box2D_logo.png" alt="" width="86" height="76" /></a><a href="http://www.raywenderlich.com/">Ray Wenderlich</a>, again, wrote an interesting article about cocos2d and box2d.</p>
<p>This time, the article is about how to make a simple Breakout game.</p>
<ul>
<li><a href="http://www.raywenderlich.com/475/how-to-create-a-simple-breakout-game-with-box2d-and-cocos2d-tutorial-part-12">How to make a simple Breakout game Part 1/2</a></li>
<li><a href="http://www.raywenderlich.com/505/how-to-create-a-simple-breakout-game-with-box2d-and-cocos2d-tutorial-part-22">How to make a simple Breakout game Part 2/2</a></li>
</ul>
<p>The article includes:</p>
<ul>
<li>How to setup Box2d (gravity, bodies, etc&#8230;)</li>
<li>How to handle collision detection in Box2d</li>
<li>How to add and destroy Box2d bodies</li>
<li>How to link a CCSprite with a Box2d body</li>
<li>Uses touches to move the paddle</li>
<li>Plays music and sound effects using CocosDenshion</li>
<li>It has a You Win and a You lose scene</li>
<li>The Xcode project</li>
</ul>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-25-at-12.59.30.png"><img class="aligncenter size-medium wp-image-625" title="Screen shot 2010-02-25 at 12.59.30" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-25-at-12.59.30-300x156.png" alt="" width="300" height="156" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Integrating cocos2d with Box2d</title>
		<link>http://www.cocos2d-iphone.org/archives/615</link>
		<comments>http://www.cocos2d-iphone.org/archives/615#comments</comments>
		<pubDate>Mon, 22 Feb 2010 16:26:25 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[box2d]]></category>
		<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=615</guid>
		<description><![CDATA[Box2d is rigid-body physics engine that can be used as a good complement of cocos2d. In fact, cocos2d comes with 3 Xcode templates, and one of them is a cocos2d + box2d template.

Also, cocos2d comes with 2 box2d examples:

An accelerometer + multitouch box2d sample: Great sample for box2d newbies
And the box2d testbed: targeting more advanced users


Recently, Ray [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Box2D_logo.png"><img class="alignright size-full wp-image-616" title="Box2D_logo" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Box2D_logo.png" alt="" width="86" height="76" /></a><a href="http://www.box2d.org">Box2d</a> is rigid-body physics engine that can be used as a good complement of cocos2d. In fact, cocos2d comes with 3 Xcode templates, and one of them is a cocos2d + box2d template.</p>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-22-at-13.06.39.png"><img class="aligncenter size-medium wp-image-617" title="Screen shot 2010-02-22 at 13.06.39" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-22-at-13.06.39-300x204.png" alt="" width="300" height="204" /></a></p>
<p>Also, cocos2d comes with 2 box2d examples:</p>
<ul>
<li>An accelerometer + multitouch box2d <a href="http://code.google.com/p/cocos2d-iphone/source/browse/tags/release-0.99.0/tests/Box2dTest.mm">sample</a>: Great sample for box2d <em>newbies</em></li>
<li>And the <a href="http://code.google.com/p/cocos2d-iphone/source/browse/tags/release-0.99.0/tests/#tests/Box2DTestBed-Cocos2dIntegration">box2d testbed</a>: targeting more advanced users</li>
</ul>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-22-at-13.12.57.png"><img class="aligncenter size-medium wp-image-618" title="Screen shot 2010-02-22 at 13.12.57" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-22-at-13.12.57-300x156.png" alt="" width="300" height="156" /></a></p>
<p>Recently, <a href="http://www.raywenderlich.com">Ray Wenderlich</a> also wrote an interesting article regarding how use box2d with cocos2d v0.99.0:</p>
<ul>
<li><a href="http://www.raywenderlich.com/457/intro-to-box2d-with-cocos2d-tutorial-bouncing-balls">Intro to Box2D with Cocos2D Tutorial: Bouncing Balls</a></li>
</ul>
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		</item>
		<item>
		<title>cocos2d v0.99.0 released</title>
		<link>http://www.cocos2d-iphone.org/archives/598</link>
		<comments>http://www.cocos2d-iphone.org/archives/598#comments</comments>
		<pubDate>Thu, 18 Feb 2010 18:16:29 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=598</guid>
		<description><![CDATA[After:

123 days
94 closed issues
5 intermediate releases
329 commits

cocos2d for iPhone v0.99.0 was released!
Download: cocos2d-iphone-0.99.0.tar.gz
Release Notes: release_notes:0_99_0
Full Changelog: CHANGELOG
Many thanks to all the developers, contributors, beta testers, and the community in general. We are building a professional-grade library both in terms of technical features and support!
]]></description>
			<content:encoded><![CDATA[<p>After:<a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/fireworks1.jpg"><img class="alignright size-medium wp-image-599" title="Fireworks" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/fireworks1-300x240.jpg" alt="Fireworks" width="300" height="240" /></a></p>
<ul>
<li>123 days</li>
<li>94 <a href="http://code.google.com/p/cocos2d-iphone/issues/list?can=1&amp;q=milestone%3DRelease0.99.0">closed issues</a></li>
<li>5 <a href="http://code.google.com/p/cocos2d-iphone/downloads">intermediate releases</a></li>
<li>329 <a href="http://code.google.com/p/cocos2d-iphone/source/browse/#svn/tags/release-0.99.0">commits</a></li>
</ul>
<p><em>cocos2d for iPhone</em> v0.99.0 was released!</p>
<p><strong>Download</strong>: <a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-0.99.0.tar.gz">cocos2d-iphone-0.99.0.tar.gz</a></p>
<p><a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-0.99.0.tar.gz"></a><strong>Release Notes: </strong><a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:0_99_0">release_notes:0_99_0</a></p>
<p><a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:0_99_0"></a><strong>Full Changelog</strong>: <a href="http://cocos2d-iphone.googlecode.com/svn/tags/release-0.99.0/CHANGELOG">CHANGELOG</a></p>
<p>Many thanks to all the <a href="http://cocos2d-iphone.googlecode.com/svn/tags/release-0.99.0/AUTHORS">developers</a>, <a href="http://cocos2d-iphone.googlecode.com/svn/tags/release-0.99.0/AUTHORS">contributors</a>, beta testers, and the <a href="http://www.cocos2d-iphone.org/forum">community</a> in general. We are building a professional-grade library both in terms of technical features and support!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.cocos2d-iphone.org/archives/598/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Integrating cocos2d with Facebook Connect</title>
		<link>http://www.cocos2d-iphone.org/archives/590</link>
		<comments>http://www.cocos2d-iphone.org/archives/590#comments</comments>
		<pubDate>Tue, 16 Feb 2010 14:49:24 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[Facebook Connect]]></category>
		<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=590</guid>
		<description><![CDATA[Jeston Furqueron wrote a nice tutorial regarding how to integrate cocos2d with Facebook Connect.
You can read the turorial from:

Tutorial: Using Facebook Connect with cocos2d (Jeston&#8217;s homepage)
or Tutorial: Using Facebook Connect with cocos2d (cocos2d forum)

The tutorial uses cocos2d v0.8.x, and it can easily be ported to cocos2d v0.99
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/facebook_logo.jpg"><img class="alignright size-full wp-image-591" title="facebook_logo" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/facebook_logo.jpg" alt="" width="49" height="49" /></a><a href="http://www.loudgames.net/">Jeston Furqueron</a> wrote a nice tutorial regarding how to integrate cocos2d with <a href="http://developers.facebook.com/connect.php?tab=iphone">Facebook Connect</a>.</p>
<p>You can read the turorial from:</p>
<ul>
<li><a href="http://www.loudgames.net/?p=17">Tutorial: Using Facebook Connect with cocos2d</a> (Jeston&#8217;s homepage)</li>
<li>or <a href="http://www.cocos2d-iphone.org/forum/topic/3392">Tutorial: Using Facebook Connect with cocos2d</a> (cocos2d forum)</li>
</ul>
<p>The tutorial uses cocos2d v0.8.x, and it can easily be ported to cocos2d v0.99</p>
]]></content:encoded>
			<wfw:commentRss>http://www.cocos2d-iphone.org/archives/590/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>cocos2d v0.99.0-final released</title>
		<link>http://www.cocos2d-iphone.org/archives/588</link>
		<comments>http://www.cocos2d-iphone.org/archives/588#comments</comments>
		<pubDate>Mon, 15 Feb 2010 18:31:28 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=588</guid>
		<description><![CDATA[cocos2d for iPhone v0.99.0-final is available for download
Download: cocos2d-iphone-0.99.0-final.tar.gz
Release Notes: release_notes:0_99_0_final
Changelog: CHANGELOG
Highlights (from v0.99.0-rc):

CocosDenshion: many fixes and improvements
Fixed some crashes and other important fixes on: Sprites &#38; TMX maps

Known bugs: known_bugs
How stable is this release ?
Very stable. According to the tests and feedback from the testers, this release can be considered v0.99.0. But since v0.99.0 [...]]]></description>
			<content:encoded><![CDATA[<p>cocos2d for iPhone v0.99.0-final is available for download<a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-82" title="cocos2d icon" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a></p>
<p><strong>Download: </strong><a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-0.99.0-final.tar.gz">cocos2d-iphone-0.99.0-final.tar.gz</a></p>
<p><strong>Release Notes: </strong><a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:0_99_0_final">release_notes:0_99_0_final</a></p>
<p><strong>Changelog: </strong><a href="http://cocos2d-iphone.googlecode.com/svn/tags/release-0.99.0-final/CHANGELOG">CHANGELOG</a></p>
<p><strong>Highlights</strong> (from v0.99.0-rc):</p>
<ul>
<li>CocosDenshion: many fixes and improvements</li>
<li>Fixed some crashes and other important fixes on: Sprites &amp; TMX maps</li>
</ul>
<p><strong>Known bugs: </strong><a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:0_99_0_final#known_bugs">known_bugs</a></p>
<p><strong>How stable is this release ?</strong><br />
Very stable. According to the tests and feedback from the testers, this release can be considered v0.99.0. But since v0.99.0 introduces so many changes, this will the last pre-v0.99.0 release.</p>
<p>If there are no show-stoppers bugs, then, this will be the real v0.99.0 version.<br />
No small fixes will be introduced unless they are show-stopper bugs.<br />
Small fixes and improvements will be fixed during the v0.99.x series.</p>
<p><strong>How fast is this release ?</strong><br />
All the performance tests were run, and v0.99.0-final is, at least, as fast as v0.8.2. In some cases it is faster, perhaps 10%~20% faster.</p>
<p>I would appreciate if you could test this release in your game. Please, report any bug that you might find.<br />
Thanks!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.cocos2d-iphone.org/archives/588/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Tutorial: How To Make A Simple iPhone Game with Cocos2D</title>
		<link>http://www.cocos2d-iphone.org/archives/582</link>
		<comments>http://www.cocos2d-iphone.org/archives/582#comments</comments>
		<pubDate>Mon, 15 Feb 2010 00:43:30 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=582</guid>
		<description><![CDATA[Ray Wenderlich wrote a detailed tutorial about how to make a simple game with cocos2d.
The tutorial includes:

How to start a cocos2d project
How to add CCSprite objects
How to use the CCLayer object
How to use actions
How to use touches
How to detect collisions
How to handle the main loop
How to play music and sounds

Turorial: How to make a simple [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.raywenderlich.com">Ray Wenderlich</a> wrote a detailed tutorial about how to make a simple game with cocos2d.<a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png"><img class="alignright size-full wp-image-82" title="cocos2d icon" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2009/06/cocos2d_67.png" alt="" width="67" height="67" /></a></p>
<p>The tutorial includes:</p>
<ul>
<li>How to start a cocos2d project</li>
<li>How to add <em>CCSprite</em> objects</li>
<li>How to use the <em>CCLayer</em> object</li>
<li>How to use actions</li>
<li>How to use touches</li>
<li>How to detect collisions</li>
<li>How to handle the main loop</li>
<li>How to play music and sounds</li>
</ul>
<p><strong>Turorial</strong>: <a href="http://www.raywenderlich.com/352/how-to-make-a-simple-iphone-game-with-cocos2d-tutorial">How to make a simple iPhone game with cocos2d</a></p>
<p>You can also <strong>download</strong> the XCode project: <a href="http://www.raywenderlich.com/downloads/Cocos2DSimpleGame.zip">Cocos2DSimpleGame.zip</a></p>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-14-at-21.37.24.png"><img class="alignnone size-medium wp-image-583" title="Screen shot 2010-02-14 at 21.37.24" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/Screen-shot-2010-02-14-at-21.37.24-300x156.png" alt="" width="300" height="156" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Integrating cocos2d with SIO2</title>
		<link>http://www.cocos2d-iphone.org/archives/567</link>
		<comments>http://www.cocos2d-iphone.org/archives/567#comments</comments>
		<pubDate>Sat, 13 Feb 2010 14:34:05 +0000</pubDate>
		<dc:creator>riq</dc:creator>
				<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[sio2]]></category>

		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=567</guid>
		<description><![CDATA[What ? Yes, you can integrate SIO2 with cocos2d.
Let&#8217;s say that you want to create a 3d game, with nice menus and fonts. It&#8217;s possible to do that using SIO2 to render the 3D scene and cocos2d to render the HUD.
How ? Yarri, from Play-N-Give , posted a detailed post regarding how to mix cocos2d [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/si02-logo.jpg"><img class="alignleft size-thumbnail wp-image-568" title="si02-logo" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/si02-logo-150x69.jpg" alt="" width="150" height="69" /></a>What ? Yes, you can integrate <a href="http://sio2interactive.com/">SIO2</a> with cocos2d.</p>
<p>Let&#8217;s say that you want to create a 3d game, with nice menus and fonts. It&#8217;s possible to do that using SIO2 to render the 3D scene and cocos2d to render the HUD.</p>
<p>How ? <a href="http://twitter.com/playngive">Yarri</a>, from <a href="http://www.playngive.com/">Play-N-Give</a> , posted a detailed post regarding how to mix cocos2d and SIO2:</p>
<ul>
<li><a href="http://www.cocos2d-iphone.org/forum/topic/3620#post-26503">cocos2d on top of SIO2</a></li>
</ul>
<p>Also, it seems that Yarri is using this technique in one of his games:</p>
<p><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/sio2cocos2d2.jpg"><img class="alignnone size-full wp-image-574" title="sio2cocos2d2" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/sio2cocos2d2.jpg" alt="" width="288" height="192" /></a><a href="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/sio2cocos2d.jpg"><img class="alignnone size-full wp-image-573" title="sio2cocos2d" src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2010/02/sio2cocos2d.jpg" alt="" width="288" height="192" /></a></p>
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		<slash:comments>0</slash:comments>
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