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		<title>cocos2d for iPhone &#187; Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Sat, 20 Mar 2010 13:23:40 +0000</pubDate>
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			<title><![CDATA[Search]]></title>
			<description><![CDATA[Search all topics from these forums.]]></description>
			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>julesv on "tileGIDAt on touch."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5170#post-30897</link>
			<pubDate>Sat, 20 Mar 2010 12:06:08 +0000</pubDate>
			<dc:creator>julesv</dc:creator>
			<guid isPermaLink="false">30897@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;How could I make it so my program returns the GID of the tile I just touched on? I loaded my level1 tiled map through it's enum tag thing. Then I tired in despair something like this:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {

	UITouch *touch = [touches anyObject];
	CGPoint point = [touch locationInView:[touch view]];
	point = [[CCDirector sharedDirector] convertToGL:point];

	CCNode *level1temp = [self getChildByTag:kTagLevel1];

	[level1temp setTileGID:1  at:ccp(touch.x,touch.y)];

}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Thanks for your help.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Happyjimbo on "[Game] Fidi"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5169#post-30896</link>
			<pubDate>Sat, 20 Mar 2010 10:49:33 +0000</pubDate>
			<dc:creator>Happyjimbo</dc:creator>
			<guid isPermaLink="false">30896@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey guys,&#60;/p&#62;
&#60;p&#62;Our app has just been approved on the appstore, it's called Fidi and designed around using the full rotation of the iPhone/iPad Touch device. Took just over 4 weeks being mostly a 1 man project and of course uses Cocos2d :) Uses OpenFeint too.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://itunes.apple.com/gb/app/fidi/id362481685?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/gb/app/fidi/id362481685?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Here's some promo codes, would be great if you could leave some feedback too (let others know if you use them):&#60;/p&#62;
&#60;p&#62;T9YAY6FT97EJ&#60;br /&#62;
7MJATL4LNHLH&#60;br /&#62;
3KR7YM7N66PJ&#60;br /&#62;
JPE6FHYNWX6E&#60;br /&#62;
EXRMAXLJ3WJ4&#60;/p&#62;
&#60;p&#62;Video too, though the quality is not great at the moment I'm afraid:&#60;/p&#62;
&#60;p&#62;&#60;object width=&#34;480&#34; height=&#34;385&#34;&#62;&#60;param name=&#34;movie&#34; value=&#34;http://www.youtube.com/v/u2zPo4uNUNo&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;&#34; /&#62;&#38;lt;/param&#38;gt;&#60;/p&#62;
&#60;param name=&#34;allowFullScreen&#34; value=&#34;true&#34; /&#62;&#38;lt;/param&#38;gt;&#60;/p&#62;
&#60;param name=&#34;allowscriptaccess&#34; value=&#34;always&#34; /&#62;&#38;lt;/param&#38;gt;&#60;embed src=&#34;http://www.youtube.com/v/u2zPo4uNUNo&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;&#34; type=&#34;application/x-shockwave-flash&#34; width=&#34;480&#34; height=&#34;385&#34; /&#62;&#38;lt;/embed&#38;gt;&#60;/object&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://percypea.co.uk/fidi/shot1.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://percypea.co.uk/fidi/shot2.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://percypea.co.uk/fidi/shot3.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://percypea.co.uk/fidi/shot4.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Will be great to hear opinions, thanks! :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>patrickC on "Changing tile"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5163#post-30895</link>
			<pubDate>Sat, 20 Mar 2010 10:36:15 +0000</pubDate>
			<dc:creator>patrickC</dc:creator>
			<guid isPermaLink="false">30895@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;In these cases it's always a good idea to take a look at the documentation first:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_t_m_x_layer.html&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_t_m_x_layer.html&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;There you'll find answers to all your questions.&#60;br /&#62;
I'd say you're interested in:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;- (unsigned int) tileGIDAt:(CGPoint)tileCoordinate  	   	

returns the tile gid at a given tile coordinate. if it returns 0, it means that the tile is empty. This method requires the the tile map has not been previously released (eg. don&#38;#39;t call [layer releaseMap])&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;AND&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;- (void) setTileGID:(unsigned int)gid at:(CGPoint)tileCoordinate	 

sets the tile gid (gid = tile global id) at a given tile coordinate. The Tile GID can be obtained by using the method &#38;quot;tileGIDAt&#38;quot; or by using the TMX editor -&#38;gt; Tileset Mgr +1. If a tile is already placed at that position, then it will be removed.&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Once you read the manual and understand the tools, if something's not clear to you then you can ask more questions and people would be happy to help.&#60;br /&#62;
Nothing beats doing your own homework first and showing that you tried before you asked :)&#60;br /&#62;
Good luck!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MrLucky on "Learning cocos2d with samples"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5168#post-30894</link>
			<pubDate>Sat, 20 Mar 2010 10:29:47 +0000</pubDate>
			<dc:creator>MrLucky</dc:creator>
			<guid isPermaLink="false">30894@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Yeah, in your cocos2d-iphone-0.9.9-rc0 folder, just open the cocos2d-iphone.xcodeproj and you are good to go
&#60;/p&#62;</description>
		</item>
		<item>
			<title>patrickC on "Drawing Text Along a Curve?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5167#post-30893</link>
			<pubDate>Sat, 20 Mar 2010 10:17:06 +0000</pubDate>
			<dc:creator>patrickC</dc:creator>
			<guid isPermaLink="false">30893@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I would subclass CCBitmapFontAtlas, then add a custom method that arranges all the children along a curve.&#60;br /&#62;
Calculate point on curve, calculate tangent (angle), place letter, repeat for next letter/point.&#60;/p&#62;
&#60;p&#62;Calculating the coordinates and tangent of a point on a circle is pretty easy, google around and it shouldn't take you long to do it.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>zombie on "Particle System 10-30 fps drop"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5164#post-30892</link>
			<pubDate>Sat, 20 Mar 2010 10:09:24 +0000</pubDate>
			<dc:creator>zombie</dc:creator>
			<guid isPermaLink="false">30892@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Its not a problem to set the position of the particle system every frame, But try to avoid to initializations of object during your game is running. I do not know how many particles your CCParticleSun is allocating. The higher that number the worse. Preallocate some systems and reuse them. You can improve this even further by batching them, but this is much more work. Start with the preallocation.&#60;/p&#62;
&#60;p&#62;Hope thats helpful somehow.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mack on "Particle System 10-30 fps drop"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5164#post-30891</link>
			<pubDate>Sat, 20 Mar 2010 09:42:30 +0000</pubDate>
			<dc:creator>mack</dc:creator>
			<guid isPermaLink="false">30891@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I run this method via schedule in 5 sec intervals.  I'm thinking it may have something to do with initializing obstacle every tick.&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;-(void) moveObstacleTick: (ccTime) dt
{
	if([self isObstacleOnScreen] == NO)
	{
		obstacleType = 1+arc4random()%numberOfObstacles;
		switch (obstacleType) {
			case fireBall:
				obstacle = [CCParticleSun node];
				obstacle.texture = [[CCTextureCache sharedTextureCache] addImage: @&#38;quot;fire.pvr&#38;quot;];
				[obstacle setEmissionRate:50];
				break;
			default:
				break;
		}
		[obstacle setPosition: ccp(481,321)];
		[self addChild:obstacle z:0 tag:obstacleTag];
		CGPoint fireFromLane;

		// #2:lane1 #3:lane2 #4:lane3
		int randomLane = lane1 + arc4random()%lane1;
		switch (randomLane) {
			case lane1:
				fireFromLane = ccp(490, 190);
				break;
			case lane2:
				fireFromLane = ccp(490, 140);
				break;
			case lane3:
				fireFromLane = ccp(490, 90);
				break;
			default:
				break;
		}

		[obstacle setPosition:fireFromLane];
		id throw = [CCMoveTo actionWithDuration:3 position: ccp(-50, fireFromLane.y)];
		id actionSeq = [CCSequence actions:throw, nil];

		[obstacle runAction:actionSeq];
	}
}&#60;/code&#62;&#60;/pre&#62;</description>
		</item>
		<item>
			<title>zombie on "Particle System 10-30 fps drop"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5164#post-30890</link>
			<pubDate>Sat, 20 Mar 2010 09:17:35 +0000</pubDate>
			<dc:creator>zombie</dc:creator>
			<guid isPermaLink="false">30890@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;That should not happen. Give some more details about what you are doing, please.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ob1 on "cocos2D for Windows"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5154#post-30889</link>
			<pubDate>Sat, 20 Mar 2010 09:12:49 +0000</pubDate>
			<dc:creator>ob1</dc:creator>
			<guid isPermaLink="false">30889@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey,&#60;/p&#62;
&#60;p&#62;For BlackBerry, you usually code with Eclipse or JDE (RIM's own IDE). I don't think you can use visual studio.&#60;/p&#62;
&#60;p&#62;Shameless plug, I just released my first BB game (a port):&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://appworld.blackberry.com/webstore/content/6709&#34; rel=&#34;nofollow&#34;&#62;http://appworld.blackberry.com/webstore/content/6709&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Cheers.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MikeSz on "Learning cocos2d with samples"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5168#post-30888</link>
			<pubDate>Sat, 20 Mar 2010 08:46:15 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">30888@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;your step 1 is all wrong&#60;/p&#62;
&#60;p&#62;download the packed archive with cocos2d&#60;/p&#62;
&#60;p&#62;go to the folder, find.... ummm the xcodeproj file, dont remember name, not on a mac now&#60;/p&#62;
&#60;p&#62;open it and you will have all the targets/sample projects inside
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MisterX on "Learning cocos2d with samples"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5168#post-30887</link>
			<pubDate>Sat, 20 Mar 2010 08:34:19 +0000</pubDate>
			<dc:creator>MisterX</dc:creator>
			<guid isPermaLink="false">30887@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I read Riq's blog on the &#34;most unknown coco2ds feature, the tests and samples&#34;.&#60;/p&#62;
&#60;p&#62;As a new user to cocos2d, the instructions he gave were not quite clear to me.&#60;/p&#62;
&#60;p&#62;1. Open the cocos2d Xcode project ( I assume this means to create a NEW Xcode project with the regular cocos2D template).&#60;/p&#62;
&#60;p&#62;2. Select the test target: Xcode -&#38;gt; Project -&#38;gt; Set Active Target -&#38;gt; eg: TransitionTest  (When I try to do this it gives me only two choices, 1 - The name of the new project I created (ex. &#34;Testing1&#34;) or 2 - &#34;cocos2D libraries&#34;&#60;/p&#62;
&#60;p&#62;3. Make sure that the running executable is correct: Xcode -&#38;gt; Project -&#38;gt; Set Active Executable -&#38;gt; eg: TransitionTest  (When I try to set the active executable, the only option is the name of the new project I created (ex. &#34;Testing1&#34;)&#60;/p&#62;
&#60;p&#62;4. Build and run: Xcode -&#38;gt; Build and run  (This I understand, if I could get step 2 and 3 to work)&#60;/p&#62;
&#60;p&#62;On step 2, if I select &#34;cocos2D libraries&#34; I still can only select the name of my new project from step 3.&#60;/p&#62;
&#60;p&#62;Following the given instructions above I am not able to select any of the tests for Active Target or Active Executable.  Could someone please explain what I need to do or what I am missing so I can build and run these tests?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>computer-man on "cocos2D for Windows"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5154#post-30886</link>
			<pubDate>Sat, 20 Mar 2010 08:30:26 +0000</pubDate>
			<dc:creator>computer-man</dc:creator>
			<guid isPermaLink="false">30886@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;ok thanks and one last question: the visual studio used to create video games for blackberry?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>itlgames on "[GAME] Doodle Blast!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4717/page/2#post-30885</link>
			<pubDate>Sat, 20 Mar 2010 08:10:53 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">30885@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I did &#34;Alone&#34;, the isometric platformer game, you did try it: &#60;a href=&#34;http://www.cocos2d-iphone.org/forum/topic/4634&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/forum/topic/4634&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>itlgames on "[Game] Alone: isometric platformer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4634/page/2#post-30884</link>
			<pubDate>Sat, 20 Mar 2010 08:08:24 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">30884@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I think I will do that, ease the initial levels a bit more! I have played so many times those levels that I can pass them even blind...&#60;/p&#62;
&#60;p&#62;@Lev, I think I know what you mean, releasing the right finger would stop jumping, is that what you mean?&#60;br /&#62;
you can still do that just release the left finger, the fact that the jump button doesn't control the length is because some times you just need to jump vertically, then concentrate on the d-pad control, to move, note you can also control the direction of the jump, this is vital in some levels, so you jump, then change direction on the fly. I guess this is all inheritance from those ZX Spectrum games, try play Head over Heels and you will understand what I mean (there is a nice free PC remake by the way: &#60;a href=&#34;http://retrospec.sgn.net/games/hoh/)&#34; rel=&#34;nofollow&#34;&#62;http://retrospec.sgn.net/games/hoh/)&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;In the other hand, would it help if I put an option to inverse controls? so d-pad on right, and jump/fire on left?&#60;/p&#62;
&#60;p&#62;Thanks guys for your input.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>jayhaase on "Drawing Text Along a Curve?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5167#post-30883</link>
			<pubDate>Sat, 20 Mar 2010 06:57:06 +0000</pubDate>
			<dc:creator>jayhaase</dc:creator>
			<guid isPermaLink="false">30883@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I would like to display a short text phrase along a curve (imagine a semi-circle and then imagine the letters of the text hugging the outline of the semi-circle).&#60;/p&#62;
&#60;p&#62;How can text be rendered along a curve with cocos2d?&#60;/p&#62;
&#60;p&#62;Thanks, Jay.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mobilebros on "Question regarding Chipmunk w/SpaceManager and slide joint length"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5160#post-30882</link>
			<pubDate>Sat, 20 Mar 2010 06:20:46 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">30882@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I believe they are just C functions:&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;cpSlideJointSetMin(joint, min);
cpSlideJointSetMax(joint, max);&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;where joint is the joint/constraint var.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>blackmouth on "[Game] Alone: isometric platformer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4634/page/2#post-30881</link>
			<pubDate>Sat, 20 Mar 2010 05:21:37 +0000</pubDate>
			<dc:creator>blackmouth</dc:creator>
			<guid isPermaLink="false">30881@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@itlgames&#60;/p&#62;
&#60;p&#62;I never got through the first level but after seeing your video walk-through I know why. I played again a week ago and made it back to the robots &#38;amp; aliens room .  I realize now that there is a bottom room with a knife. I couldn't tell because I thought it was just a reflection of the top room door. &#60;/p&#62;
&#60;p&#62;I don't think you need to entirely redesign the levels at the moment. I think you just need to ease in the difficulty. For example, you should make the first key really easy to get. Like a platform straight to the key with one jump of spikes. This way you ease in the difficulty. &#60;/p&#62;
&#60;p&#62;I like the shadow, it really helps with the jumps.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>tmsquasher on "CocosLive Rankings Issue"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5045#post-30880</link>
			<pubDate>Sat, 20 Mar 2010 05:01:17 +0000</pubDate>
			<dc:creator>tmsquasher</dc:creator>
			<guid isPermaLink="false">30880@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey riq, thanks for your response.&#60;/p&#62;
&#60;p&#62;This all takes place in a &#34;Global Rankings&#34; scene that I created. Upon initialization, I submit the user's total score. At the end of the 'scorePostOk:' method, I do a rank request via 'requestRankForScore:andCategory:'. At the end of the 'scoreRequestRankOk:' method, I do a final request for the top 100 scores via 'requestScores:limit:offset:flags:category:'. &#60;/p&#62;
&#60;p&#62;So, I basically am submitting the user's score, then requesting that score's rank, then requesting the top 100 scores, all in sequence. This is probably not the best way to do this, but it was what I came up with.&#60;/p&#62;
&#60;p&#62;Hopefully this gives you a better idea of where I'm coming from.&#60;/p&#62;
&#60;p&#62;Your thoughts are appreciated!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Vicious Cuts on "Jumping"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5166#post-30879</link>
			<pubDate>Sat, 20 Mar 2010 04:54:33 +0000</pubDate>
			<dc:creator>Vicious Cuts</dc:creator>
			<guid isPermaLink="false">30879@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey I'm just trying to fool around making a random game to get a better understanding of everything and I would like to know how to make a sprite jump straight up.&#60;/p&#62;
&#60;p&#62;Lets say the user touches the screen or a button and the sprite jumps as long as a the user has the button held down for a max of 2 seconds or something along those lines. When the user releases the button or the max time has been reached the sprite will fall back down.&#60;/p&#62;
&#60;p&#62;Now I know we will have to use velocity on the x/y values but exactly how to do all this eludes me.&#60;/p&#62;
&#60;p&#62;If there's any tutorials or open source projects out there that anyone knows about I'd love to have the chance to take a look.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>pfg2009 on "[GAME] Doodle Blast!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4717/page/2#post-30878</link>
			<pubDate>Sat, 20 Mar 2010 04:51:10 +0000</pubDate>
			<dc:creator>pfg2009</dc:creator>
			<guid isPermaLink="false">30878@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thank you for the review, itlgames!  What's your game?&#60;/p&#62;
&#60;p&#62;Doodle Blast! is my 7th game and it started life more as a dare than seriously structured effort.  The other games have died pretty shortly after being published so it's not like I know some magical formula.  I just got lucky this time.  It almost seems that the more I try, the more likely I am to fail.&#60;/p&#62;
&#60;p&#62;However, I think I might agree with you.  Simpler can be better, at least to test out the waters before you invest serious time and effort into it.
&#60;/p&#62;</description>
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		<item>
			<title>programmerdave on "Should [super draw] be called?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5145#post-30877</link>
			<pubDate>Sat, 20 Mar 2010 04:32:58 +0000</pubDate>
			<dc:creator>programmerdave</dc:creator>
			<guid isPermaLink="false">30877@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks riq
&#60;/p&#62;</description>
		</item>
		<item>
			<title>karthik on "cleaning my targets????"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5165#post-30876</link>
			<pubDate>Sat, 20 Mar 2010 04:14:03 +0000</pubDate>
			<dc:creator>karthik</dc:creator>
			<guid isPermaLink="false">30876@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hello&#60;/p&#62;
&#60;p&#62;Im getting a proper output of my game but after changing the default.png and icon.png. I cleaned my target, after cleaning it im not getting my output.. Can anyone explain me why this is happening. This is happening for the second time. just a blank screen of default.png is coming after that agin going back to the iphone screen.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Lev on "[Game] Alone: isometric platformer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4634/page/2#post-30875</link>
			<pubDate>Sat, 20 Mar 2010 03:06:46 +0000</pubDate>
			<dc:creator>Lev</dc:creator>
			<guid isPermaLink="false">30875@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Nice work, I really like the iso pixel art!&#60;/p&#62;
&#60;p&#62;I was a little surprised that there's no inertia in the jumps.  I think it would be easier for me if the jump distance were governed by the length of time the jump button is held.  Perhaps this is because I've more dexterity in my right hand, and timing being more difficult to articulate than the direction state.
&#60;/p&#62;</description>
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		<item>
			<title>zenkimoto on "cocos2d v0.99.1 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5161#post-30874</link>
			<pubDate>Sat, 20 Mar 2010 02:30:30 +0000</pubDate>
			<dc:creator>zenkimoto</dc:creator>
			<guid isPermaLink="false">30874@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Awesome!  Thanks Riq!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>David994A on "[Game] Alone: isometric platformer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4634/page/2#post-30873</link>
			<pubDate>Sat, 20 Mar 2010 01:50:54 +0000</pubDate>
			<dc:creator>David994A</dc:creator>
			<guid isPermaLink="false">30873@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks for the walkthrough video, I'll give it a try :)
&#60;/p&#62;</description>
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		<item>
			<title>randomtruth on "Keep child visible when parent invisible"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5156#post-30872</link>
			<pubDate>Sat, 20 Mar 2010 01:30:00 +0000</pubDate>
			<dc:creator>randomtruth</dc:creator>
			<guid isPermaLink="false">30872@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Is the sprite sheet added to your main layer or your subclass of CCSprite?&#60;br /&#62;
If it is on your main layer, you need to over ride the -setPosition function (of your parent CCSprite) with this.&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;-(void)setPosition:(CGPoint)p
{
	float x = position_.x-p.x;
	float y = position_.y-p.y;
	child.position = ccp(child.position-x,child.position.y-y);

	position_ = p;
	isTransformDirty_ = isInverseDirty_ = YES;
}&#60;/code&#62;&#60;/pre&#62;</description>
		</item>
		<item>
			<title>Codemattic on "Scale a layer and keep position centered?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5068#post-30871</link>
			<pubDate>Sat, 20 Mar 2010 01:23:44 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">30871@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;&#34;multiply it by (1-scale).&#34;&#60;/p&#62;
&#60;p&#62;Maybe its 1.0/scale instead? So if you had a scale of 2.0 you multiply it by 0.5?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mack on "Particle System 10-30 fps drop"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5164#post-30870</link>
			<pubDate>Sat, 20 Mar 2010 01:07:02 +0000</pubDate>
			<dc:creator>mack</dc:creator>
			<guid isPermaLink="false">30870@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Is this normal? how do you guys manage a stable fps with a particle system.  I'm moving a particle across the screen every 5 seconds and every time I get a 10 fps decrease of CCParticleSun and even  higher on CCParticleMeteor, dropping it down to 30 fps.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MisterX on "How to move a Sprite Smoothly across the screen"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4940#post-30869</link>
			<pubDate>Sat, 20 Mar 2010 00:39:06 +0000</pubDate>
			<dc:creator>MisterX</dc:creator>
			<guid isPermaLink="false">30869@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Yes, of course Ray Wenderlich, duh.  I thought you were maybe referring to Zombie Smash's author (I don't even know who that is right now).&#60;/p&#62;
&#60;p&#62;Yes I tested Ray's tutorial game MANY times on my iPod before I discovered I was compiling a debug version the entire time.  Compiling to a release version makes a HUGE difference in performance.&#60;/p&#62;
&#60;p&#62;On my test app:&#60;/p&#62;
&#60;p&#62;Debug = 20 to 30 FPS with jerky movement&#60;/p&#62;
&#60;p&#62;Release = 50 to 60 FPS with smooth movement
&#60;/p&#62;</description>
		</item>
		<item>
			<title>asinesio on "SpaceBlast - new game with promo codes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5094#post-30868</link>
			<pubDate>Sat, 20 Mar 2010 00:34:29 +0000</pubDate>
			<dc:creator>asinesio</dc:creator>
			<guid isPermaLink="false">30868@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@misterx - Promo codes function like itunes gift cards that basically entitle you to 1 free download of the application.&#60;/p&#62;
&#60;p&#62;Go to the iTunes Store, click &#34;Redeem&#34;, and paste in the promo code.&#60;/p&#62;
&#60;p&#62;Each time you release an updated version of your app, you get 50 promo codes to give out.  They work great for getting reviews on web  sites.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Steve Oldmeadow on "How to move a Sprite Smoothly across the screen"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4940#post-30867</link>
			<pubDate>Sat, 20 Mar 2010 00:18:39 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">30867@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Ray's app is the game at the URL you posted.  Ray is the author - as in Ray Wenderlich.  I'm glad you sorted out your problem.  I suggested a release version on a device because your problem was either you were running a debug version or your simulator had bad performance.  I'm glad you found the issue.&#60;/p&#62;
&#60;p&#62;For your further adventures - my golden rule is always test performance with a release version on a device.  As you have pointed out the debug version may contain logging statements but release versions are also built with different compiler settings which make them faster.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>riq on "Does CCSprite do any antialiasing?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5158#post-30866</link>
			<pubDate>Sat, 20 Mar 2010 00:17:20 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">30866@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@arsenio: it makes sense if the sprites share the same texture
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MisterX on "How to move a Sprite Smoothly across the screen"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4940#post-30865</link>
			<pubDate>Sat, 20 Mar 2010 00:10:07 +0000</pubDate>
			<dc:creator>MisterX</dc:creator>
			<guid isPermaLink="false">30865@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Wayne and I are just dumb noobs I guess! lol  I just found the solution to the problem!!&#60;/p&#62;
&#60;p&#62;Under &#34;Active Configuration&#34; in Xcode (from the drop down on upper left of screen), you need to check &#34;Release&#34; and make sure &#34;Debug&#34; is NOT checked.  I had Debug checked, and this must be generating a bunch of debug statements on the fly in a similar manner to having &#34;trace&#34; statements enabled when you compile a Flash project (which will make your Flash game slow to a crawl).&#60;/p&#62;
&#60;p&#62;After making this change, recompiling and testing on my IPod Touch the tutorial game runs PERFECTLY SMOOTH now!! Yeay!!  It even runs smooth with a 480 x 320 backdrop png image and a 480 x 320 overlay image.  And with the double full screen png images it stays in the 50 to 60 FPS range!  My God, this is wonderful! lol  I am now officially impressed by Cocos2D!!!  Wow, this makes me so happy  :):):) lol&#60;/p&#62;
&#60;p&#62;Steve - No, I have not run a Cocos2D demo on my device, nor have I run Zombie Smash (I assume &#34;Ray&#34; must be the author?).  I am totally new to Cocos2D and have only owned an iPod Touch for 2.5 months.  My name is Steve too by the way.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Steve Oldmeadow on "OpenGL Texture Mapping"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5148#post-30864</link>
			<pubDate>Sat, 20 Mar 2010 00:01:56 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">30864@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;The code is the same for deforming the vertices.  An fbo is attached to a texture.  All the code you need is sitting in cocos2d right now.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>manucorporat on "OpenGL Texture Mapping"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5148#post-30863</link>
			<pubDate>Fri, 19 Mar 2010 23:51:45 +0000</pubDate>
			<dc:creator>manucorporat</dc:creator>
			<guid isPermaLink="false">30863@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;yeah, I don't want to use FBO, only deforms a texture.
&#60;/p&#62;</description>
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