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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>Fri, 12 Mar 2010 05:48:24 +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>RomeoRx2 on "Large world and offscreen objects"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4474#post-29764</link>
			<pubDate>Fri, 12 Mar 2010 05:45:08 +0000</pubDate>
			<dc:creator>RomeoRx2</dc:creator>
			<guid isPermaLink="false">29764@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hey guys&#60;/p&#62;
&#60;p&#62;I'm very new to this and I'm create a 2d Mario style platformer, i've gotten the tilemap the scroll using parallax which the user controls with the sneaky joystick and I've got the animated sprite sheet working, my last problem is calling chipmunk to detect collisions between the player and the tilemap &#60;/p&#62;
&#60;p&#62;I understand the basic concept i'm just having trouble finding documentation on implementing this currently i am using:&#60;/p&#62;
&#60;p&#62;	int tilex = -point.x;&#60;br /&#62;
	int tiley = -sprite.position.y;&#60;br /&#62;
	CGPoint level = ccp(tilex, tiley);&#60;/p&#62;
&#60;p&#62;	CCNode *node = [self getChildByTag:kTagNode];&#60;/p&#62;
&#60;p&#62;	[node setPosition:level];&#60;/p&#62;
&#60;p&#62;to scroll the tilemap&#60;/p&#62;
&#60;p&#62;if it help i could move the camera instead with:&#60;/p&#62;
&#60;p&#62;	[self.camera setCenterX:bod-&#38;gt;p.x centerY:bod-&#38;gt;p.y centerZ:-140];&#60;br /&#62;
	[self.camera setEyeX:bod-&#38;gt;p.x eyeY:bod-&#38;gt;p.y eyeZ:140];&#60;/p&#62;
&#60;p&#62;if anyone can show me what to do or lead me in the right direction with a tutorial it would be awesome&#60;/p&#62;
&#60;p&#62;THX in advance
&#60;/p&#62;</description>
		</item>
		<item>
			<title>shahidpucit on "what knowledge is required for detection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4989#post-29763</link>
			<pubDate>Fri, 12 Mar 2010 05:28:51 +0000</pubDate>
			<dc:creator>shahidpucit</dc:creator>
			<guid isPermaLink="false">29763@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;i want to know how to detect coliision in cocos2d
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Steve Oldmeadow on "Sprites and image masks"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4973#post-29762</link>
			<pubDate>Fri, 12 Mar 2010 04:59:07 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">29762@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@codecowboy and @petem - can you explain what you want to do more clearly?  A picture would really help.  I realise you may not want to give your ideas away but if you want help you may need to explain your requirements in a more concrete way.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Dunc on "3D objects in cocos2d ??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4983#post-29761</link>
			<pubDate>Fri, 12 Mar 2010 04:58:24 +0000</pubDate>
			<dc:creator>Dunc</dc:creator>
			<guid isPermaLink="false">29761@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;To be honest, I didn't think to check that number, as it was Already in the ship.h that I lifted from Jeff's example code. Thanks for the wavefront links, I'll have a play around.&#60;/p&#62;
&#60;p&#62;D.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>petem on "Sprites and image masks"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4973#post-29760</link>
			<pubDate>Fri, 12 Mar 2010 04:20:48 +0000</pubDate>
			<dc:creator>petem</dc:creator>
			<guid isPermaLink="false">29760@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;It sounds very much like what I'm trying to do, viz imagine a hole in the wall and there's a layer/sprite visible through the hole (ie transparent section). If that's what you're asking, then yes it looks as I described.&#60;/p&#62;
&#60;p&#62;It seems to me though that if you touch what you see through the hole and the outer layer is catching the touches, then the inner layer won't get them even though you touch through the visible hole. If outer layer is not intercepting the touch, then it's passed through everywhere in the outer layer, not just the hole.&#60;/p&#62;
&#60;p&#62;If this is you, then join me waiting for advice. Otherwise, maybe you're in luck.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>David994A on "Design question re: use of layers and scenes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4987#post-29759</link>
			<pubDate>Fri, 12 Mar 2010 04:18:33 +0000</pubDate>
			<dc:creator>David994A</dc:creator>
			<guid isPermaLink="false">29759@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@Tim, I did something very similar to sowbug.  I have three layers; one for the scrolling background (with three parallax layer), one for the player's ship, enemy ships, weapon blasts, etc; and one for the score, level indicator, shields level, etc...  I actually do most of my game logic in the scene class.  The only problem I ran into with this was with handling touch events which are tied to layers so I have to pass messages from the layer with the touch events back to the scene.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sowbug on "[Game] Super Turbo Action Pig"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4837/page/2#post-29758</link>
			<pubDate>Fri, 12 Mar 2010 04:16:26 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">29758@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;OK, I bought it, but while downloading why does it say it's incompatible with OS 3.1.3?&#60;/p&#62;
&#60;p&#62;No, no, I'm just kidding. S.T.ActionPig is on my device safe and sound. First impressions: the rocket-thruster movement thing is pretty hard; I'm left-handed so I wish I had the option to put the button on the other side; and the, uh, red sauce is kind of shocking at first! I've learned to modulate the thrust with very quick taps; otherwise the hysteresis keeps slamming me into things that I thought were far away.&#60;/p&#62;
&#60;p&#62;Great production values. I'm sure my kids will dig it!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Tim on "Design question re: use of layers and scenes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4987#post-29757</link>
			<pubDate>Fri, 12 Mar 2010 04:09:10 +0000</pubDate>
			<dc:creator>Tim</dc:creator>
			<guid isPermaLink="false">29757@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks for the feedback.  I had basically micro managed the z-orders on the other games to deal with the HUD or backgrounds, but I like your point about easily deploying reusable layers when needed.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sowbug on "Design question re: use of layers and scenes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4987#post-29756</link>
			<pubDate>Fri, 12 Mar 2010 03:58:31 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">29756@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I think the CCScene and CCLayer concepts are mostly just organizational aids. I'm pretty sure you could accomplish everything you want to do with a single CCLayer -- and possibly a single CCScene. But I've found multiple CCLayers useful in two cases:&#60;/p&#62;
&#60;p&#62;1. I didn't want to have to worry about z-orders between two groups of objects. If my scrolling stars are always always always going to be behind everything else, it's easier to enforce that rule by putting them in a CCLayer of their own. Same with a HUD (though I could imagine some Hollywood effects where the monster eats your score).&#60;/p&#62;
&#60;p&#62;2. Code reuse. If you have a background theme of some kind (again, scrolling stars as an example) that you want to show in your Title scene, your About scene, your Options scene, etc., just plopping a CCLayer into every CCScene is convenient. This is circular reasoning, but you probably get what I mean.&#60;/p&#62;
&#60;p&#62;I don't have any opinion about putting non-CCLayer stuff into a CCScene because I've never done that.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>AkumaStreak on "10 meg download limit raised to 20"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4981#post-29755</link>
			<pubDate>Fri, 12 Mar 2010 03:50:43 +0000</pubDate>
			<dc:creator>AkumaStreak</dc:creator>
			<guid isPermaLink="false">29755@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;This is awesome.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sowbug on "[GAME] Teragati: casual arcade/action genre"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4523#post-29754</link>
			<pubDate>Fri, 12 Mar 2010 03:47:02 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">29754@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@Codemattic, 18K is amazing for no shields! But if you fry a missile with your shield you'll find yourself 8,000 points richer. Dead missiles really are the bread and butter of the Advanced Teragati Hero.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sowbug on "[Game] Super Turbo Action Pig"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4837/page/2#post-29753</link>
			<pubDate>Fri, 12 Mar 2010 03:44:05 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">29753@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Good luck with the launch!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mobilebros on "how can I detect a irregular area in a touch event?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4978#post-29752</link>
			<pubDate>Fri, 12 Mar 2010 03:34:23 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">29752@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Yeah I would do that, does the overlap area matter, in other words do you care what part was touched; if you do I suppose I would have to give a precedence order or try to eliminate that possibility by making the bounding boxes smaller/more.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>mobilebros on "Problem giving objects different amount of lives, collisiondetection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4951#post-29751</link>
			<pubDate>Fri, 12 Mar 2010 03:26:09 +0000</pubDate>
			<dc:creator>mobilebros</dc:creator>
			<guid isPermaLink="false">29751@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Check out Instruments, installed with xcode. It has a bunch of ways to profile your app, takes a little getting used to but ultimately worth it.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>pgpprogram on "[Game] Super Turbo Action Pig"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4837/page/2#post-29750</link>
			<pubDate>Fri, 12 Mar 2010 03:06:04 +0000</pubDate>
			<dc:creator>pgpprogram</dc:creator>
			<guid isPermaLink="false">29750@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Awesome, congratulations on the release. I really like the pig cut out. :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ONMSOFT on "[Game] Jungle Runner"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4986#post-29749</link>
			<pubDate>Fri, 12 Mar 2010 02:59:06 +0000</pubDate>
			<dc:creator>ONMSOFT</dc:creator>
			<guid isPermaLink="false">29749@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;thanks for your great feedback,&#60;/p&#62;
&#60;p&#62;because it's an endless game I wanted to make it more challenging,&#60;br /&#62;
I think if you are used to it, it is not that hard to jump,&#60;/p&#62;
&#60;p&#62;but for sure I'm gonna make the jump easier on the next version,&#60;br /&#62;
which I'm gonna release it soon ..
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Codemattic on "setTexture: not working in CCSprite subclass"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4901#post-29748</link>
			<pubDate>Fri, 12 Mar 2010 02:43:17 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">29748@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;@SwizzerSweet Im of the opinion that calling -init'ers more than once in creating an object is a bad idea and nearly always unnecessary. Would this work:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;-(id) initWithBlockType:(int)type {
 //texture
 CCTexture2D * texture = [[CCTextureCache sharedTextureCache] addImage:@&#38;quot;block_soft.png&#38;quot;];
 NSAssert(texture!=nil, @&#38;quot;Invalid texture for sprite&#38;quot;);
 CGRect rect = CGRectZero;
 rect.size = texture.contentSize;

 if (self = [super initWithTexture:texture rect:rect]) {
  //blocktype
  self.blockType = type;
  NSLog(@&#38;quot;The block type is %i&#38;quot;, self.blockType);
 }

 return self;
}&#60;/code&#62;&#60;/pre&#62;</description>
		</item>
		<item>
			<title>David994A on "[Game] Jungle Runner"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4986#post-29747</link>
			<pubDate>Fri, 12 Mar 2010 02:41:09 +0000</pubDate>
			<dc:creator>David994A</dc:creator>
			<guid isPermaLink="false">29747@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;The game looks great and the music is great.  I agree with JD and Tim, it is quite difficul.  It is way too easy to fall through while attempting a jump. I gave you a good review in the app store which you should be able to see in a day or so I guess. I would like to see the game made a bit easier though.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Codemattic on "setTexture: not working in CCSprite subclass"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4901#post-29746</link>
			<pubDate>Fri, 12 Mar 2010 02:31:15 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">29746@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;pre&#62;&#60;code&#62;Block *block = [CCSprite spriteWithFile:file];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;doesnt xcode give you a warning at this line?&#60;/p&#62;
&#60;p&#62;you are creating a CCSprite and storing it in Block-typed variable. Block is a subclass of CCSprite so its *more* specific than CCSprite so you cant assign in that direction. What if you access block.someBlockProperty except that it doesnt exist bc its really a CCSprite?&#60;/p&#62;
&#60;p&#62;and if you tried:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;Block *block = [Block spriteWithFile:file];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;you would get caught up in an infinite loop since every init of a Block creates a new Block which calls init which creates a new Block which...&#60;/p&#62;
&#60;p&#62;So Im guessing you originally had that line, froze/crashed, changed it to what you have now, and got an xcode warning which youve ignored.&#60;/p&#62;
&#60;p&#62;Why does Block create a new sprite which it adds to itself? Do you really need to have a Sprite with more Sprite(s) as children?&#60;/p&#62;
&#60;p&#62;I would *never* let a Sprite have children. Nodes and Layers etc... should have children. But Sprites should be leaves. (leafs?) Nodes and Layers should be branches. I wish cocos would of enforced this in code but its too late now.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>DonomaGames on "Freemium?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4977#post-29745</link>
			<pubDate>Fri, 12 Mar 2010 02:01:58 +0000</pubDate>
			<dc:creator>DonomaGames</dc:creator>
			<guid isPermaLink="false">29745@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Congrats Mike &#38;amp; your team! &#60;/p&#62;
&#60;p&#62;$300/day is still not bad plus you can now cross promote your other games from within tiki totem like nimbleBit. They've shown some &#60;a href=&#34;http://www.nimblebit.com/2010/01/nimblebit-numbers-2009/&#34;&#62;success with that&#60;/a&#62;.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Niuis on "[Game] Numerogram"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4875#post-29744</link>
			<pubDate>Fri, 12 Mar 2010 01:45:20 +0000</pubDate>
			<dc:creator>Niuis</dc:creator>
			<guid isPermaLink="false">29744@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thank you!&#60;/p&#62;
&#60;p&#62;The free version if you are interested: &#60;a href=&#34;http://itunes.apple.com/ca/app/numerogram-lite/id360529173?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/ca/app/numerogram-lite/id360529173?mt=8&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Questor on "Nice list of tools for Game/Indie Developers"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4974#post-29743</link>
			<pubDate>Fri, 12 Mar 2010 01:40:34 +0000</pubDate>
			<dc:creator>Questor</dc:creator>
			<guid isPermaLink="false">29743@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Nice list of tools, however, anyone using any of these for commercial purposes should look at the licenses of the individual tools more closely.  Although the author of the list mentions a few programs that are not for free commercial use, he/she neglects to mention several others that have such restrictions.  For example all three of the tools in the terrain generation section are not free for commercial use.  &#60;/p&#62;
&#60;p&#62;Still, it a great list of tools and many of them are free for commercial use (and others do have very reasonable licensing fees).&#60;/p&#62;
&#60;p&#62;Thanks for sharing.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Tim on "[Game] Jungle Runner"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4986#post-29742</link>
			<pubDate>Fri, 12 Mar 2010 01:38:27 +0000</pubDate>
			<dc:creator>Tim</dc:creator>
			<guid isPermaLink="false">29742@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I grabbed FRARKATA4T99 and completely agree with JD.  I think the graphics and sound are compelling and look great.  But geesh, the game play isn't the easiest.  Like JD said, I found that you have to wait until the front paws are right at the edge before making the leap.  I'd like to see where if you hold your finger down longer you'll jump higher/longer like several other games do.  One of my little ones just came by to see what I was doing cause they heard the music, and she gave up after the 2nd try.  I think the animation is smooth and graphics look really nice and with a tweak of the game play it would be pretty fun.  G/L with it.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>abitofcode on "[Game] Super Turbo Action Pig"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4837/page/2#post-29741</link>
			<pubDate>Fri, 12 Mar 2010 01:33:12 +0000</pubDate>
			<dc:creator>abitofcode</dc:creator>
			<guid isPermaLink="false">29741@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Super Turbo Action Pig is in the app store! (should be in the US store very soon)&#60;/p&#62;
&#60;p&#62;I'll stick more details up in the morning (promos etc), running on pork fumes at the moment, in the meantime;&#60;/p&#62;
&#60;p&#62;Game info/trailer and link: &#60;a href=&#34;http://joystickgenerals.com/games/super-turbo-action-pig/&#34; rel=&#34;nofollow&#34;&#62;http://joystickgenerals.com/games/super-turbo-action-pig/&#60;/a&#62;&#60;br /&#62;
Direct link: &#60;a href=&#34;http://itunes.apple.com/gb/app/super-turbo-action-pig/id360371122?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/gb/app/super-turbo-action-pig/id360371122?mt=8&#60;/a&#62;&#60;br /&#62;
Android version: &#60;a href=&#34;http://bit.ly/bp6doS&#34; rel=&#34;nofollow&#34;&#62;http://bit.ly/bp6doS&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Until the next update we've put him out to rest;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://img162.imageshack.us/img162/2876/piginfield.jpg&#34; /&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>jd on "[Game] Jungle Runner"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4986#post-29740</link>
			<pubDate>Fri, 12 Mar 2010 01:19:57 +0000</pubDate>
			<dc:creator>jd</dc:creator>
			<guid isPermaLink="false">29740@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I grabbed a code because my son wanted it.  I think the gravity is way too strong. You have to jump at the last possible second or else you fall off and die.  It's going to frustrate too many people.  The graphics are great, the sound is decent but it's too precise.  What's the downside of making the lion jump higher or stay in the air longer?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Codemattic on "Testing TweeJump/Cocos2d framework"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3798#post-29739</link>
			<pubDate>Fri, 12 Mar 2010 01:18:38 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">29739@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;it happens to the best of us :D
&#60;/p&#62;</description>
		</item>
		<item>
			<title>brett on "[Entertainment App] TQualizers Free App"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4988#post-29738</link>
			<pubDate>Fri, 12 Mar 2010 01:18:16 +0000</pubDate>
			<dc:creator>brett</dc:creator>
			<guid isPermaLink="false">29738@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Here's my first app.  It's similar to the Fancy Rat App, but if you have a microphone attached it uses the mic's input instead of playing a song.  It mimic's the t-shirts I sell.  I thought it would be cool to make an app that shows how the t-shirts work.  &#60;/p&#62;
&#60;p&#62;I need to add a tutorial but basically you pick a shirt you want to see, and tap the setup button to adjust the volume sensitivity.  If you tap the shirt, it then goes into expansion mode and expands with the sound/music. Tap again to return back to the shirt.&#60;/p&#62;
&#60;p&#62;Here's some You Tube Videos:&#60;br /&#62;
&#60;a href=&#34;http://www.youtube.com/watch?v=ycmz6PIJV2Y&#34; rel=&#34;nofollow&#34;&#62;http://www.youtube.com/watch?v=ycmz6PIJV2Y&#60;/a&#62;&#60;br /&#62;
&#60;a href=&#34;http://www.youtube.com/watch?v=hJzI_510AZc&#34; rel=&#34;nofollow&#34;&#62;http://www.youtube.com/watch?v=hJzI_510AZc&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Here's a link to the App:&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/app/tqualizers/id359257087?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/app/tqualizers/id359257087?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;And if anyone wants to see these super cool shirts, here's a link to my website:&#60;br /&#62;
&#60;a href=&#34;http://www.tqualizers.com&#34; rel=&#34;nofollow&#34;&#62;http://www.tqualizers.com&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Codemattic on "Removing and creating UIViews - works once, crashes second time"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4976#post-29737</link>
			<pubDate>Fri, 12 Mar 2010 01:16:08 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">29737@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;+1 greyhoundgames. selfish = [tempView retain]; or why do you need tempview at all? Why not:&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;selfish = [[HighScoreView alloc] init];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Also is HighScoreView a subclass of GameOverView? Because you are creating a HighScoreView and then assigning it to a GameOverView-typed variable. Also I dont see where the HighScoreView you create is stored in your hs global.&#60;/p&#62;
&#60;p&#62;Why keep creating and destroying your HighScoreView. Why not create it once, store it, and show when you need it and hide it when you dont.&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;[[[CCDirector sharedDirector] openGLView] addSubview:go.view];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;whats go?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Codemattic on "[GAME] Teragati: casual arcade/action genre"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4523#post-29736</link>
			<pubDate>Fri, 12 Mar 2010 01:01:39 +0000</pubDate>
			<dc:creator>Codemattic</dc:creator>
			<guid isPermaLink="false">29736@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;18k is my best so far. I never use my shields for some reason!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Tim on "Design question re: use of layers and scenes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4987#post-29735</link>
			<pubDate>Fri, 12 Mar 2010 00:55:29 +0000</pubDate>
			<dc:creator>Tim</dc:creator>
			<guid isPermaLink="false">29735@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I've been looking for some info to give me some guidance on the usage of layers and scenes.  For instance, with one of my early games I basically created a game scene class that had a single layer...and did all of the game logic within that single layer.  If you exited the game back to the main menu then you were taken to another class (MenuScene), and in that case I didn't even use a layer and simply loaded all of the menu logic into the scene.&#60;/p&#62;
&#60;p&#62;I've looked through various posts trying to get some guidance to figure out if it is bad programming to not use layers within scenes?  And should I look to perhaps break up my GameScene class to have multiple layers for various logic/activity? &#60;/p&#62;
&#60;p&#62;TIA
&#60;/p&#62;</description>
		</item>
		<item>
			<title>dbolli on "30 fps Limit?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4966#post-29734</link>
			<pubDate>Fri, 12 Mar 2010 00:54:47 +0000</pubDate>
			<dc:creator>dbolli</dc:creator>
			<guid isPermaLink="false">29734@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;At the risk of stating the obvious, if you're compiling in Debug mode try commenting out any CCLog() calls (to isolate the cause of the performance issue) as these can really slow things down.&#60;/p&#62;
&#60;p&#62;See &#60;a href=&#34;http://www.cocos2d-iphone.org/forum/topic/1542#post-9625&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/forum/topic/1542#post-9625&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ONMSOFT on "[Game] Jungle Runner"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4986#post-29733</link>
			<pubDate>Fri, 12 Mar 2010 00:22:19 +0000</pubDate>
			<dc:creator>ONMSOFT</dc:creator>
			<guid isPermaLink="false">29733@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey Guys,&#60;/p&#62;
&#60;p&#62;First of all a huge thanks to COCOS2D and you guys for sharing your experiences that help me a lot to develop and submit my new game Jungle Runner to the App Store.&#60;/p&#62;
&#60;p&#62;So how far do you think you can run through troubles in the jungle ?&#60;/p&#62;
&#60;p&#62;You can simply answer this question by playing Jungle Runner and submit your score online and/or share it with your friends on Facebook.&#60;/p&#62;
&#60;p&#62;iTunes App Store Link :&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/us/app/jungle-runner/id354863823&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/jungle-runner/id354863823&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Fan Page on Facebook :&#60;br /&#62;
&#60;a href=&#34;http://www.facebook.com/apps/application.php?id=10150109273775355&#34; rel=&#34;nofollow&#34;&#62;http://www.facebook.com/apps/application.php?id=10150109273775355&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Screenshots :&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://onmsoft.com/images/junglerunner_screenshot_1.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://onmsoft.com/images/junglerunner_screenshot_2.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://onmsoft.com/images/junglerunner_screenshot_3.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://onmsoft.com/images/junglerunner_screenshot_4.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://onmsoft.com/images/junglerunner_screenshot_5.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;And these are some Promo Codes for you guys and all I ask in return is a fair user review in the AppStore.&#60;/p&#62;
&#60;p&#62;EJ6LF699MPK9&#60;br /&#62;
W4L7LPN6WJ76&#60;br /&#62;
6YNHMYWJHE7F&#60;br /&#62;
KXTA9JT3JAKH&#60;br /&#62;
FRARKATA4T99&#60;br /&#62;
RHPKRFTWWX3Y&#60;br /&#62;
6HMHHHE6KPHH&#60;br /&#62;
KNNXY9KAYY7R&#60;br /&#62;
7JPEY3PXEJJM&#60;br /&#62;
NRHPM74PWPHM&#60;/p&#62;
&#60;p&#62;And I would love to get your feedback on my game.&#60;/p&#62;
&#60;p&#62;EnJoY!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Bytepiranha on "Abstract Geometries"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4921#post-29732</link>
			<pubDate>Fri, 12 Mar 2010 00:13:20 +0000</pubDate>
			<dc:creator>Bytepiranha</dc:creator>
			<guid isPermaLink="false">29732@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thanks, that's what I've actually searched for.&#60;/p&#62;
&#60;p&#62;But allow me one more question, I use box2d and have some svg images. Is it possible to implement these images (e.g. enemy ships) with the correct physical attributes?&#60;/p&#62;
&#60;p&#62;So that e.g. falling blocks collide correctly with my ship?&#60;/p&#62;
&#60;p&#62;-------&#60;br /&#62;
sry for my bad english
&#60;/p&#62;</description>
		</item>
		<item>
			<title>riq on "Nested CCSequence"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4985#post-29731</link>
			<pubDate>Fri, 12 Mar 2010 00:12:57 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">29731@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;The assumption is true. there is no limit on the level of nesting... just the RAM.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>abitofcode on "How to release MenuItmeImage&#039;s memory Usage?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4984#post-29730</link>
			<pubDate>Fri, 12 Mar 2010 00:03:00 +0000</pubDate>
			<dc:creator>abitofcode</dc:creator>
			<guid isPermaLink="false">29730@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;It's been a while since I used Menu items but I'm guessing that they'll pass the Texture caching over to the TextureMgr so a call to;&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;[[TextureMgr sharedTextureMgr] removeUnusedTextures];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;or&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;[[TextureMgr sharedTextureMgr] removeTexture:myTexture];&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Would probably do the trick.
&#60;/p&#62;</description>
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