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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>Tue, 07 Feb 2012 10:05:19 +0000</pubDate>
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		<item>
			<title>kbaren on "Complex shape and Prismatic Joint"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29011#post-143006</link>
			<pubDate>Tue, 07 Feb 2012 09:41:16 +0000</pubDate>
			<dc:creator>kbaren</dc:creator>
			<guid isPermaLink="false">143006@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have a dynamic body created by polygon shape with 15 edges, when i try to create a prismatic joint , for body movement restriction on x axis it does not work(i can drag it in whole screen) but when i change complex shape to simple rectangle shape it works fine, and after when i create complex shape and inside it rectangle shape another dynamic (not all bodies ) bodies collides only with rectangle   what i do wrong? is there problem with body mass center or something else?
</p></description>
		</item>
		<item>
			<title>Coconut on "facebook feed dialog got EXC_BAD_ACCESS signal"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29007#post-143005</link>
			<pubDate>Tue, 07 Feb 2012 09:00:04 +0000</pubDate>
			<dc:creator>Coconut</dc:creator>
			<guid isPermaLink="false">143005@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>no one know abt this error<br />
????
</p></description>
		</item>
		<item>
			<title>AnonDev on "App Store Top Free Charts Manupulated by Fake Downloads from Bot-Farm Companies"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28987/page/2#post-143004</link>
			<pubDate>Tue, 07 Feb 2012 08:45:30 +0000</pubDate>
			<dc:creator>AnonDev</dc:creator>
			<guid isPermaLink="false">143004@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/47361'>ddionnehb</a></p>
<p>I see your concerns and here are my answers to them:</p>
<p>1) "How do you stop it really without incurring tons of cost (which is passed on to devs / consumers)"<br />
a) Don't ban devs who used those things only from time to time. If someone's whole marketing relied on bot-nets then that's a different story. But overall - when you compete in unfair market you use unfair methods. Or you stop being competitive. So I'd go for amnesty here, except for those too deep in this shit<br />
b) Monitor scam websites, monitor suspicious downloads. If you see that day by day the same 10.000 'users' downloads apps listed on the same website and do it simultaneously - ban those accounts. Remove those 10k 'downloads' from the ranking download</p>
<p>2) "How would you ensure legitimate devs are not falsely identified as scammers?"<br />
No need to. Remove bot accounts, not apps</p>
<p>3) "If it is wrong for me to pay someone to download my game then it should also be wrong for me to sell products at a loss, however, I am allowed to do that and no one seems to complain..."<br />
There's no strict border between promotion, marketing and bot-net scam. But it needs to be placed somewhere...</p>
<p>4) "Would it be better if humans did the clicking instead of bots? You would be encouraging those people to employ poor Chinese children to download your apps. Is it still better?"<br />
a) Doesn't matter, it's the same thing. Actually I think Terms of Service state that you can't buy in a different country. Certainly to buy in US you need to register with US address, so even if those are poor Chinese children - they don't live in US, so no reason to count their downloads, right ?<br />
b) The ranking algorithm needs to be changed from 'downloads-based' to one based on something like how much time you spent in the app. I heard that Android market does it nicely. This would stop the bots, because investing in 30.000 devices is quite a bit more expensive</p>
<p>5) "Tracking downloads is easy, tracking "active true users" is MUCH MUCH harder (how would you even define that universally for all apps?)"<br />
Actually it's simple. Unless all 40k 'users' brought by promotion use ad-blocks, deny push request, don't leave ratings/reviews and so on - you will see some changes in them. You can't have 40k legitimate downloads and see not a single rating, review, no ad revenue change, nothing. Ergo - their not legitimate</p>
<p>6) "Yes metrics and models are inaccurate and can be manipulated... is this news?"<br />
NO ;) They're not first, they won't be last</p>
<p>Since Apple has officially released a statement on the topic - I hope I don't need to give further proofs of the scam ? As I've said - all I know was sent to PocketGamer and I hope they will follow up. If not - I will give the company name and their website (which lists games that used the promotion...)</p>
<p>EDIT: The company that we've used is NOT GTekna and NOT FreeAppParty - both are listed in Pocket Gamer article and comments
</p></description>
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		<item>
			<title>AnonDev on "App Store Top Free Charts Manupulated by Fake Downloads from Bot-Farm Companies"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28987/page/2#post-143003</link>
			<pubDate>Tue, 07 Feb 2012 08:27:27 +0000</pubDate>
			<dc:creator>AnonDev</dc:creator>
			<guid isPermaLink="false">143003@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Really glad to see Apple release the statement</p>
<p>Not glad at all that:<br />
a) It took them many, many months<br />
b) They only did it when it got to the media/public</p>
<p>I've sent a lot more info to PocketGamer and I'm hoping for a follow-up article, and until then I will refrain from posting the name of the company that we used. What I can tell however, is that they recently got bold enough to offer packeted downloads to follow-up on the original campaigns. This was added to alleviate the quick drop from the rankings due to no organic users downloading the app. You know - if 40.000 real people download your game they will show it to others and the word of mouth will help you with more downloads. With 40.000 bots usually you just drop like hell because the day after promotion - pretty much noone downloads the game. Still - some apps gained traction, some got even higher in the rankings due to visibility. Most however, just plummeted back to the abyss</p>
<p>I think that ultimately the problem lies not in bot-networks, but in the AppStore itself. As long as the rankings will make the difference between earning shitload of money and earning nothing people will keep looking for holes. This is not the first attempt at this and it surely isn't last. We all know that people are greedy and it takes only a handful of greedy people to ruin the rankings. And since people can't be changed - the AppStore needs to be. I hope Apple will do something about it</p>
<p>PS: I really wonder if now that Apple has admitted the problem the well known troll will have balls to admit it and apologize. I don't count on it but hey ! Give the troll a chance
</p></description>
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			<title>goodeats2009 on "Restart Scene causes Leaks.  Help please"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28981#post-143002</link>
			<pubDate>Tue, 07 Feb 2012 08:26:00 +0000</pubDate>
			<dc:creator>goodeats2009</dc:creator>
			<guid isPermaLink="false">143002@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi Scryb, so in your games do you do a push scene instead of a replace scene?  do you have like a splash screen for a level completed or level failed on every start or end of your level?  if so don't those count as a separate scene and do a replace scene so you can cycle through them throughout the game?  and when you empty your arrays, do you do that before you exit the scene or before you restart the scene?  do you just do [array removeallobjects]?  i do have interest it that just so i don't have to reinitialized a lot of things.  can you share some code or even a pseudo code will do.  thanks
</p></description>
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		<item>
			<title>sirguy on "Surface Size"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29010#post-143001</link>
			<pubDate>Tue, 07 Feb 2012 08:22:45 +0000</pubDate>
			<dc:creator>sirguy</dc:creator>
			<guid isPermaLink="false">143001@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So I am trying to get the surface size, but have been unable to do so thus far.<br />
 Right now I am:</p>
<p> including EAGLView.h </p>
<p>doing this</p>
<p>in the interface<br />
<pre><code>EAGLView * theSize;</code></pre>
<p>in the implementation<br />
<pre><code>CGSize screen= [theSize surfaceSize];

    CGFloat width = screen.width;
    CGFloat height= screen.height;</code></pre>
<p>but for some reason width and height are both zero. Does anyone see what I am doing wrong here. Or know another way to return the surface size?
</p></description>
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		<item>
			<title>Scryb on "Restart Scene causes Leaks.  Help please"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28981#post-143000</link>
			<pubDate>Tue, 07 Feb 2012 08:14:44 +0000</pubDate>
			<dc:creator>Scryb</dc:creator>
			<guid isPermaLink="false">143000@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think that if you actually reuse the same scene many times like that, you might not need to release the scene at all, like Birkemose said. Just retain the scene as a property of that game manager you have, and then replaceScene with that scene and implement a full reset method. If you are not running low on memory while having both that scene and the menu scene(s) in memory, it will take less time and processor cycles to just switch back and not reload everything.</p>
<p>In both of my games I do that, since I don't have a bunch of different scenes and it's much faster to reset some variables, empty some arrays and reposition some sprites than to do the whole init process on the scene over and over.</p>
<p>Edit: And I'm pretty tired of seeing people tell others that scenes are released whenever you replace them – this ONLY happens if they are only retained by the director. If you retain them yourself they are not released of course.
</p></description>
		</item>
		<item>
			<title>Scryb on "CCLabelTTF always positions the labels in the wrong place"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29006#post-142999</link>
			<pubDate>Tue, 07 Feb 2012 08:06:30 +0000</pubDate>
			<dc:creator>Scryb</dc:creator>
			<guid isPermaLink="false">142999@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You have the anchorPoint set in the middle, so it scales from the middle. Try setting it to ccp(0,0.5) instead :)</p>
<p>(For a label that is always anchored to the right, you'd set it to ccp(1,0.5) of course)
</p></description>
		</item>
		<item>
			<title>Garfeild on "[GAME] Virus Wars™ + Promo codes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28986#post-142998</link>
			<pubDate>Tue, 07 Feb 2012 07:43:42 +0000</pubDate>
			<dc:creator>Garfeild</dc:creator>
			<guid isPermaLink="false">142998@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thank you!</p>
<p>I hope you will like our game!
</p></description>
		</item>
		<item>
			<title>elsevero on "How to set up Layers for Good find objects Game Design"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29009#post-142997</link>
			<pubDate>Tue, 07 Feb 2012 07:41:36 +0000</pubDate>
			<dc:creator>elsevero</dc:creator>
			<guid isPermaLink="false">142997@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm working on a game with finding objects on the screen which has also implemented the parallax effect. For certain reasons I've added my objects as CCMenuItems to the parallax layers</p>
<p>I'd like to know which will be the best practice to handle my objects; also please note that my game is split in several pars (for e.g. he founds 3 objects and then I display a pop-up dialog, the same of other parts). On the HUD layer I should have a list with object name up to 5 (but a part can contain more than 5 objects).</p>
<p>For now I only managed to do it for the first part but I pretty sure that I'm not doing it in the right way...</p>
<pre><code>//I&#039;m adding an object in this way
objecItem = [[CCMenuItemSprite
                             itemFromNormalSprite:[CCSprite spriteWithSpriteFrameName:@&#34;object.png&#34;]
                             selectedSprite:[CCSprite spriteWithSpriteFrameName:@&#34;object.png&#34;]
                             target:self
                             selector:@selector(removeObject:)] retain];
            //Enabled only for ones from part 1
            objecItem.isEnabled = YES;
            objecItem.tag = kObjectTag;
            [objecItem setPosition: ccp(object_X,object_Y)];
            [objecItem setAnchorPoint: ccp(0,0)];
            objectMenu = [CCMenu menuWithItems:objecItem, nil];
            [objectMenu setPosition: ccp(0,0)];
            [self addChild:objectMenu z:3 tag:kObjectTag];

    //The remove method looks like this:
    - (void)removeObject:(id)sender {
        CCMenuItemSprite *pointedObjectItem = (CCMenuItemSprite *)sender;

    if (pointedObjectItem.isEnabled == YES &#38;&#38; pointedObjectItem.isSelected == YES) {
            //For the first part my objects are overlapped and I think that just need to know if he removed the bottom one
            if (bottomPart1Object.isEnabled == YES &#38;&#38; bottomPart1Object.isSelected == YES)
               //Enable objects from part 2;
    }
}</code></pre>
<p>How should I do for the part 3, an so on?</p>
<p>I'm quite newbie with cocos2d, snipped code would help me a lot ;)
</p></description>
		</item>
		<item>
			<title>GoldenJoe on "[code] Water ripples"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25090/page/2#post-142996</link>
			<pubDate>Tue, 07 Feb 2012 07:33:12 +0000</pubDate>
			<dc:creator>GoldenJoe</dc:creator>
			<guid isPermaLink="false">142996@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Magnificent. This will make for an excellent shockwave effect.
</p></description>
		</item>
		<item>
			<title>Andreas Loew on "PNG vs PVR antialiasing"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11252/page/2#post-142995</link>
			<pubDate>Tue, 07 Feb 2012 07:29:31 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">142995@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2345'>Karl</a> What is exactly happening to them? Can you post a screenshot with premultiply on/off?</p>
<p>I had several issues with the borders of PVRTC images but could fix them by filling transparent parts of the images with colored invisible pixels (that is what 'reduce border artifacts' does)
</p></description>
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			<title>GoldenJoe on "[paid] Artist/Animator wanted to help me tear Angry Birds to shreds."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29008#post-142994</link>
			<pubDate>Tue, 07 Feb 2012 07:21:40 +0000</pubDate>
			<dc:creator>GoldenJoe</dc:creator>
			<guid isPermaLink="false">142994@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Are you tired of boring little trashy "flick and forget" games yet? I know I am. That's why I set out to prove that even with a concept as tired as Angry Birds, you can create gameplay that is easy to learn and challenging to master together with a presentation that is engaging and humorous. How about instead of making the player feel like an idiot because their three year old has more stars, giving the player a real gaming experience that takes skill to complete, and makes the player feel accomplished when they finally beat the final boss? Let's put the "GAME" back in "Mobile Games". </p>
<p>I've been developing a runner/action type game. Basically, this is the polar opposite of Angry Birds - you're a pig fighting off birds in a fast paced setting. The engine is almost completely done, I just need actual assets to progress. Lucky for you, my aspiring artists, I'm not half bad with a pen and pad, and am providing detailed sketches of every major frame for the player character, enemies, and environment. You will have to follow the art style I provide exactly. I'm looking for bold, saturated colors. Cartoony, but not entirely generic if you get my drift.</p>
<p>This game has some pretty cool stuff in it. The engine supports game speed modification (for example, bullet time), and has a fake camera that can be used to zoom the game environment in and out. Even the bosses have a unique finishing sequence. This is definitely a great opportunity for anyone interested in mobile games.</p>
<p>Obviously, I don't have the budget of a full studio since I've done this all in my spare time, but I'm willing to pay for quality. Send me a message or email (my user name @gmail.com) with the following. If I like what I see, I'll send you a simplified game doc so you can see all the enemies and such.</p>
<p>- examples of past work<br />
- your availability and rates<br />
- any references you may have<br />
- a brief description of your favorite portable game, and why it's your favorite<br />
- your reason for wanting to work on this game</p>
<p>Deliverables:<br />
- all frames in vector format (Illustrator)<br />
- a saved copy in .png format, optimized for the iOS retina display (such as Photoshop's "save for web and devices-&#62;24 bit png" option)</p>
<p>Oh, and I'll be looking for a music/sound guy soon enough. Tell your friends.
</p></description>
		</item>
		<item>
			<title>Coconut on "facebook feed dialog got EXC_BAD_ACCESS signal"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29007#post-142993</link>
			<pubDate>Tue, 07 Feb 2012 07:11:15 +0000</pubDate>
			<dc:creator>Coconut</dc:creator>
			<guid isPermaLink="false">142993@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>my code is </p>
<p>- (void)btnShareOnFacebook:(id)sender<br />
{</p>
<p>    BugRunAppDelegate *delegate = (BugRunAppDelegate *) [[UIApplication sharedApplication] delegate];<br />
    NSString *description = [NSString stringWithFormat: @"I finished Bug Run in time today!! How fast are you? <br />Start Bug Run now!!"];<br />
    NSMutableDictionary* params  = [NSMutableDictionary dictionaryWithObjectsAndKeys:<br />
                                   [BugRunAppDelegate getKAppID],[BugRunAppDelegate getKAppID],<br />
                                   @"https://www.facebook.com/apps/application.php?id=163294170449202", @"link",<br />
                                   @"http://quaditworld.com/images/plane.png", @"picture",<br />
                                   @"iOS Game!!", @"name",<br />
                                   @"BugRun iPhone Challenge!", @"caption",<br />
                                   description, @"description",<br />
                                   @"Bug Run iOS Game from Quad IT World!",  @"message",<br />
                                   nil];</p>
<p>    [[delegate facebook] dialog:@"feed" andParams:params andDelegate:self];// error</p>
<p>}</p>
<p>0x02c71806  &#60;+0066&#62;  mov    (%eax),%esi    Thread 4 WebThread Program received signal: 'EXC_BAD_ACCESS'</p>
<p>can any one help me ?????????<br />
if you want i will post remaining post.<br />
thank you in advance..
</p></description>
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		<item>
			<title>goodeats2009 on "Restart Scene causes Leaks.  Help please"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28981#post-142992</link>
			<pubDate>Tue, 07 Feb 2012 07:09:04 +0000</pubDate>
			<dc:creator>goodeats2009</dc:creator>
			<guid isPermaLink="false">142992@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hey Birkmose and Karl, thanks both for the advice, Karl that documentation helped me a lot.  i was leaking the tile map and was able to fix it.  and obviously it was my own mistake, mixing the accessors and ivar names.  anyway when running the Analyzer,  and i know even the first time i started using cocos2d i get these messages when running analyze.  here is a link to the screenshot.  BTW how do you post pictures directly here?</p>
<p><a href="http://www.flickr.com/photos/67382033@N02/6834352541/lightbox/" rel="nofollow">http://www.flickr.com/photos/67382033@N02/6834352541/lightbox/</a></p>
<p>like the CCAtlasNode, CCMenuItem always had those analysis.  I don't see any leaks in instruments though?</p>
<p>you think there is a fix for this?  you think eventually when you get to publish the game to apple, that these would be a problem?  </p>
<p>thanks again.
</p></description>
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			<title>zardon on "CCLabelTTF always positions the labels in the wrong place"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29006#post-142991</link>
			<pubDate>Tue, 07 Feb 2012 06:31:25 +0000</pubDate>
			<dc:creator>zardon</dc:creator>
			<guid isPermaLink="false">142991@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello there.</p>
<p>I have created a label with left alignment and I want the label to start a certain position (x,y) as below;<br />
<code><br />
        CCLabelTTF *lblHeader = [CCLabelTTF labelWithString:@"New game" dimensions:CGSizeMake(250, 25) alignment:UITextAlignmentLeft lineBreakMode:UILineBreakModeClip fontName:@"Georgia" fontSize:18];<br />
        [lblHeader setPosition:CGPointMake(105, 275)];<br />
        [self addChild:lblHeader];<br />
</code></p>
<p>But if I change the contents of the label to:</p>
<p><code>New game &#62; Color scheme</code></p>
<p>The position of the label is now in a different place, and it seems to put things based off the center, even though the alignment is left.</p>
<p>How do I force a label (regardless of whether its bitmap or not) to start at the position specified?</p>
<p>I tried anchor points;</p>
<p><code><br />
        [lblHeader setAnchorPoint:CGPointMake(0.5, 0.5)];<br />
        [lblHeader setIsRelativeAnchorPoint:YES];<br />
</code></p>
<p>But this seems to make no difference.</p>
<p>I also changed the dimensions to <code>dimensions:CGSizeMake(100, 25)</code></p>
<p>Which seems to solve the problem, but I don't understand why making the dimensions wider would suddenly start positioning things further left.</p>
<p>What I'd like to know, therefore, is how:</p>
<p>1. Make a label start at position x,y but have dimensions that strictly start at position x,y.</p>
<p>Thanks
</p></description>
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			<title>zhangci226 on "cartoon 24 game!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29005#post-142990</link>
			<pubDate>Tue, 07 Feb 2012 05:23:23 +0000</pubDate>
			<dc:creator>zhangci226</dc:creator>
			<guid isPermaLink="false">142990@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>This is my first iOS App, 24Game.<br />
I hope you like !!<br />
you can see details on<br />
<a href="http://itunes.apple.com/us/app/24cardgame/id487641577?mt=8" rel="nofollow">http://itunes.apple.com/us/app/24cardgame/id487641577?mt=8</a>
</p></description>
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			<title>Fourefirebrock on "[GAME] Sticky Bees - from former Scribblenauts and Destroy All Humans designer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29004#post-142989</link>
			<pubDate>Tue, 07 Feb 2012 05:11:27 +0000</pubDate>
			<dc:creator>Fourefirebrock</dc:creator>
			<guid isPermaLink="false">142989@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p><strong>Sticky Bees is here!</strong><br />
Fresh, addictive and fun for everyone – Sticky Bees is here!</p>
<p>The Hummingbird King is wreaking havoc in the bee kingdom and it’s time for King Bee and his Sticky Bees to fight back!</p>
<p>Slide your way through waves of bugs while gathering a longer and longer chain of Sticky Bees to increase your score! Only the King Bee is strong enough to destroy those bugs – don’t let them touch the Sticky Bees!</p>
<p>Sticky Bees is unlike any game you’ve ever played before. The all-ages action is filled with 8 gorgeous levels, enemies, bosses, fun power-ups and simple touch controls. Play on a quick break or play for hours and complete missions, achievements or go for bragging rights on the leaderboards!</p>
<p>Download on iTunes for iPhone or iPad <a href="http://itunes.apple.com/app/sticky-bees-hd/id495054237?mt=8"> here.</a></p>
<p>Highlights:<br />
- Fresh, fast and easy to play<br />
- You’re making music when you squash those bugs<br />
- Tons of enemies on screen<br />
- 8 beautiful levels, bosses and bugs<br />
- Leaderboards<br />
- Achievements<br />
- Full Retina graphics support<br />
- Gamecenter support<br />
- Fun power-ups including: Invincibility, Pollen, Freeze and Boom!</p>
<p><img src="http://www.fourfire.net/images/factory2s.png" /><br />
<img src="http://www.fourfire.net/images/farm1s.png" /></p>
<p><strong>Trailer</strong><br />
           <object width="640" height="360"></p>
<param name="movie" value="http://www.youtube.com/watch?v=tmAdBdxYrfk" />
<param name="wmode" value="transparent" /><embed type="application/x-shockwave-flash" wmode="transparent" width="640" height="360" /></object>
</p></description>
		</item>
		<item>
			<title>Scryb on "2d artist/animator available for hire"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29001#post-142988</link>
			<pubDate>Tue, 07 Feb 2012 04:45:24 +0000</pubDate>
			<dc:creator>Scryb</dc:creator>
			<guid isPermaLink="false">142988@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I will definitely remember you whenever I have a game concept that calls for cool character design and animation!
</p></description>
		</item>
		<item>
			<title>Scryb on "NSMutableArray returnning 0 after adding objects and initialize!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28975#post-142987</link>
			<pubDate>Tue, 07 Feb 2012 04:41:08 +0000</pubDate>
			<dc:creator>Scryb</dc:creator>
			<guid isPermaLink="false">142987@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well now we know the problem at least. You are not doing what you want to do at all. Subclassing HelloWorldLayer gives your Enemy class its OWN enemyArray ivar, not access to some other object's ivar.</p>
<p>What you need to do is, first stop subclassing HelloWorldLayer. Then you have to properly initialize your Enemy objects – if you don't call [super init] you will not get basic object properties that come from NSObject. You always, ALWAYS have to call [super init] in any init methods, otherwise your class will not work at all.</p>
<p>What I suggest you do later, if you want the Enemy objects to have a reference to the HelloWorldLayer, is to make a Delegate variable in Enemy, and change your init method to: -(id)initWithScene:(HelloWorldLayer*)stage secound:(char)qualTipo</p>
<p>See the change? You are already trying to send the HelloWorldLayer object as an argument to each new Enemy, so why not do that properly?</p>
<p>And then we move on to your other problems...</p>
<p>Making the Enemy objects control themselves instead of the HelloWorldLayer control them is probably not the best coding strategy, it would make a lot more sense to create them and then let the HelloWorldLayer change their positions and delete them when ready.</p>
<p>And another thing: Why are you writing (arc4random() % (3-1+1)) + 1; and so on instead of arc4random() % 3 + 1;? There is no difference except confusion in the first case...</p>
<p>I really think you need to go back and study the basics a little more. Say, Apples guide to Objective C and some super beginner cocos2d tutorials. You are messing up in ways that are just too fundamental, it will not help you learn to struggle like this.
</p></description>
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		<item>
			<title>johnhmeyer123 on "App Store Top Free Charts Manupulated by Fake Downloads from Bot-Farm Companies"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28987/page/2#post-142986</link>
			<pubDate>Tue, 07 Feb 2012 04:32:43 +0000</pubDate>
			<dc:creator>johnhmeyer123</dc:creator>
			<guid isPermaLink="false">142986@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>This all makes sense now. But its a shame to see some big, top notch companies use this service. </p>
<p>However, from a programming standpoint, how is this even possible? I mean creating 100,000+ iTunes accounts?
</p></description>
		</item>
		<item>
			<title>riq on "2d artist/animator available for hire"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29001#post-142985</link>
			<pubDate>Tue, 07 Feb 2012 04:25:37 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">142985@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Great stuff indeed.
</p></description>
		</item>
		<item>
			<title>smalty on "Xcode3 templates in Cocos3D V0.6"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20549#post-142984</link>
			<pubDate>Tue, 07 Feb 2012 04:23:20 +0000</pubDate>
			<dc:creator>smalty</dc:creator>
			<guid isPermaLink="false">142984@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi.  I am entirely new to Xcode, cocos2d, and cocos3d, and I do have some programming experience (Processing and Supercollider).  I am having the same issue as Mr. Jakobi, but I require more precise instructions.  I am in Xcode 3.2.6, and I just installed cocos2d for iphone 1.0.1 as well as cocos3d 0.6.5.  I see cocos2d templates, but I am not seeing a cocos3d template in Xcode.  I went through previous versions of cocos3d and found that the last one with an Xcode 3 template was 0.5.4.  I downloaded it.  Here is where I need more precise instructions.</p>
<p>Thank you,<br />
Sample
</p></description>
		</item>
		<item>
			<title>Tone on "2d artist/animator available for hire"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29001#post-142983</link>
			<pubDate>Tue, 07 Feb 2012 04:08:52 +0000</pubDate>
			<dc:creator>Tone</dc:creator>
			<guid isPermaLink="false">142983@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Great stuff. Sending you a PM.
</p></description>
		</item>
		<item>
			<title>CJ on "PNG vs PVR antialiasing"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11252/page/2#post-142982</link>
			<pubDate>Tue, 07 Feb 2012 04:02:50 +0000</pubDate>
			<dc:creator>CJ</dc:creator>
			<guid isPermaLink="false">142982@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2345'>Karl</a> do you make your pvrtc with texture packer? or the commandline or something else?
</p></description>
		</item>
		<item>
			<title>slycrel on "How to load part of tmx map"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28984#post-142981</link>
			<pubDate>Tue, 07 Feb 2012 03:49:19 +0000</pubDate>
			<dc:creator>slycrel</dc:creator>
			<guid isPermaLink="false">142981@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>TMX maps really aren't designed to be loaded partially and it would take some fairly significant work to make them do so.  The best suggestion I've seen is to chunk your map into much smaller TMX maps and place them together.
</p></description>
		</item>
		<item>
			<title>letmeknow on "App Store Top Free Charts Manupulated by Fake Downloads from Bot-Farm Companies"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28987/page/2#post-142980</link>
			<pubDate>Tue, 07 Feb 2012 02:57:12 +0000</pubDate>
			<dc:creator>letmeknow</dc:creator>
			<guid isPermaLink="false">142980@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>[quote]You guys see apples post on this? <a href="https://developer.apple.com/news/index.php?id=02062012a" rel="nofollow">https://developer.apple.com/news/index.php?id=02062012a</a> [/quote]</p>
<p>Never believe Funzio will lose Apple Developer Program membership, even they happen to use that service. Never believe any giants will lose Apple membership because of that, Apple may not need indies, since too many indies but they need giants like Funzio.<br />
The warning is for indies only.
</p></description>
		</item>
		<item>
			<title>rickms on "sequence of actions to multiple sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29002#post-142979</link>
			<pubDate>Tue, 07 Feb 2012 02:32:05 +0000</pubDate>
			<dc:creator>rickms</dc:creator>
			<guid isPermaLink="false">142979@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ahh my mistake.... </p>
<pre><code>Float32 longestActionDuration = 0.0f;
NSInteger actionCount = [actArray count];
NSInteger objectCount = [objArray count];

for(int i = 0; i &#60; objectCount; i++) {
    if( i &#60; actionCount ) {
        CCNode *obj = (CCNode*)[objArray objectAtIndex:i] ;
        CCFiniteTimeAction *act = (CCFiniteTimeAction*)[actArray objectAtIndex:i];

        [obj runAction:act];

        longestActionDuration = MAX(longestActionDuration,[act duration]);
    }
}
[self runAction:[CCSequence actions:[CCDelayTime actionWithDuration:longestActionDuration],[CCCallFunc actionWithTarget:self selector:@selector(animationFinished)],nil]];</code></pre>
<p>edit: oops, should have been CCFiniteTimeAction
</p></description>
		</item>
		<item>
			<title>saber on "100% working solution for the pinch-zoom &amp; pan-move with boundaries control??"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19178/page/8#post-142978</link>
			<pubDate>Tue, 07 Feb 2012 02:03:07 +0000</pubDate>
			<dc:creator>saber</dc:creator>
			<guid isPermaLink="false">142978@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thank you, it's work well,except double tap.
</p></description>
		</item>
		<item>
			<title>Karl on "PNG vs PVR antialiasing"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11252/page/2#post-142977</link>
			<pubDate>Tue, 07 Feb 2012 01:54:59 +0000</pubDate>
			<dc:creator>Karl</dc:creator>
			<guid isPermaLink="false">142977@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@riq Done (issue 1319). Actually I didn't know about it until a few minutes ago when I finally managed to track down my PVRTC display issues ;-)
</p></description>
		</item>
		<item>
			<title>riq on "PNG vs PVR antialiasing"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11252/page/2#post-142975</link>
			<pubDate>Tue, 07 Feb 2012 01:47:28 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">142975@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2345'>Karl</a>: I didn't know that. I will fix it. Could you open a ticket ? Thanks.
</p></description>
		</item>
		<item>
			<title>lunarmoon on "sequence of actions to multiple sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29002#post-142974</link>
			<pubDate>Tue, 07 Feb 2012 01:42:30 +0000</pubDate>
			<dc:creator>lunarmoon</dc:creator>
			<guid isPermaLink="false">142974@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>NO, each object executes one action. </p>
<p>Obj1 -&#62; action 1<br />
Obj2 -&#62; action 2<br />
Obj3 -&#62; action 3</p>
<p>all at the same time and when all 3 end</p>
<p>call back animationFinished</p>
<p>Your solution runs all actions for each object.
</p></description>
		</item>
		<item>
			<title>rickms on "sequence of actions to multiple sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29002#post-142973</link>
			<pubDate>Tue, 07 Feb 2012 01:39:46 +0000</pubDate>
			<dc:creator>rickms</dc:creator>
			<guid isPermaLink="false">142973@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Something like...</p>
<pre><code>for(CCNode* obj in objArray) {
     [obj runAction:[CCSequence actionsWithArray:actArray];
}
[self runAction:[CCSequence actions:[CCDelayTime actionWithDuration:totalActionTime],[CCCallFunc actionWithTarget:self selector:@selector(animationFinished)],nil]];</code></pre>
<p>Should do the trick.  totalActionTime can either be hardcoded if you know it or you can loop through the actArray and add it up.
</p></description>
		</item>
		<item>
			<title>jacko4smackos on "[Need Help] Implementing in App Purchase"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28985#post-142972</link>
			<pubDate>Tue, 07 Feb 2012 01:38:06 +0000</pubDate>
			<dc:creator>jacko4smackos</dc:creator>
			<guid isPermaLink="false">142972@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The problem is he asks for a  iOS\Application\Navigation-based application, but with Xcode 4.2 I can't seem to find it.</p>
<p>There is no rootviewcontroller in any of the app templates in Xcode 4.2, damn apple changing your templates! grrr
</p></description>
		</item>
		<item>
			<title>Karl on "PNG vs PVR antialiasing"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11252/page/2#post-142971</link>
			<pubDate>Tue, 07 Feb 2012 01:37:21 +0000</pubDate>
			<dc:creator>Karl</dc:creator>
			<guid isPermaLink="false">142971@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Somewhat related:</p>
<p>Setting [CCTexture2D PVRImagesHavePremultipliedAlpha:YES] will break all PVR images compressed with PVRTC-2 or PVRTC-4. We need a way to disregard that setting for such image types.
</p></description>
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