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		<title>cocos2d for iPhone &#187; Forum: cocos2d games - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/forum/1</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Wed, 10 Mar 2010 12:21:22 +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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		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/forum/1/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>rolando on "[Game] Awkward&#039;s Quest"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3351#post-20598</link>
			<pubDate>Wed, 09 Dec 2009 18:13:16 +0000</pubDate>
			<dc:creator>rolando</dc:creator>
			<guid isPermaLink="false">20598@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Finally, we are really, really happy to announce our first &#34;big&#34; game: Awkward's Quest, made (of course) with Cocos2d-iPhone. Here's a short in-game video, a small trailer coming soon:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://vimeo.com/8079923&#34; rel=&#34;nofollow&#34;&#62;http://vimeo.com/8079923&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;(I'll also post a small post-mortem during the next days)&#60;br /&#62;
Hopefully, it'll be released soon (we'll be sending the binary to apple in a few hours)&#60;/p&#62;
&#60;p&#62;Thanks a lot to @riq and the whole cocos2d-iphone community!&#60;br /&#62;
best,&#60;/p&#62;
&#60;p&#62;Rolando.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>DonomaGames on "[GAME] Sniper Strike"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3395#post-20835</link>
			<pubDate>Sat, 12 Dec 2009 17:23:28 +0000</pubDate>
			<dc:creator>DonomaGames</dc:creator>
			<guid isPermaLink="false">20835@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi everyone,&#60;/p&#62;
&#60;p&#62;I'm finally in the last stages of finishing up my game. It's a combination of fast paced action gaming style with the satisfaction of a sniper rifle. &#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://donomagames.com/Portals/0/imago_v07/gallery/SniperStrike/images/IMG_0366.PNG&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://donomagames.com/Portals/0/imago_v07/gallery/SniperStrike/images/IMG_0368.PNG&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://donomagames.com/Portals/0/imago_v07/gallery/SniperStrike/images/IMG_0374.PNG&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://donomagames.com/Portals/0/imago_v07/gallery/SniperStrike/images/IMG_0367.PNG&#34; /&#62;&#60;/p&#62;
&#60;p&#62;No video yet. &#60;/p&#62;
&#60;p&#62;OpenFeint integration with leaderboards and achievements.&#60;/p&#62;
&#60;p&#62;Dev notes:&#60;br /&#62;
Originally using cocos 6.x, upgraded to 8.2. No spritesheets and gets about avg 40-42fps. Using 9.0 trunk, it bumps the FPS by a couple. As I'm already close to finishing this, I'll release with 8.2. Runs fairly smoothly on iPhone 3G. As per advice of Apple tech talks, I now &#34;pre-warm&#34; all textures and the random stuttering when text is first shown is now gone.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MrLucky on "Problem giving objects different amount of lives, collisiondetection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4951#post-29504</link>
			<pubDate>Wed, 10 Mar 2010 11:51:20 +0000</pubDate>
			<dc:creator>MrLucky</dc:creator>
			<guid isPermaLink="false">29504@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi, i have been searching this forum without finding a question to this problem.&#60;br /&#62;
I am developing a game, and hopefully different enemies will have different amount of lives.&#60;br /&#62;
With my code so far, the ones that are supposed to have 2 lives, have randomly 1 or 2 lives,&#60;br /&#62;
the ones that should have 3 lives have randomly 1,2 or 3 lives,&#60;br /&#62;
and i can't make it right for some reason. Please take a look at the methods and see if you can figure&#60;br /&#62;
out what is wrong. Thx =)&#60;/p&#62;
&#60;p&#62;This is my create method:&#60;/p&#62;
&#60;p&#62;-(id) makeSpaceRockX: (cpSpace *)space x:(float) x y:(float)y hitted:(int) hitted&#60;br /&#62;
{&#60;br /&#62;
	RockSprite = [[Sprite spriteWithFile:@&#34;EvilMonkey2.png&#34;] retain];&#60;/p&#62;
&#60;p&#62;	hit = hitted;&#60;/p&#62;
&#60;p&#62;	cpVect verts[] = {&#60;br /&#62;
		cpv(-35,-35),&#60;br /&#62;
		cpv(-35, 35),&#60;br /&#62;
		cpv(35, 35),&#60;br /&#62;
		cpv(35,-35),&#60;br /&#62;
	};&#60;/p&#62;
&#60;p&#62;	RockBody = cpBodyNew(200.0f, INFINITY);&#60;br /&#62;
	RockBody-&#38;gt;p = cpv(x, y);&#60;br /&#62;
	RockBody-&#38;gt;v = cpv(0, 0);&#60;/p&#62;
&#60;p&#62;	cpSpaceAddBody(space, RockBody);&#60;/p&#62;
&#60;p&#62;	rockShape = cpPolyShapeNew(RockBody, 4, verts, cpvzero);&#60;br /&#62;
	rockShape-&#38;gt;e = 0.9f; rockShape-&#38;gt;u = 0.9f;&#60;br /&#62;
	rockShape-&#38;gt;data = RockSprite;&#60;br /&#62;
	rockShape-&#38;gt;collision_type = 4;&#60;br /&#62;
	cpSpaceAddShape(space, rockShape);&#60;/p&#62;
&#60;p&#62;	ready = YES;&#60;br /&#62;
	return self;&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;The two different collision methods, one removing the bullet, and one removing the bullet and the falling object:&#60;/p&#62;
&#60;p&#62;static int bulletCollision(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data)&#60;br /&#62;
{&#60;br /&#62;
	GameNode *game = (GameNode*) data;&#60;br /&#62;
	[game createExplosionX:b-&#38;gt;body-&#38;gt;p.x + 10 y:b-&#38;gt;body-&#38;gt;p.y + 10];&#60;br /&#62;
	a-&#38;gt;body-&#38;gt;p = cpv(-800,-800);&#60;br /&#62;
	b-&#38;gt;body-&#38;gt;p = cpv(-800,-800);&#60;br /&#62;
	return 0;&#60;br /&#62;
}&#60;br /&#62;
static int bulletCollision2(cpShape *a, cpShape *b, cpContact *contacts, int numContacts, cpFloat normal_coef, void *data)&#60;br /&#62;
{&#60;br /&#62;
	GameNode *game = (GameNode*) data;&#60;br /&#62;
	[game createExplosionX:b-&#38;gt;body-&#38;gt;p.x + 10 y:b-&#38;gt;body-&#38;gt;p.y + 10];&#60;br /&#62;
	b-&#38;gt;body-&#38;gt;p = cpv(-800,-800);&#60;br /&#62;
	return 0;&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;This is how i initialize them:&#60;/p&#62;
&#60;p&#62;		for(int i = 0; i &#38;lt; 3; i++) {&#60;br /&#62;
			Rock2 *r = [[Rock2 alloc] makeSpaceRockX: space x:160 y:550 hitted:0];&#60;br /&#62;
			[self addChild: r.getSprite];&#60;br /&#62;
			[rocks2 addObject: r];&#60;br /&#62;
			[r release];&#60;br /&#62;
		}&#60;/p&#62;
&#60;p&#62;These are my collision setup, 1 is the bullet,  3 and 4 is the falling object depending on what collision to use:&#60;/p&#62;
&#60;p&#62;		cpSpaceAddCollisionPairFunc(space, 4, 1, &#38;amp;bulletCollision2, self);&#60;br /&#62;
		cpSpaceAddCollisionPairFunc(space, 3, 1, &#38;amp;bulletCollision, self);&#60;/p&#62;
&#60;p&#62;And this is my update-method, that should decide how many lives each object should have:&#60;/p&#62;
&#60;p&#62;-(void) updateRocks2&#60;br /&#62;
{&#60;br /&#62;
	if(rock2go) {&#60;br /&#62;
		for(Rock2 *r in rocks2) {&#60;br /&#62;
			if([r getHit] == 4) {&#60;br /&#62;
				[r setHit:1];&#60;br /&#62;
				r.getShape-&#38;gt;collision_type = 4;&#60;br /&#62;
			}&#60;br /&#62;
			if([r getHit] == 0) {&#60;br /&#62;
				r.getShape-&#38;gt;collision_type = 4;&#60;br /&#62;
			}&#60;br /&#62;
			if([r getHit] &#38;lt; 2) {&#60;br /&#62;
				r.getShape-&#38;gt;collision_type = 4;&#60;br /&#62;
			}&#60;br /&#62;
			if([r getHit] == 2) {&#60;br /&#62;
				r.getShape-&#38;gt;collision_type = 3;&#60;br /&#62;
			}&#60;br /&#62;
			if([r getHit] &#38;gt; 3) {&#60;br /&#62;
				r.getShape-&#38;gt;collision_type = 4;&#60;br /&#62;
				[r setHit:1];&#60;br /&#62;
			}&#60;br /&#62;
			for(Bullet *b in bullets) {&#60;br /&#62;
				if((([b getY] &#38;lt;= [r getY] + 40) &#38;amp;&#38;amp; ([b getY] &#38;gt;= [r getY]-55)) &#38;amp;&#38;amp;&#60;br /&#62;
				   (([b getX] &#38;lt;= [r getX] + 25) &#38;amp;&#38;amp; ([b getX] &#38;gt;= [r getX]-25))) {&#60;br /&#62;
					[r setHit:[r getHit]+1];&#60;br /&#62;
				}&#60;br /&#62;
			}&#60;br /&#62;
			if([r getY] &#38;lt;= -600) {&#60;br /&#62;
				if(liv &#38;gt;0)	score += 10;&#60;br /&#62;
				[r resetPosition];&#60;br /&#62;
				[r setReady: YES];&#60;br /&#62;
				break;&#60;br /&#62;
			}&#60;br /&#62;
			else if([r getY] &#38;lt;= 0) {&#60;br /&#62;
				if(liv &#38;gt;0)	score -= 20;&#60;br /&#62;
				[r resetPosition];&#60;br /&#62;
				[r setReady: YES];&#60;br /&#62;
				break;&#60;br /&#62;
			}&#60;br /&#62;
		}&#60;br /&#62;
	}&#60;br /&#62;
}
&#60;/p&#62;</description>
		</item>
		<item>
			<title>bouncer80 on "[Game]SuperHero"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2726#post-16926</link>
			<pubDate>Fri, 30 Oct 2009 07:22:09 +0000</pubDate>
			<dc:creator>bouncer80</dc:creator>
			<guid isPermaLink="false">16926@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi all,&#60;/p&#62;
&#60;p&#62;First preview of our upcoming SuperHero action game is out. Thanks for Ricardo on wonderful work on cocos2d. It was a great base to build on.&#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/pUlRj1UMRCg&#38;amp;hl=en&#38;amp;fs=1&#38;amp;rel=0&#38;amp;color1=0x2b405b&#38;amp;color2=0x6b8ab6&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;allowFullScreen&#34; value=&#34;true&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#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/pUlRj1UMRCg&#38;amp;hl=en&#38;amp;fs=1&#38;amp;rel=0&#38;amp;color1=0x2b405b&#38;amp;color2=0x6b8ab6&#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;br /&#62;
Website is live at &#60;a href=&#34;http://www.traplightgames.com&#34; rel=&#34;nofollow&#34;&#62;http://www.traplightgames.com&#60;/a&#62;.&#60;/p&#62;
&#60;p&#62;Thanks for this community also. Found lot's of great info on these forums.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>staticpattern on "[Game] Star Hopper"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4937#post-29470</link>
			<pubDate>Wed, 10 Mar 2010 04:23:29 +0000</pubDate>
			<dc:creator>staticpattern</dc:creator>
			<guid isPermaLink="false">29470@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi Everyone,&#60;/p&#62;
&#60;p&#62;Star Hopper has just been approved and is &#60;a href=&#34;http://itunes.apple.com/us/app/star-hopper/id358055553?mt=8&#34;&#62;now available on the app store&#60;/a&#62;. Thanks so much to the Cocos2d world for all the great work and support. This is the first commercial game project I've worked on and it's great to be able to put it out there with this community.&#60;/p&#62;
&#60;p&#62;Star Hopper is a fun little casual game where you help the little guy hop higher into space by collecting gems. The product website is at &#60;a href=&#34;http://www.staticpattern.com/projects&#34;&#62;Static Pattern Games&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;I got some great use out of the particle system and actions to animate various sprites. The Store Kit framework was used to enable in app purchases for different game modes.&#60;/p&#62;
&#60;p&#62;Some screenshots:&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://a1.phobos.apple.com/us/r1000/049/Purple/8d/cf/0b/mzl.xdkfiomx.480x480-75.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://a1.phobos.apple.com/us/r1000/018/Purple/46/0e/39/mzl.nbrbjmtk.480x480-75.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://a1.phobos.apple.com/us/r1000/031/Purple/4c/b6/59/mzl.kllhzuyl.480x480-75.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Thanks and &#60;a href=&#34;http://itunes.apple.com/us/app/star-hopper/id358055553?mt=8&#34;&#62;check it out&#60;/a&#62;!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>andyburke on "[Game] TapTime (w/ promo codes)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4438#post-26448</link>
			<pubDate>Fri, 12 Feb 2010 06:12:42 +0000</pubDate>
			<dc:creator>andyburke</dc:creator>
			<guid isPermaLink="false">26448@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey guys, thanks so much for putting together a great library for the iPhone!&#60;/p&#62;
&#60;p&#62;Check out TapTime: &#60;a href=&#34;http://taptime.andyburkeapps.com/&#34; rel=&#34;nofollow&#34;&#62;http://taptime.andyburkeapps.com/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;And some promo codes:&#60;/p&#62;
&#60;p&#62;KLEXKP4NRLJL&#60;br /&#62;
ML6HKW7TX9YF&#60;br /&#62;
LLH34PJJPFWX&#60;br /&#62;
Y7E7F3NTR3LH&#60;br /&#62;
333NWP3J6W7A&#60;br /&#62;
99YLMEAKPNWW&#60;br /&#62;
X3YYAR64XYTK&#60;br /&#62;
ATWTEJNLLKJH&#60;br /&#62;
YYETFHTFLJK9&#60;br /&#62;
6NTFHTREM6TJ
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Niuis on "[Game] Numerogram"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4875#post-29054</link>
			<pubDate>Sun, 07 Mar 2010 01:36:44 +0000</pubDate>
			<dc:creator>Niuis</dc:creator>
			<guid isPermaLink="false">29054@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I just wanted to announce the launch of Numerogram on the app store.&#60;br /&#62;
Numerogram is a classic number guessing game, but focusing on a more friendly interface to improve the player experience.&#60;/p&#62;
&#60;p&#62;I really want to thank everyone contributing to this great framework!&#60;br /&#62;
I hope you will have as much fun with this game as I had when working on it!&#60;/p&#62;
&#60;p&#62;The iTunes link: &#60;a href=&#34;http://itunes.apple.com/us/app/numerogram/id359561560?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/numerogram/id359561560?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;And some Promo Codes:&#60;br /&#62;
YFHXMLA69WH3&#60;br /&#62;
NJKPLHMFP946&#60;br /&#62;
FAMJF3PWNRJ4&#60;br /&#62;
WT7NR9PXWM9Y&#60;br /&#62;
JENYLK3EYYFW&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.avistadenas.com/web_images/screenshot_2010.03.02_21.40.08.jpg&#34; alt=&#34;Main Screen&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.avistadenas.com/web_images/screenshot_2010.03.02_21.43.17.jpg&#34; alt=&#34;InGame&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.avistadenas.com/web_images/screenshot_2010.03.02_21.40.44.jpg&#34; alt=&#34;InGame&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.avistadenas.com/web_images/screenshot_2010.03.02_21.46.51.jpg&#34; alt=&#34;InGame&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Thanks everyone!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>gavinb on "[Game]Tic Tac Glow"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4863#post-28981</link>
			<pubDate>Sat, 06 Mar 2010 15:05:12 +0000</pubDate>
			<dc:creator>gavinb</dc:creator>
			<guid isPermaLink="false">28981@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi all,&#60;/p&#62;
&#60;p&#62;After playing around with Cocos2D I have finally submitted my first APP to the the App Store, which is a small game Called Tic Tac Glow.  Its a take on the classic Tic Tac Toe (naughts and crosses), played on a 4x4 grid instead of the normal 3x3.  As well as the update to the size of the board I have added in the ability to shake the board to attempt to knock pieces off if they are blocking you from winning, however these is also the possibility you may knock your own pieces of during shaking the board.&#60;/p&#62;
&#60;p&#62;It currently supports 2 human players via hot swap, and human vs ai (in either hard or easy mode), although I may add new play modes depending on how well it all does.&#60;/p&#62;
&#60;p&#62;The game was completed in 1 week working on it for 1 - 2 hours per day in my spare time.  I wish I had more spare time to do more, but other priorities occupy my most of my time.&#60;/p&#62;
&#60;p&#62;It was submitted today as is currently awaiting review so I will post an update as and when It is available (along with a few free codes of course ;) ).&#60;/p&#62;
&#60;p&#62;here are some screen shots (I know its not the prettiest game but I'm no artist).&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://farm5.static.flickr.com/4022/4410426931_04c29eb6b4_o.jpg&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://farm5.static.flickr.com/4038/4410426829_729da13f4a_o.jpg&#34; /&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Par on "[Game] Fly Away Rabbit - Physics Based Block Breaking Game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4924#post-29398</link>
			<pubDate>Tue, 09 Mar 2010 14:20:36 +0000</pubDate>
			<dc:creator>Par</dc:creator>
			<guid isPermaLink="false">29398@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey guys, huge thanks to cocos2d for this. As well as box2d for the amazing physics engine. Here's some of the details from the app store.&#60;/p&#62;
&#60;p&#62;App store link:&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/us/app/fly-away-rabbit/id360140358?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/fly-away-rabbit/id360140358?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;Game Story&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;Welcome to a world where a little bunny rabbit has one goal in life, to make it to the clouds. However, each time he reaches a new height something horrible happens, helium blocks of varying shapes and possibilities block his path and attempt to lead him astray! You're his only hope. With you ability to remove blocks at will, Rabbit may finally reach his goal and find a resting place in the clouds where he can enjoy himself and a wonderful view.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;Game Features&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;Fly Away Rabbit takes you on a gaming adventure perfected in the iPhone and iPod Touch. Use your finger to touch blocks and remove them from the game. With each block removed physics based reactions will occur. Use these reactions to guide Rabbit to the cloud and complete each level. Play through 48 levels in 3 difficulties and enjoy a truly exciting physics based puzzle game. &#60;/p&#62;
&#60;p&#62;&#60;strong&#62;Screenshots&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://digitallybold.com/images/promo/iphone-1.jpg&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://digitallybold.com/images/promo/iphone-2.jpg&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://digitallybold.com/images/promo/iphone-3.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Once again big thanks to cocos2D.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>manucorporat on "[Game] AbstractWar 2.0 is now available + promo codes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4778#post-28420</link>
			<pubDate>Mon, 01 Mar 2010 22:10:58 +0000</pubDate>
			<dc:creator>manucorporat</dc:creator>
			<guid isPermaLink="false">28420@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi to all cocos2d community.&#60;br /&#62;
&#60;strong&#62;AbstractWar 2.0&#60;/strong&#62; is now available in App Store. Thank you very much to the developers who discussed their views on the &#34;AbstractWar 2.0 preview&#34; topic (&#60;a href=&#34;http://www.cocos2d-iphone.org/forum/topic/3969)&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/forum/topic/3969)&#60;/a&#62;.&#60;/p&#62;
&#60;p&#62;*************************&#60;br /&#62;
Here are some images:&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://manucorporat.files.wordpress.com/2010/02/img_00921.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://manucorporat.files.wordpress.com/2010/02/img_00881.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://manucorporat.files.wordpress.com/2010/02/img_00861.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://manucorporat.files.wordpress.com/2010/02/img_00211.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://manucorporat.files.wordpress.com/2010/02/img_00482.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;***** APP DESCRIPTION *****&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;There is a place where trigonometric ratios are perfect and the traditional laws of physics have no place. In this place, you will do battle where there isn’t a distinction between good and evil, and you who have to fight in the weakest side. Good luck!&#60;br /&#62;
 Your mission won’t be easy, you must beat 10 types of different enemies.&#60;br /&#62;
You can play alone or in cooperative mode with two or more friends with bluetooth connectivity.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;4 GAME MODES:&#60;/strong&#62;&#60;br /&#62;
-  Normal Dual: Destroy the largest number of enemies with a multi-directional spaceship.&#60;br /&#62;
-  Normal Mono: Destroy all your enemies but this time with a unidirectional spaceship.&#60;br /&#62;
-  Cruces: The enemies attack vertically and horizontally.&#60;br /&#62;
-  Pacific: You don’t have armament. You will have to dodge your enemies and detonate explosives stay alive.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;ARMAMENT:&#60;/strong&#62;&#60;br /&#62;
-  Normal bullets: Various calibres.&#60;br /&#62;
-  Boing bullets: Bounce off the walls.&#60;br /&#62;
-  Rockets: They lock on the enemies and destroy them.&#60;br /&#62;
-  Missiles: On impact they destroy all enemies in range.&#60;br /&#62;
-  Guided Missiles: Similar effect of normal missiles, but lock onto enemies.&#60;br /&#62;
-  Nitro Bomb: They destroy all enemies on the screen.&#60;br /&#62;
-  Atomic Bomb: They destroy all enemies on the screen and those who arrive in within five seconds.&#60;br /&#62;
-  DeadWave: A wave of a hundred of small remote controlled bullets which kill everything in their path.&#60;/p&#62;
&#60;p&#62;Powerups: Multiple types which give you special upgrades for a period of time. &#60;/p&#62;
&#60;p&#62;&#60;strong&#62;MAIN FEATURES:&#60;/strong&#62;&#60;br /&#62;
-  4 game modes.&#60;br /&#62;
-  24 level campaign mode.&#60;br /&#62;
&#60;strong&#62;-  Co-op, Cooperative Multiplayer.(Bluetooth) &#60;/strong&#62;&#60;br /&#62;
-  High Performance (500 particles, 40 enemies and more than 15 effects in screen at the same time smoothly 40FPS).&#60;br /&#62;
-  Use your own iPod music as the soundtrack for the game.&#60;br /&#62;
-  Configurable control and cameras.&#60;br /&#62;
-  Great variety of enemies, weapons, and ships.&#60;br /&#62;
-  OpenFeint integration.&#60;br /&#62;
   o 12 achievements&#60;br /&#62;
   o 4 leaderboards&#60;br /&#62;
-  From very easy to very hard gameplay.&#60;/p&#62;
&#60;p&#62;Probably the best space-shooter for iPhone.&#60;/p&#62;
&#60;p&#62;Trailer:&#60;/p&#62;
&#60;p&#62;&#60;object width=&#34;425&#34; height=&#34;344&#34;&#62;&#60;param name=&#34;movie&#34; value=&#34;http://www.youtube.com/v/iqYSpObWXeA&#38;amp;hl=es_ES&#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/iqYSpObWXeA&#38;amp;hl=es_ES&#38;amp;fs=1&#38;amp;&#34; type=&#34;application/x-shockwave-flash&#34; width=&#34;425&#34; height=&#34;344&#34; /&#62;&#38;lt;/embed&#38;gt;&#60;/object&#62;&#60;/p&#62;
&#60;p&#62;ITUNES LINK: &#60;a href=&#34;http://itunes.apple.com/app/abstractwar-2-0/id356167684&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/app/abstractwar-2-0/id356167684&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;PROMO CODES:&#60;/p&#62;
&#60;p&#62;XXR7MNFWXLPN&#60;br /&#62;
FXNYTJEWPT6H&#60;br /&#62;
RKLXE699H9T7&#60;br /&#62;
YW7X6RLN33YJ&#60;br /&#62;
KKYMMTYRMFXR&#60;br /&#62;
KYFNLTFX4P7T&#60;/p&#62;
&#60;p&#62;MORE INFO IN: &#60;a href=&#34;http://manucorporat.wordpress.com/&#34; rel=&#34;nofollow&#34;&#62;http://manucorporat.wordpress.com/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;FOLLOW US: &#60;a href=&#34;http://www.twitter.com/manucorporat&#34; rel=&#34;nofollow&#34;&#62;http://www.twitter.com/manucorporat&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;I would love to get your feedback on my game.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>just.danne on "Mega Ninja - Approved :D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2038#post-12826</link>
			<pubDate>Tue, 22 Sep 2009 23:32:33 +0000</pubDate>
			<dc:creator>just.danne</dc:creator>
			<guid isPermaLink="false">12826@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;My first game Mega Ninja has just been approved and is now available at the App Store for $2.99.&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331459384&#38;amp;mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=331459384&#38;amp;mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Mega Ninja is a platform game where you play as a ninja and the main goal is to eat pie.&#60;/p&#62;
&#60;p&#62;Development took about 6 months without any prior knowledge about programming.&#60;br /&#62;
Thanks to Riq and everyone. &#60;/p&#62;
&#60;p&#62;Official website: &#60;a href=&#34;http://meganinja.vndv.com/&#34; rel=&#34;nofollow&#34;&#62;http://meganinja.vndv.com/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Promocodes will be available soon, iTunes Connect is not working as it should for me at the moment :(
&#60;/p&#62;</description>
		</item>
		<item>
			<title>abitofcode on "[Game] Super Turbo Action Pig"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4837#post-28810</link>
			<pubDate>Fri, 05 Mar 2010 01:28:37 +0000</pubDate>
			<dc:creator>abitofcode</dc:creator>
			<guid isPermaLink="false">28810@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;We're just in the process of submitting our first cocos2d based game 'Super Turbo Action Pig' to the app store. The site goes live tomorrow over at &#60;a href=&#34;http://www.joystickgenerals.com/&#34;&#62;http://www.joystickgenerals.com&#60;/a&#62; where there are more details but in the meantime here is the trailer and some screenshots. I'll stick up some Promo codes once its up there.&#60;/p&#62;
&#60;p&#62;&#60;object width=&#34;500&#34; height=&#34;301&#34;&#62;&#60;param name=&#34;movie&#34; value=&#34;http://www.youtube.com/v/RantS9hKjX8&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;&#34; /&#62;
&#60;param name=&#34;allowFullScreen&#34; value=&#34;true&#34; /&#62;
&#60;param name=&#34;allowscriptaccess&#34; value=&#34;always&#34; /&#62;&#60;embed src=&#34;http://www.youtube.com/v/RantS9hKjX8&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;&#34; type=&#34;application/x-shockwave-flash&#34; width=&#34;500&#34; height=&#34;301&#34; /&#62;&#60;embed /&#62;&#60;/object&#62;&#60;/p&#62;
&#60;p&#62;Thanks to the whole community for helping to make the learning curve and development process enjoyable. A big thanks to Riq and the contributors putting their time and effort into such a great engine and Steve for removing a lot of pain with CocosDenshion :)&#60;/p&#62;
&#60;p&#62;Super Turbo Action Pig is a 'Pick up and Play' endurance game with a number of features;&#60;/p&#62;
&#60;p&#62;* You get to fly a pig!&#60;br /&#62;
* Limitless endurance gameplay.&#60;br /&#62;
* Stunning 2D cartoon graphics &#38;amp; animation from Mike at Fully Illustrated.&#60;br /&#62;
* Open Feint enabled.&#60;br /&#62;
* Achievements.&#60;br /&#62;
* Online leaderboards.&#60;br /&#62;
* Multiple skill levels.&#60;br /&#62;
* Play your own music when the in game loop finally sends you mad.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;Opening&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://joystickgenerals.com/wp-content/themes/JSG/_include/img/super-turbo-action-pig/super-turbo-action-pig-screenshot-1.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;Butcher Bill!&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://joystickgenerals.com/wp-content/themes/JSG/_include/img/super-turbo-action-pig/super-turbo-action-pig-screenshot-7.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;The instructions&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://joystickgenerals.com/wp-content/themes/JSG/_include/img/super-turbo-action-pig/super-turbo-action-pig-screenshot-6.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;Rocket attack!&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://joystickgenerals.com/wp-content/themes/JSG/_include/img/super-turbo-action-pig/super-turbo-action-pig-screenshot-4.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;There's no hiding at the top or bottom&#60;/strong&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://joystickgenerals.com/wp-content/themes/JSG/_include/img/super-turbo-action-pig/super-turbo-action-pig-screenshot-5.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;The trailer gives a better idea of the Pig in action, its pretty much impossible to fly the pig avoid the mines and take a picture at the same time :s
&#60;/p&#62;</description>
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		<item>
			<title>tilluigi on "Doppelgänger: fast paced puzzle / brain challenge"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4373#post-26093</link>
			<pubDate>Tue, 09 Feb 2010 15:34:07 +0000</pubDate>
			<dc:creator>tilluigi</dc:creator>
			<guid isPermaLink="false">26093@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;after fiddling with xcode and cocos for about a year, we have finally released our first real game, &#60;strong&#62;Doppelgänger&#60;/strong&#62;.&#60;/p&#62;
&#60;p&#62;It's an arcade take on the popular card matching game &#34;memory&#34; (or &#34;pairs&#34;), complete with highscores, bonus levels and online leaderboard. the simple gameplay makes it a perfect casual game, but it becomes really difficult in the later levels and is a fun challenge for the &#34;real&#34; gamer as well.&#60;/p&#62;
&#60;p&#62;We have been polishing this game for a while now to stand out from all the crap in the appstore. The gameplay is very fast and smooth and we have put a lot of work in the graphics: Doppelgänger features a custom font, more than 200 handdrawn icons, 3 level sets with 50 levels each and whatnot!&#60;/p&#62;
&#60;p&#62;A video is available here:&#60;br /&#62;
&#60;a href=&#34;http://www.youtube.com/watch?v=ETjeVTN3Wy8&#34; rel=&#34;nofollow&#34;&#62;http://www.youtube.com/watch?v=ETjeVTN3Wy8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Screenshots:&#60;br /&#62;
&#60;img src=&#34;http://onemoregames.de/wp-content/gallery/doppelganger_screens/screenshot_01_1.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://onemoregames.de/wp-content/gallery/doppelganger_screens/screenshot_02.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Doppelgänger uses cocos 0.8x and cocos live, makes use of particles, scenes and transitions. however, it was our first shot at game dev with cocos, and i would probably do many things differently no (e.g. use sprite sheets)&#60;/p&#62;
&#60;p&#62;our website with all infos is here: &#60;a href=&#34;http://onemoregames.de/doppelganger&#34; rel=&#34;nofollow&#34;&#62;http://onemoregames.de/doppelganger&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;It's 0.99 cent / 0.79 euro in the AppStore:&#60;br /&#62;
&#60;a href=&#34;http://bit.ly/omg_doppelganger&#34; rel=&#34;nofollow&#34;&#62;http://bit.ly/omg_doppelganger&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;i drop in a few promo codes for my fellow cocos-devs:&#60;br /&#62;
HKRLMFMLKXRW&#60;br /&#62;
PLJEWKJXL9HM&#60;br /&#62;
3RFRR67EFA7M&#60;/p&#62;
&#60;p&#62;please gimme a honest review/rating in the app store and let me know what you think here in the forums!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>DJArts on "[Game] Egg Drop Arcade"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4910#post-29306</link>
			<pubDate>Mon, 08 Mar 2010 23:02:48 +0000</pubDate>
			<dc:creator>DJArts</dc:creator>
			<guid isPermaLink="false">29306@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Our first iPhone game is now on the app store!&#60;/p&#62;
&#60;p&#62;Egg Drop Arcade is a fast paced interactive game where the player tilts their device to guide their egg through a series of physics obstacles and into the correct target without breaking it.&#60;/p&#62;
&#60;p&#62;Video Link:&#60;br /&#62;
&#60;object width=&#34;425&#34; height=&#34;349&#34;&#62;&#60;br /&#62;
&#60;param name=&#34;movie&#34; value=&#34;http://www.youtube.com/v/AktdEdyiEkY&#38;amp;rel=0&#38;amp;border=1&#38;amp;color1=0xb1b1b1&#38;amp;color2=0xcfcfcf&#38;amp;hl=en_GB&#38;amp;feature=player_embedded&#38;amp;fs=1&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;allowFullScreen&#34; value=&#34;true&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#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/AktdEdyiEkY&#38;amp;rel=0&#38;amp;border=1&#38;amp;color1=0xb1b1b1&#38;amp;color2=0xcfcfcf&#38;amp;hl=en_GB&#38;amp;feature=player_embedded&#38;amp;fs=1&#34; type=&#34;application/x-shockwave-flash&#34; width=&#34;425&#34; height=&#34;349&#34; /&#62;&#38;lt;/embed&#38;gt;&#60;/object&#62;&#60;/p&#62;
&#60;p&#62;Website: &#60;a href=&#34;http://www.djartsgames.ca/ieggdrop/&#34; rel=&#34;nofollow&#34;&#62;http://www.djartsgames.ca/ieggdrop/&#60;/a&#62;&#60;br /&#62;
iTunes link: &#60;a href=&#34;http://itunes.apple.com/us/app/egg-drop-arcade/id359736900?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/egg-drop-arcade/id359736900?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;It's built on cocos2d 0.8.2 (I'll get around to upgrading to the latest version sometime!) which is used for all of the graphics. The only thing I added really was a custom sprite/texture loader and manager. The physics is powered by box2d. I modified the gravity calculations to include a default gravity and enable flag, so that I could control which of my physics objects were affected by tilting the device (gravity is set from the accelerometer value)&#60;/p&#62;
&#60;p&#62;Big thanks to riq and all the cocos2d contributers!
&#60;/p&#62;</description>
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		<item>
			<title>balaji on "How to create a Animated HUD layer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4775#post-28411</link>
			<pubDate>Mon, 01 Mar 2010 21:01:04 +0000</pubDate>
			<dc:creator>balaji</dc:creator>
			<guid isPermaLink="false">28411@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I was wondering if someone could help me with the creation of a nice animated HUD layer.&#60;br /&#62;
I wanted an arrow button on the right top side of my screen which when pressed, smoothly opens up a transparent background HUD layer. And it can contain many in game counters and the pause button, maybe and few other stuff. Basically like a Pause screen on any PC game.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>j2sighte on "[Game] Doodle Kart"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4895#post-29205</link>
			<pubDate>Mon, 08 Mar 2010 14:30:51 +0000</pubDate>
			<dc:creator>j2sighte</dc:creator>
			<guid isPermaLink="false">29205@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;The game is just submitted yesterday. It should be lanuched soon. Thanks for cocos2d. I can imagine it's impossible to make this game without cocos2d. It really helps me a lot! I will post some promo codes here when the game is launched.&#60;/p&#62;
&#60;p&#62;Doodle Kart is a Doodle style top down driving game. It's funny and addictive which you'll think the game is so unique comparing with other driving games. Items/Weapons are supported during the race. You can fire a pencil/bullet to attack opponent's cars. For some special items, you can even enlarge your car to run over the other cars!&#60;/p&#62;
&#60;p&#62;Here is the gameplay video and some screenshots:&#60;/p&#62;
&#60;p&#62;&#38;lt;embed src=&#34;http://www.youtube.com/watch?v=ghjQ9cyfzTk&#34;&#60;br /&#62;
         type=&#34;application/x-shockwave-flash&#34;&#60;br /&#62;
         wmode=&#34;transparent&#34; width=&#34;425&#34; height=&#34;350&#34; /&#38;gt;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.j2sighte.com/site/DoodleKart/images/screenShots/s10.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.j2sighte.com/site/DoodleKart/images/screenShots/s09.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.j2sighte.com/site/DoodleKart/images/screenShots/s11.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.j2sighte.com/site/DoodleKart/images/screenShots/s02.png&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.j2sighte.com/site/DoodleKart/images/screenShots/s06.png&#34; /&#62;
&#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-26888</link>
			<pubDate>Tue, 16 Feb 2010 18:28:30 +0000</pubDate>
			<dc:creator>sowbug</dc:creator>
			<guid isPermaLink="false">26888@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Here's the App Store link: &#60;a href=&#34;http://itunes.apple.com/us/app/teragati/id355132533?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/teragati/id355132533?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Gamer details: Top-down scroller, one-handed play (mostly tilt with an occasional tap), brief learning curve, typical game &#38;lt;60 seconds. I tried to give it the aaaargh-just-one-more-time quality that I love about Doodle Jump and Canabalt. I know that because it's a space theme, I probably cut my demographic in half. Perhaps I'll re-skin with ladybugs and flowers and launch it as a separate app. :)&#60;/p&#62;
&#60;p&#62;Developer details: Box2D, sfx from Soundrangers, music from uber-cool Finnish musician Jani Rantanen, artwork from the wonderful Creative Commons CC-BY library on the web, buttons generated on cooltext.com, source control git, main snack mozzarella sticks, development time about 1 month. Helpful code snippets from many of you on this forum, including John Hartzog's website that helped get me started with Box2D/cocos2d integration.&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.attachmentcomputing.com/wp-content/uploads/2010/02/app_store_screenshot_1.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Riq and cocos2d-iphone both got a special mention on the About screen. &#60;/p&#62;
&#60;p&#62;And last but not least, the promo codes:&#60;/p&#62;
&#60;p&#62;RM7PR9F3433A&#60;br /&#62;
633L4MX9E6FN&#60;br /&#62;
X9YTTFP6AELM&#60;/p&#62;
&#60;p&#62;REMEMBER the forum honor code: if you use up a promo code, please give your honest rating and review in the Store!&#60;/p&#62;
&#60;p&#62;Thanks everyone for your help and support!
&#60;/p&#62;</description>
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		<item>
			<title>napierzaza on "LetterDrop 1.0 has been RELEASED!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4824#post-28715</link>
			<pubDate>Thu, 04 Mar 2010 03:34:42 +0000</pubDate>
			<dc:creator>napierzaza</dc:creator>
			<guid isPermaLink="false">28715@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi everyone, I'm happy to announce that development for my game LetterDrop is complete. It's done with cocos2D for the graphics and things worked out pretty well! Thanks to everyone for the help in development.&#60;/p&#62;
&#60;p&#62;iTunes link:&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/ca/app/letter-drop/id358541660?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/ca/app/letter-drop/id358541660?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Website:&#60;br /&#62;
&#60;a href=&#34;http://logicpretzel.com/&#34; rel=&#34;nofollow&#34;&#62;http://logicpretzel.com/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;And promo codes:&#60;br /&#62;
ENWE7F3M3YPH&#60;br /&#62;
6HAMNK96MHWT&#60;br /&#62;
LNE6MW7FTXA3&#60;br /&#62;
9M4T7L4KY739&#60;br /&#62;
WRWRYYETAR74
&#60;/p&#62;</description>
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			<title>bubba on "[GAME] Litterfin Louie"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4877#post-29057</link>
			<pubDate>Sun, 07 Mar 2010 02:43:38 +0000</pubDate>
			<dc:creator>bubba</dc:creator>
			<guid isPermaLink="false">29057@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Greetings! I've built my first iPhone game with cocos2d and I'm planning to submit it for approval early next week. Basically, the game concept is that the ocean is being trashed by polluters and you've got to eat up all the junk. I've got a web page for it up at &#60;a href=&#34;http://habel.net/litterfin&#34; rel=&#34;nofollow&#34;&#62;http://habel.net/litterfin&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Here's a gameplay trailer and some screenshots...&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.youtube.com/watch?v=N-L2uWvSV1Y&#34; rel=&#34;nofollow&#34;&#62;http://www.youtube.com/watch?v=N-L2uWvSV1Y&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://habel.net/louie/screenshots/screen1.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://habel.net/louie/screenshots/screen2.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://habel.net/louie/screenshots/screen3.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://habel.net/louie/screenshots/screen4.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Thanks for a great game framework and very helpful community forum!
&#60;/p&#62;</description>
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			<title>myandroid on "A Crazy Fishing Lite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4885#post-29151</link>
			<pubDate>Mon, 08 Mar 2010 07:08:21 +0000</pubDate>
			<dc:creator>myandroid</dc:creator>
			<guid isPermaLink="false">29151@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;app name : A Crazy Fishing Lite&#60;br /&#62;
home page: &#60;a href=&#34;http://smart-hand.appspot.com&#34; rel=&#34;nofollow&#34;&#62;http://smart-hand.appspot.com&#60;/a&#62;&#60;br /&#62;
This is the second deep-sea fishing, the first hero Jack overcome the difficulties an arduous journey over the Atlantic undersea adventure. He harvested mermaid, pearls, agate, shell, but he is not satisfied with the status quo, he continued to challenge himself, he wants to continue his dream, he was going to look for that legendary Haiyangzhixin.&#60;/p&#62;
&#60;p&#62;Features:&#60;br /&#62;
1. Hundreds of beautiful deep-sea fish randomly appear, kill two birds with fun and seductive.&#60;br /&#62;
2. Occasionally shark-infested, adding to its challenge to the fun.&#60;br /&#62;
3. Little Mermaid Princess will give you life and strength, be sure to seize the opportunity.&#60;br /&#62;
itunes Link&#60;br /&#62;
Lite Version : &#60;a href=&#34;http://itunes.apple.com/us/app/a-crazy-fishing-lite/id359647832?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/a-crazy-fishing-lite/id359647832?mt=8&#60;/a&#62;&#60;br /&#62;
Full Version : &#60;a href=&#34;http://itunes.apple.com/us/app/a-crazy-fishing/id355662816?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/a-crazy-fishing/id355662816?mt=8&#60;/a&#62;
&#60;/p&#62;</description>
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			<title>vinhsteven on "&#34;AirField: Rule of the sky&#34; + promo Codes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4857#post-28950</link>
			<pubDate>Sat, 06 Mar 2010 02:48:03 +0000</pubDate>
			<dc:creator>vinhsteven</dc:creator>
			<guid isPermaLink="false">28950@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;&#60;a href=&#34;http://itunes.apple.com/us/app/air-field/id355474624?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/air-field/id355474624?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;website: &#60;a href=&#34;http://www.mile-stone.vn/games/airfield/&#34; rel=&#34;nofollow&#34;&#62;http://www.mile-stone.vn/games/airfield/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;GAME DESCRIPTION&#60;/p&#62;
&#60;p&#62;    World War II turn-based strategy game: &#34;The Air Field: Rule of the sky&#34;.&#60;br /&#62;
    Be a wing commander raid in enemy's territories or defend yourself against enemy counter's attack&#60;br /&#62;
    Join to Air Field air-to-air in order to combat with Air Field.&#60;br /&#62;
    Great dogfight with 4 playable nations: The United States, The United Kingdom, Germany and Japan.&#60;br /&#62;
    But there is no relation between this game and the history background.&#60;/p&#62;
&#60;p&#62;FEATURES&#60;/p&#62;
&#60;p&#62;    • Turn-based, puzzle and logical game.&#60;br /&#62;
    • Background music and sound are exciting.&#60;br /&#62;
    • 3 difficult levels.&#60;br /&#62;
    • 4 nations with their distinct attributes will be easy for your choice.&#60;br /&#62;
    • 3 types of aircraft.&#60;br /&#62;
    • The mark tool is useful for players in marking enemy's position.&#60;/p&#62;
&#60;p&#62;LANGUAGES&#60;/p&#62;
&#60;p&#62;    • English.&#60;/p&#62;
&#60;p&#62;REQUIREMENTS&#60;/p&#62;
&#60;p&#62;    • Compatible with iPhone and iPod touch.&#60;br /&#62;
    • Requires iPhone OS 2.2.1 or later. &#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/c8zTD-AGRyU&#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/c8zTD-AGRyU&#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;Promo Codes:&#60;/p&#62;
&#60;p&#62;KNE6JMEAHXFH&#60;br /&#62;
TENT49E673WM&#60;br /&#62;
PX4LNPAXEANP&#60;br /&#62;
3TJELKWKJP3J&#60;br /&#62;
LFRH6FXP36LN&#60;br /&#62;
6MRF76JLT9XE&#60;br /&#62;
3YYR3XEYR9TJ&#60;br /&#62;
T9TXA6NJ93PL&#60;br /&#62;
NNL467W7KYFK&#60;br /&#62;
ARMWFMH66E6H&#60;/p&#62;
&#60;p&#62;We also give thankful to cocos2d developer team.
&#60;/p&#62;</description>
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			<title>pfg2009 on "[GAME] Doodle Blast!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4717#post-28042</link>
			<pubDate>Thu, 25 Feb 2010 21:21:05 +0000</pubDate>
			<dc:creator>pfg2009</dc:creator>
			<guid isPermaLink="false">28042@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I've just submitted another stupendously AWESOME game - Doodle Blast! - to iTunes (hopefully available in a couple of days) and I wanted to share a few screen shots with you.  Game play video should be coming soon, along with a &#34;making of&#34; blog.  I will let you know when those are available.&#60;/p&#62;
&#60;p&#62;The premise is simple - you are a tank and you shoot everything in your path.  There is lots of different guns to collect that stack on top of you and contribute to the general mayhem until they get destroyed.  Here is what it looks like:&#60;/p&#62;
&#60;p&#62;&#60;img src='http://www.gamecollage.com/DoodleBlast/ScreenShots/Title.png' /&#62;&#60;br /&#62;
&#60;img src='http://www.gamecollage.com/DoodleBlast/ScreenShots/Game7.png' /&#62;&#60;br /&#62;
&#60;img src='http://www.gamecollage.com/DoodleBlast/ScreenShots/Game12.png' /&#62;&#60;br /&#62;
&#60;img src='http://www.gamecollage.com/DoodleBlast/ScreenShots/Game5.png' /&#62;&#60;br /&#62;
&#60;img src='http://www.gamecollage.com/DoodleBlast/ScreenShots/Game8.png' /&#62;&#60;br /&#62;
&#60;img src='http://www.gamecollage.com/DoodleBlast/ScreenShots/Tutorial.png' /&#62;
&#60;/p&#62;</description>
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			<title>aronAGON on "Trick the Donkey - Game made in 24 hrs with Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4822#post-28683</link>
			<pubDate>Wed, 03 Mar 2010 17:49:12 +0000</pubDate>
			<dc:creator>aronAGON</dc:creator>
			<guid isPermaLink="false">28683@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Trick The Donkey was a &#34;Global Game Jam&#34; game, and it was made in less than 24hrs with Cocos2D as sprite renderer.&#60;/p&#62;
&#60;p&#62;Trick The Donkey is a puzzle game, where your goal is to cheat the main character with a carrot into various traps.&#60;/p&#62;
&#60;p&#62;I worked with a talented team, including: Martin Nielsen, Uffe Koch, Philip Bruce, Ole Gammelgaard, Martin Nejsum, and Thomas Dehn.&#60;/p&#62;
&#60;p&#62;Trick The Donkey is posted to the App Store 'as-is', the quality may not be the best, but consider this was done in 24hrs.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://itunes.apple.com/app/trick-the-donkey/&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/app/trick-the-donkey/&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
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			<title>manicaesar on "[Game] Empires At War - loose mix of Age of War and Age of Empires"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4683#post-27886</link>
			<pubDate>Wed, 24 Feb 2010 20:48:38 +0000</pubDate>
			<dc:creator>manicaesar</dc:creator>
			<guid isPermaLink="false">27886@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello everyone&#60;br /&#62;
   I represent group of students from Poland. On our studies we had to do complex project for one of the course - so we decided to do an iPhone game :) With the help of Cocos2d engine we managed to do this and we are very satisfied with the result:)&#60;/p&#62;
&#60;p&#62;Here is an overview of the game:&#60;/p&#62;
&#60;p&#62;Empires At War is variation of 'Age of War' game with several concepts added from 'Age of Empires' (multiple nations, upgrades).&#60;br /&#62;
Main game features are:&#60;br /&#62;
* 4 unique nations, each with different strongholds and tactics available&#60;br /&#62;
* 33 offensive units, each with unique animations&#60;br /&#62;
* 8 deadly defensive units, from simple Stone Defenders to ground-shaking Catapults&#60;br /&#62;
* over 50 upgrades which can make your army invincible&#60;br /&#62;
* 5 ages of technological evolution&#60;br /&#62;
* quick but comprehensive tutorial which will smoothly guide you through the ancient world&#60;br /&#62;
* 3 predefined difficulty levels along with the possibility of creating custom difficulty levels&#60;br /&#62;
* Multiplayer over Bluetooth&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.gulimaro.com/img/Screen1.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Did you like very popular flash game 'Age of War'? Have you played its iPhone version: 'The Wars' and are not fully satisfied? I bet you will love Empires At War.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://itunes.apple.com/us/app/empires-at-war/id357363186?mt=8&#34;&#62;iTunes Link&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;We have prepared some promo codes for you:&#60;br /&#62;
YPAJR9X97WRK&#60;br /&#62;
FKTM3K76AP6H&#60;br /&#62;
WKPNT4LP9FJY&#60;br /&#62;
MFWRKLX9RE3E&#60;br /&#62;
33R6PKRJAKLY&#60;/p&#62;
&#60;p&#62;If you take one, please post and be so kind to write a review :)&#60;/p&#62;
&#60;p&#62;DEVELOPER INFORMATION:&#60;br /&#62;
Empires At War was developed using 0.8.2 version of Cocos2d framework. It mainly uses AtlasSprites and AtlasSpriteManagers, along with multiple Actions. It also uses Menus, MenuItems, MenuItemFonts, Labels. For sounds, it uses CocosDenshion.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;We would like to thank Ricardo Quesada for the framework! It is JUST ASTONISHING!!&#60;/strong&#62; We can not imagine finishing our game on time without Cocos:) We are going to take a party which will be 'fully cocos' - cocos-flavoured chocolate, cocos-flavoured cookies, Malibu :D If you are visiting Poznań (Poland) in the nearest time, please let us know and join us partying;) &#60;/p&#62;
&#60;p&#62;Best Regards,&#60;br /&#62;
--&#60;br /&#62;
GuLiMaRo Team
&#60;/p&#62;</description>
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			<title>unlikelyduo1 on "[Game] Rocket Downhill Penguin"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4501#post-26799</link>
			<pubDate>Tue, 16 Feb 2010 03:40:06 +0000</pubDate>
			<dc:creator>unlikelyduo1</dc:creator>
			<guid isPermaLink="false">26799@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi All,&#60;/p&#62;
&#60;p&#62;I just wanted to announce that Rocket Downhill Penguin has been submitted to the app store for approval.  This is Unlikely Duo's first of hopefully many exciting games.  Once it's approved I will post some promotional codes.  Cocos2d was used to drive the effects and some gameplay elements.  Thanks for everyones hard work and dedication in creating such a great framework.&#60;/p&#62;
&#60;p&#62;Just some features to note:&#60;/p&#62;
&#60;p&#62;- Random track generation&#60;br /&#62;
- Facebook Connect integration&#60;br /&#62;
- Local and remote high scoring&#60;br /&#62;
- Lots of special effects using cocos2d's actions&#60;/p&#62;
&#60;p&#62;Home Screen&#60;br /&#62;
&#60;img src=&#34;http://mobilesnip.com/1.jpg&#34; alt=&#34;Rocket Downhill Penguin&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Lets get it started!&#60;br /&#62;
&#60;img src=&#34;http://mobilesnip.com/2.jpg&#34; alt=&#34;Rocket Downhill Penguin&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Powering up!&#60;br /&#62;
&#60;img src=&#34;http://mobilesnip.com/3.jpg&#34; alt=&#34;Rocket Downhill Penguin&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Game play&#60;br /&#62;
&#60;img src=&#34;http://mobilesnip.com/4.jpg&#34; alt=&#34;Rocket Downhill Penguin&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Check us out at &#60;a href=&#34;http://www.unlikelyduo.com/&#34; rel=&#34;nofollow&#34;&#62;http://www.unlikelyduo.com/&#60;/a&#62;
&#60;/p&#62;</description>
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		<item>
			<title>liquidchaz on "[GAME] Charlie Says"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4850#post-28892</link>
			<pubDate>Fri, 05 Mar 2010 17:37:21 +0000</pubDate>
			<dc:creator>liquidchaz</dc:creator>
			<guid isPermaLink="false">28892@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey All,&#60;/p&#62;
&#60;p&#62;I just released a simple free game based upon Simon. The game was designed, developed, and submitted to the App Store in about 8 hours and was approved for sale the next day. In total, the process took just over 24 hours from first line of code to live on the app store.&#60;/p&#62;
&#60;p&#62;I started working on this the other day just to play around with cocosDenshion and decided I might as well submit it! It uses AdMob for ads and OpenFeint for high scores. Thank you cocos2d for being so awesome!&#60;/p&#62;
&#60;p&#62;iTunes Link:&#60;br /&#62;
&#60;a href=&#34;http://itunes.apple.com/us/app/charlie-says/id359766088?mt=8&#34;&#62;Charlie Says&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Screenshots:&#60;br /&#62;
&#60;img src=&#34;http://www.liquidchaz.com/screen1.PNG&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.liquidchaz.com/screen2.PNG&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.liquidchaz.com/screen3.PNG&#34; /&#62;&#60;br /&#62;
&#60;img src=&#34;http://www.liquidchaz.com/screen4.PNG&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Thanks!&#60;/p&#62;
&#60;p&#62;Charles
&#60;/p&#62;</description>
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		<item>
			<title>obrand on "Application teaching children from 3 to 5 years old to recognize and write numbe"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4840#post-28833</link>
			<pubDate>Fri, 05 Mar 2010 05:35:33 +0000</pubDate>
			<dc:creator>obrand</dc:creator>
			<guid isPermaLink="false">28833@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;My iPhone application is available for download: AlphaCount.&#60;/p&#62;
&#60;p&#62;Target users: 3-5 years old. Supported devices: iPhone, iPod and iPad (tested in SDK)&#60;br /&#62;
The application is localized in English and French (number recognition, sounds...)&#60;br /&#62;
iTunes link: &#60;a href=&#34;http://itunes.apple.com/us/app/alphacount/id359046783?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/us/app/alphacount/id359046783?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;I have incorporated a new algorithm for multi-stroke recognition. This algorithm can be found in my blog.&#60;/p&#62;
&#60;p&#62;Also check the blog site: &#60;a href=&#34;http://alphacount.wordpress.com&#34; rel=&#34;nofollow&#34;&#62;http://alphacount.wordpress.com&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;The app is free!&#60;/p&#62;
&#60;p&#62;The App is using cocos2d and frameworks such as denshion and box2d
&#60;/p&#62;</description>
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		<item>
			<title>alien_ken on "[Game] Alien Keeper"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4831#post-28768</link>
			<pubDate>Thu, 04 Mar 2010 17:10:46 +0000</pubDate>
			<dc:creator>alien_ken</dc:creator>
			<guid isPermaLink="false">28768@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Thank you Riq, and all the contributors to Cocos2D.  I've learned so much from this forum, it's unbelievable to think in the old days you had to look everything up in a book ;)&#60;/p&#62;
&#60;p&#62;My brother and I have just released our first game, using Cocos2D, to the app store (approved in 24 hours if you can believe that).  It's called Alien Keeper and is inspired by the classic arcade game Zoo Keeper.&#60;/p&#62;
&#60;p&#62;Any feedback you guys have would be appreciated, we're new at this, but having a blast!&#60;/p&#62;
&#60;p&#62;The bad news is that it was approved yesterday, but the new release list appears to be stuck on 3/1, so no joy there.&#60;/p&#62;
&#60;p&#62;ITUNES LINK: &#60;a href=&#34;http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=359479126&#38;amp;mt=8&#34;&#62;http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=359479126&#38;amp;mt=8&#60;/a&#62; &#60;/p&#62;
&#60;p&#62;&#60;object width=&#34;500&#34; height=&#34;405&#34;&#62;&#60;param name=&#34;movie&#34; value=&#34;http://www.youtube.com/v/4cVd31KA3TU&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;rel=0&#38;amp;color1=0x006699&#38;amp;color2=0x54abd6&#38;amp;border=1&#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/4cVd31KA3TU&#38;amp;hl=en_US&#38;amp;fs=1&#38;amp;rel=0&#38;amp;color1=0x006699&#38;amp;color2=0x54abd6&#38;amp;border=1&#34; type=&#34;application/x-shockwave-flash&#34; width=&#34;500&#34; height=&#34;405&#34; /&#62;&#38;lt;/embed&#38;gt;&#60;/object&#62; &#60;/p&#62;
&#60;p&#62;*** Alien Keeper - a true game for gamers! ***&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;PICK UP AND PLAY&#60;/strong&#62;&#60;br /&#62;
 - super fun, challenging, different every time&#60;br /&#62;
 - boots super-fast, get right in the game&#60;br /&#62;
 - no loading screens, this app is fast and fluid&#60;br /&#62;
 - challenge your friends - how high a score can you get??&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.megaphun.com/rotated-ss01.png&#34; /&#62; &#60;/p&#62;
&#60;p&#62;&#60;strong&#62;HOW TO PLAY&#60;/strong&#62;&#60;br /&#62;
 - Tilt to move, tap anywhere on the screen to jump/shoot.&#60;br /&#62;
 - Hold the device like you'd hold a book, and use either thumb to jump/shoot.&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.megaphun.com/rotated-ss02.png&#34; /&#62; &#60;/p&#62;
&#60;p&#62;&#60;strong&#62;FEATURES&#60;/strong&#62;&#60;br /&#62;
 * Three separate stages&#60;br /&#62;
     * Bricks - capture and contain the aliens by building the bricks&#60;br /&#62;
     * Platforms - jump to the top to save the princess, avoid fireballs&#60;br /&#62;
     * Bonus - destroy all enemies and the mothership to earn an extra life&#60;br /&#62;
 * Infinite levels -- how high can you get?&#60;br /&#62;
 * Local and Online leaderboards &#38;amp; achievements&#60;br /&#62;
 * Amazing 8-bit style sound effects &#38;amp; music&#60;br /&#62;
 * Incredibly fluid, natural gameplay&#60;br /&#62;
 * Tilt controls done RIGHT&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.megaphun.com/rotated-ss03.png&#34; /&#62; &#60;/p&#62;
&#60;p&#62;&#60;strong&#62;TIPS&#60;/strong&#62;&#60;br /&#62;
 - Jump multiple aliens for mega scoring.&#60;br /&#62;
 - Ray gun will capture aliens, however you can also use it to score huge jumps,&#60;br /&#62;
   since you are safe while holding the ray gun.&#60;br /&#62;
 - But don't get greedy, sometimes it's best just to clear the stage. &#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.megaphun.com/rotated-ss04.png&#34; /&#62; &#60;/p&#62;
&#60;p&#62;  * Automatic tilt-calibration: game will ask you to set a center-point&#60;br /&#62;
    at the start of every game.&#60;/p&#62;
&#60;p&#62;  * Custom tilt-calibration: play in the position that's comfortable for you&#60;br /&#62;
      * Hold device in the position you'd like to play, the neutral position&#60;br /&#62;
      * Tap &#34;Set New Calibration&#34; button to set a new center-point&#60;br /&#62;
      * You're good to go, the app will remember this setting&#60;br /&#62;
      * You can change calibration at any time, even during a game&#60;/p&#62;
&#60;p&#62; Alien Keeper is OpenFeint Enabled.&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.megaphun.com/rotated-ss05.png&#34; /&#62; &#60;/p&#62;
&#60;p&#62;&#60;strong&#62;PROMO CODES&#60;/strong&#62;&#60;br /&#62;
LKW779FR3PL7&#60;br /&#62;
M4KJ77FKE6W9&#60;br /&#62;
K6MNMTXKEMLR&#60;br /&#62;
MY3FTEPARPYA&#60;br /&#62;
PJLHEFTEMXPX&#60;/p&#62;
&#60;p&#62;Feel free to ask any questions about how we did anything in the game, although I don't think there's anything too challenging going on, coding-wise.  Cocos2d made it possible to make this game easily and run smoothly without a ton of time spent optimizing.&#60;/p&#62;
&#60;p&#62;Would love love love a review if you like it :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>itlgames on "[Game] Alone: isometric platformer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4634#post-27580</link>
			<pubDate>Mon, 22 Feb 2010 02:08:12 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">27580@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi there, &#60;/p&#62;
&#60;p&#62;My first iPhone game is now out on the app store!&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://itunes.apple.com/gb/app/alone/id356286001?mt=8&#34; rel=&#34;nofollow&#34;&#62;http://itunes.apple.com/gb/app/alone/id356286001?mt=8&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.itlgames.com/support/img/alone4.jpg&#34; /&#62;&#60;/p&#62;
&#60;p&#62;And a video, from an old development version though:&#60;/p&#62;
&#60;p&#62;&#60;object width=&#34;742&#34; height=&#34;386&#34;&#62;&#60;param name=&#34;movie&#34; value=&#34;http://content.screencast.com/users/jmgomezg/folders/Jing/media/d0807c86-93cf-43c7-9cda-d4b008aa8e8f/jingswfplayer.swf&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;quality&#34; value=&#34;high&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;bgcolor&#34; value=&#34;#FFFFFF&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;flashVars&#34; value=&#34;thumb=http://content.screencast.com/users/jmgomezg/folders/Jing/media/d0807c86-93cf-43c7-9cda-d4b008aa8e8f/FirstFrame.jpg&#38;amp;containerwidth=742&#38;amp;containerheight=386&#38;amp;content=http://content.screencast.com/users/jmgomezg/folders/Jing/media/d0807c86-93cf-43c7-9cda-d4b008aa8e8f/00000005.swf&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;allowFullScreen&#34; value=&#34;true&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;scale&#34; value=&#34;showall&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;allowScriptAccess&#34; value=&#34;always&#34; /&#62;&#38;lt;/param&#38;gt;&#60;br /&#62;
&#60;param name=&#34;base&#34; value=&#34;http://content.screencast.com/users/jmgomezg/folders/Jing/media/d0807c86-93cf-43c7-9cda-d4b008aa8e8f/&#34; /&#62;&#38;lt;/param&#38;gt;  &#60;embed  width=&#34;742&#34; height=&#34;386&#34; type=&#34;application/x-shockwave-flash&#34; flashVars=&#34;thumb=http://content.screencast.com/users/jmgomezg/folders/Jing/media/d0807c86-93cf-43c7-9cda-d4b008aa8e8f/FirstFrame.jpg&#38;amp;containerwidth=742&#38;amp;containerheight=386&#38;amp;content=http://content.screencast.com/users/jmgomezg/folders/Jing/media/d0807c86-93cf-43c7-9cda-d4b008aa8e8f/00000005.swf&#34; /&#62;&#38;lt;/embed&#38;gt; &#60;/object&#62;&#60;/p&#62;
&#60;p&#62;It's an isometric platformer game, I love these kind of games, been playing them since I was a kid with my ZX Spectrum!&#60;br /&#62;
There is a download section to get new levels, once I get new ones! (working on a couple of new levels it right now)&#60;/p&#62;
&#60;p&#62;I have used cocos2d for the menus, and to render the layers and sprites, got some performance issues at some point, but so far is working fine, I think. I didn't use the isometric tiling support on last version of cocos2d as I started working on this like a year ago, can't remember, it feels a while now! I got stuck in version 0.8.2 and didn't have time to migrate to 0.9, to be honest I may need to implement from scratch the rendering routines, as implementing 2D sprites in isometric is such a pain! So I am thinking in some ray-casting or something at the pixel, lot of works I guess...&#60;/p&#62;
&#60;p&#62;And also, some promo codes, I have already gave away a few, so until I get a new update, here you go 7 of them:&#60;/p&#62;
&#60;p&#62;9P9TAR94E99P&#60;br /&#62;
XW3MEYXTLM64&#60;br /&#62;
6KAMHJJEMR4P&#60;br /&#62;
PLLWYXHY7EM3&#60;br /&#62;
L9L9AM9XNATF&#60;br /&#62;
ETFY4KHAPJXF&#60;br /&#62;
EFYXPLTFPEM9&#60;/p&#62;
&#60;p&#62;Please have mercy with me on your ratings! ;)&#60;/p&#62;
&#60;p&#62;Any troubles let me know and will try to help.&#60;/p&#62;
&#60;p&#62;Thanks to all of you and thanks to cocos2d to help us developing our games.
&#60;/p&#62;</description>
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			<title>luridmorn on "[Game] Zwirn"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3832#post-22921</link>
			<pubDate>Mon, 11 Jan 2010 08:43:21 +0000</pubDate>
			<dc:creator>luridmorn</dc:creator>
			<guid isPermaLink="false">22921@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;&#60;a href=&#34;http://www.youtube.com/watch?v=17zbcguNJUg&#34; rel=&#34;nofollow&#34;&#62;http://www.youtube.com/watch?v=17zbcguNJUg&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__What is Zwirn?&#60;/strong&#62;&#60;br /&#62;
When was the last time you played with a piece of Zwirn (the German word for twine)? Centuries ago? Well, now's your chance! Zwirn is a challenging puzzle game. The first four tutorial levels show you how to play, and the remaining 21 levels will help you to become a Zwirn expert! How do you play? It's very simple! All you have to do is guide the twine with your finger, touching the dots scattered across the screen, and then connect the end of the twine to an exit. There are a number of pins available that you can place anywhere on the screen to give your Zwirn the needed shape.&#60;br /&#62;
Does this sound too easy? Don't worry - the solutions aren't as simple as you think.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__Requirements&#60;/strong&#62;&#60;br /&#62;
iPhone/iPod touch 2nd Generation, OS 2.2.1 or later, 5 MB&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__Goal &#38;amp; game elements&#60;/strong&#62;&#60;br /&#62;
- Zwirn is a solo player puzzle game.&#60;br /&#62;
- Steer the twine with your finger.&#60;br /&#62;
- Use the pins to give the twine the needed shape.&#60;br /&#62;
- Connect the end of the twine to an exit.&#60;br /&#62;
- The twine has to touch all the spots without your finger holding it.&#60;br /&#62;
- A 'tick'-sound indicates that all black spots are touched and the twine is connected to an exit.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__Controls&#60;/strong&#62;&#60;br /&#62;
- Pull the twine to move it.&#60;br /&#62;
- The twine rewinds itself if you don't steer it.&#60;br /&#62;
- The twine rewinds itself faster when you touch the entrance.&#60;br /&#62;
- Tap a pin to pick it up.&#60;br /&#62;
- Tap a free space to place a pin picked up.&#60;br /&#62;
- Dragging a pin enables you to place it with more precision. The pin will move in the opposite direction.&#60;br /&#62;
- You can either drag a pin picked up or move it directly.&#60;br /&#62;
- Pull the twine to an exit and lift your finger to connect it.&#60;br /&#62;
- Tap the exit to disconnect the twine .&#60;br /&#62;
- Open or close the map with a pinch gesture. Directly jump to a level by tapping it.&#60;br /&#62;
- Use a two-finger scroll gesture to move to a previously played adjacent level.&#60;br /&#62;
- Control your own music by pressing the home button twice. You need to turn on the music before starting Zwirn.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__Game credits&#60;/strong&#62;&#60;br /&#62;
Julian Kraan: Game Design, Graphics, Sound&#60;br /&#62;
Bruno Meilick: Game Design, Programming&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__What makes Zwirn special?&#60;/strong&#62;&#60;br /&#62;
Zwirn is minimalistic in design. The game has only two game objects to play with - the twine and the pins. In spite of this, these two elements create a wide number of interactive possibilities and combinations. Zwirn is a game you want to touch and we made it as consistent and intuitive as possible. To emphasize the fact that Zwirn is a interactive toy, only the basic controls are explained and the optional ones are left to be discovered by the player.&#60;br /&#62;
Each person can play Zwirn in his own manner. You can use the twine to sketch a solution and then use the pins to nail it down. Dragging the pins helps you to place and adjust them precisely.&#60;br /&#62;
We took special care to allow for various solutions for each level and to equalize them in terms of difficulty. The map helps you to visualize your progress and find unsolved levels. You can jump to them in case you get stuck in the current level. We pushed the input recognition algorithm and the physics engine to the limits to make the twine feel real. But if something feels real it needs to look real too. Therefore the twine is rendered in detail and the spotlight creates a realistic shadow on both the pins and the twine. The transition between levels is smoothly animated to emphasize your progress and direction. The panning of the sound adjusts itself to the orientation of your device. You will need headphones to notice.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__Backstage with the Devs&#60;/strong&#62;&#60;br /&#62;
:texture size: All textures but the backgrounds are grouped into three texture altas (ground, twine, pins) and each is render in one pass. This makes the display update very efficient. The background images are compress as pvrtc since when zipped this reduces the filesize by a huge amount.&#60;br /&#62;
:transitions: We created our own transitions (slide-and-fade, fadeout-fadein) based on the examples provided. The foundation in cocos2d is very solid and you can get pretty creative with it.&#60;br /&#62;
:physics: A physical realistic rope is very cpu time consuming to simulate. Resolving the friction around the pins multiplies the time needed. When you just spawing the objects in Box2D on a 2nd gen iPhone or iPod touch these devices are able to simulate 40 chain links and 2 pins correctly. We spend a good share of our dev time to improve this. You can see up to 120 chain links and use up to 4 pins in our game now.&#60;br /&#62;
:controls: Getting the controls right in a game focused on physics is hard. Especially if the object manipulated exists in the real world and the player knows how it should behave. We ended up using two statemachines to track what is going on. One for what the user wants to do and one for what the twine is doing. This proved easy enough to extend and debug and good enough to get the job done.&#60;br /&#62;
:sound: The soundscape is 2d and based on the orientation of the device. If you place a pin on the left side of a screen it will always sound like you placed it on the left side no matter the orientation of the device. You will need headphones to hear this.&#60;br /&#62;
:spotlight: Even if all objects in Zwirn are 2D the spotlight creates a realistic shadow on the twine as well as the pins. The shadow of the twine is calculated at runtime. The texture of a pin is updated from the atlas based in its position. Even if you drag it.&#60;/p&#62;
&#60;p&#62;&#60;strong&#62;__News&#60;/strong&#62;&#60;br /&#62;
We just release a soundtrack for free on our website. It will be included in the february update, too.&#60;br /&#62;
Sorry but we do not have any promocodes left.&#60;/p&#62;
&#60;p&#62;Website: &#60;a href=&#34;http://www.zwirn-game.com&#34; rel=&#34;nofollow&#34;&#62;http://www.zwirn-game.com&#60;/a&#62;&#60;br /&#62;
AppStore: &#60;a href=&#34;http://itunes.com/apps/zwirn&#34; rel=&#34;nofollow&#34;&#62;http://itunes.com/apps/zwirn&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;- Bruno Meilick
&#60;/p&#62;</description>
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