<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.1" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>cocos2d for iPhone &#187; Forum: high score, social and ads networks - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/forum/4</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Thu, 09 Feb 2012 20:59:45 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.1</generator>
		<textInput>
			<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>
		</textInput>
		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/forum/4" rel="self" type="application/rss+xml" />

		<item>
			<title>ayt on "GC test data on iDevice"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29111#post-143430</link>
			<pubDate>Thu, 09 Feb 2012 10:53:54 +0000</pubDate>
			<dc:creator>ayt</dc:creator>
			<guid isPermaLink="false">143430@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I have used my standard GC-account to login to GC on the simulator. Now my iPod touch is only displaying the test data. Games which are not by me were not shown in GC until I started them again on my iPod.<br />
I deleted the Game and installed it again from the App Store but it's only showing test data.<br />
I would really like to see the real GC scores.<br />
Anyone here who had the same issue? Any ideas on how to solve this?</p>
<p>EDIT: Now it works. I logged out from GC, deleted the app and the developer profile from the device and then reinstalled it.
</p></description>
		</item>
		<item>
			<title>nishithsheth on "Twitter Integration"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18300#post-143420</link>
			<pubDate>Thu, 09 Feb 2012 09:46:32 +0000</pubDate>
			<dc:creator>nishithsheth</dc:creator>
			<guid isPermaLink="false">143420@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi COCOABAVAN,</p>
<p>How do u implement twitter using share kit ? Cause I am facing one problem implementing twitter using ShareKit .. I got error like this "There was a problem requesting authorization from Twitter".</p>
<p>Thanks in Advance :)
</p></description>
		</item>
		<item>
			<title>ravenousgames on "GameCenter Landscape"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28834#post-142081</link>
			<pubDate>Wed, 01 Feb 2012 00:10:58 +0000</pubDate>
			<dc:creator>ravenousgames</dc:creator>
			<guid isPermaLink="false">142081@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've got the achievements and leaderboards opening and closing in landscape, but the problem lies in orientation. They slide from the left or right side depending which way in landscape you are holding the device. How do I get it to slide up from the bottom of the screen? OpenFeint is loading from the bottom but GameCenter is not.</p>
<pre><code>@implementation CustomGKAchievementViewController
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
	return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );
}
-(void)viewWillDisappear:(BOOL)animated
{
	[super viewWillDisappear:animated];
	ccDeviceOrientation deviceOrientation = [[CCDirector sharedDirector] deviceOrientation];
	if( deviceOrientation == kCCDeviceOrientationLandscapeRight )
	{
		[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeLeft animated:NO];
	}
	else if( deviceOrientation == kCCDeviceOrientationLandscapeLeft)
	{
		[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
	}
}
@end</code></pre>
<p>Code to display GameCenter achievements:</p>
<pre><code>CustomGKAchievementViewController *achievementController = [[[CustomGKAchievementViewController alloc] init] autorelease];
if(achievementController != nil)
{
	achievementController.achievementDelegate = self;
	gameCenterViewController = [[UIViewController alloc] init];
	gameCenterViewController.view.multipleTouchEnabled = YES;
	[[[CCDirector sharedDirector] openGLView] addSubview:gameCenterViewController.view];
	[gameCenterViewController presentModalViewController:achievementController animated:YES];
}</code></pre></description>
		</item>
		<item>
			<title>erdiyerli on "GameCenter and Openfeint"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28801#post-141991</link>
			<pubDate>Tue, 31 Jan 2012 12:50:27 +0000</pubDate>
			<dc:creator>erdiyerli</dc:creator>
			<guid isPermaLink="false">141991@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks for your answer.
</p></description>
		</item>
		<item>
			<title>Bananni on "GameCenter and Openfeint"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28801#post-141913</link>
			<pubDate>Mon, 30 Jan 2012 22:51:56 +0000</pubDate>
			<dc:creator>Bananni</dc:creator>
			<guid isPermaLink="false">141913@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>you can submit to booth and can loged in booth same time.
</p></description>
		</item>
		<item>
			<title>erdiyerli on "GameCenter and Openfeint"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28801#post-141912</link>
			<pubDate>Mon, 30 Jan 2012 22:28:50 +0000</pubDate>
			<dc:creator>erdiyerli</dc:creator>
			<guid isPermaLink="false">141912@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, </p>
<p>    I'm working on a game and want to implement with gamecenter and openfeint. My question is that can I submit score to both of them, can player login both at the same time or should select one of them to login?
</p></description>
		</item>
		<item>
			<title>LittleBitStudio on "redeem-now.com, pretty slick"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28671#post-141280</link>
			<pubDate>Wed, 25 Jan 2012 22:41:26 +0000</pubDate>
			<dc:creator>LittleBitStudio</dc:creator>
			<guid isPermaLink="false">141280@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just wanted to share a service, I've been trying out from a Swedish developer/blogger for sharing promo codes.</p>
<p>Redeem-Now<br />
<a href="http://redeem-now.com/" rel="nofollow">http://redeem-now.com/</a></p>
<p>Basically, you convert promo codes into URLs to make them easier to redeem. Click to redeem. It's also nice because you can track whether its been used as well as provide the store URL so that subsequent users will be redirected to the store for more details on the app. Lots of nice benefits like being able to obfuscate the promo code with a token that can later be disabled so you recapture unused promo codes, etc.</p>
<p>If you're interested, check it out. Been really useful for sharing via codes on Facebook and such. Also, the developer has been extremely great to work with and open to feedback.
</p></description>
		</item>
		<item>
			<title>Marco Fucci on "Game Center - orientation"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/10643#post-141221</link>
			<pubDate>Wed, 25 Jan 2012 18:42:33 +0000</pubDate>
			<dc:creator>Marco Fucci</dc:creator>
			<guid isPermaLink="false">141221@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Has somebody found a solution? Having the same problem with cocos2d 1.0.1</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>letdgamebegin on "OpenFeint Trouble Building in Release Mode"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28661#post-141207</link>
			<pubDate>Wed, 25 Jan 2012 18:09:00 +0000</pubDate>
			<dc:creator>letdgamebegin</dc:creator>
			<guid isPermaLink="false">141207@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>Building OpenFeint sample project (as well as my game) in Release build (4.2) gives 99159 warning messages stating:</p>
<p>"ld: warning: unexpected srelocation type 9"</p>
<p>The program hence terminate with</p>
<p>sharedlibrary apply-load-rules all<br />
continue<br />
Program received signal: “EXC_BAD_ACCESS”.<br />
Data Formatters temporarily unavailable, will re-try after a 'continue'.</p>
<p>Thank you</p>
<p>----Detail Bug---<br />
Ld /Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample/build/MyOpenFeintSample.build/Release-iphoneos/MyOpenFeintSample.build/Objects-normal/armv7/MyOpenFeintSample normal armv7<br />
cd /Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample<br />
setenv IPHONEOS_DEPLOYMENT_TARGET 4.0<br />
setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"<br />
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/g++-4.2 -arch armv7 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.2.sdk -L/Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample/build/Release-iphoneos -F/Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample/build/Release-iphoneos -F/Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample -F/Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample/.. -filelist /Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample/build/MyOpenFeintSample.build/Release-iphoneos/MyOpenFeintSample.build/Objects-normal/armv7/MyOpenFeintSample.LinkFileList -dead_strip -ObjC -all_load -weak_library /usr/lib/libSystem.B.dylib -miphoneos-version-min=4.0 -lz -weak_framework Foundation -weak_framework UIKit -weak_framework QuartzCore -weak_framework CoreGraphics -weak_framework Security -weak_framework SystemConfiguration -weak-lsqlite3.0 -weak_framework CFNetwork -weak_framework CoreLocation -weak_framework MapKit -weak_framework AddressBook -weak_framework AddressBookUI -weak_framework GameKit -weak_framework MobileCoreServices -framework OpenFeint -weak_framework CoreText -prebind -o /Users/letdgamebegin/Downloads/OpenFeint-1.2.12.5/MyOpenFeintSample/build/MyOpenFeintSample.build/Release-iphoneos/MyOpenFeintSample.build/Objects-normal/armv7/MyOpenFeintSample</p>
<p>ld: warning: unexpected srelocation type 9<br />
ld: warning: unexpected srelocation type 9<br />
ld: warning: unexpected srelocation type 9<br />
ld: warning: unexpected srelocation type 9<br />
ld: warning: unexpected srelocation type 9<br />
ld: warning: unexpected srelocation type 9<br />
ld: warning: unexpected srelocation type 9
</p></description>
		</item>
		<item>
			<title>efish on "GKHelper shows Leaderboards but not Achievements view"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22824#post-141166</link>
			<pubDate>Wed, 25 Jan 2012 15:37:50 +0000</pubDate>
			<dc:creator>efish</dc:creator>
			<guid isPermaLink="false">141166@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You are very nice. But how about the GameKitHelper.h?
</p></description>
		</item>
		<item>
			<title>mavrik5150 on "Putting the life bar in place and applying it to the game!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28605#post-140972</link>
			<pubDate>Tue, 24 Jan 2012 09:19:36 +0000</pubDate>
			<dc:creator>mavrik5150</dc:creator>
			<guid isPermaLink="false">140972@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>For my prototype I used a CCProgressTimer to work as the players health bar. If you do a quick search you will see that you have several types of progress timers you can use (straight, radial, etc) and that you have to manually update the timer to have it change the image. For my game, if the player get's hit by an object I just call this below which passes a value to the timer to be added/subtracted from the health bar. All you would need to do is probably put an if statement in there to see if the health is below a specific value which should then call the game over</p>
<pre><code>//In gameplay when a player get&#039;s hit by an object this is called after my collision detection determines the type of object and value that needs to be applied
[self healthAmountChanged:objects.healthValue];

- (void)healthAmountChanged:(int)health {

    //Add Value to HealthBar
    CCNode *healthNode = [self getChildByTag:HealthBarTag];
    CCProgressTimer *healthBar = (CCProgressTimer *)healthNode;
    healthBar.percentage += health;

}</code></pre></description>
		</item>
		<item>
			<title>osuarezx on "Putting the life bar in place and applying it to the game!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28605#post-140877</link>
			<pubDate>Mon, 23 Jan 2012 19:35:16 +0000</pubDate>
			<dc:creator>osuarezx</dc:creator>
			<guid isPermaLink="false">140877@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I almost have a level fully developed, I'm just missing one method to complete my foundation. I currently added a HUD ( Heads Up Display ) and it display's perfectly. It displays 4 icons on the top left hand corner ( life bar ) similar to a Pac-Man game.  How can I apply a method that will subtract does icons, one by one as the user is late during a touch response and submit a game over display?  The touch response is followed after an animation.  I can provide a sample of the code if needs be. Help would be greatly appreciative.
</p></description>
		</item>
		<item>
			<title>oisincar on "5 Game Center general questions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28470#post-140228</link>
			<pubDate>Thu, 19 Jan 2012 16:20:01 +0000</pubDate>
			<dc:creator>oisincar</dc:creator>
			<guid isPermaLink="false">140228@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>ahh yes, i see what you mean... but on the other hand, what if i forgot my game center account password,  and had to create a new one.<br />
Is it right for me to have to start again? Also, if the user is not conected to the internet, (and so not logged in) is it fair that none of their game play is logged?</p>
<p>the solution that most games seem to use, is by creating different profiles for different users in the game, and allowing users to reset the game data.<br />
Anyway, if someone wanted to cheat, it isn't too difficult, just look at all the players in GC who can complete a lvl in 0.000001s...</p>
<p>glad i could help!<br />
Oisin
</p></description>
		</item>
		<item>
			<title>wilczarz on "5 Game Center general questions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28470#post-140212</link>
			<pubDate>Thu, 19 Jan 2012 14:39:23 +0000</pubDate>
			<dc:creator>wilczarz</dc:creator>
			<guid isPermaLink="false">140212@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey @<a href='http://www.cocos2d-iphone.org/forum/profile/62482'>oisincar</a>, thanks for response!<br />
1) Fair enough :)<br />
2&#38;3) I thought achievement points can participate in score. Now I see my optional "stars" should be part of the score. And that achievements are bullshit :)<br />
4) Ok super clear.<br />
5) So look: I score 100 points, and that goes to my GC account. Then someone takes my ipad, logs in with his credentials, scores 1 point, and has 1001 points in GC. Seems unfair doesn't it?</p>
<p>Separate lederboard for game time is a good idea.</p>
<p>EDIT: @<a href='http://www.cocos2d-iphone.org/forum/profile/559'>cybergreg</a>, thanks also :)
</p></description>
		</item>
		<item>
			<title>cybergreg on "5 Game Center general questions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28470#post-140211</link>
			<pubDate>Thu, 19 Jan 2012 14:29:17 +0000</pubDate>
			<dc:creator>cybergreg</dc:creator>
			<guid isPermaLink="false">140211@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Re: GC<br />
1) I have levels organized in level packs. Is it a good idea to have one leaderboard per pack, or rather one global leaderboard with total score?<br />
Remember the GC limit is 25 leaderboards, make it so you can expand your app, so don't start with 24 ;-)<br />
2) My "score" will be the number of levels completed. Should I care that many people can have the same score? Can you think of a reasonable formula to respect total game time?<br />
I have an achievements leaderboard so many players are the same however think of a way to provide an actual "score" for each level<br />
3) Achievements have "points". Are these respected in any way when calculating, um, anything?<br />
Yes, you can't exceed 1000 and you can view payers in GC by total points<br />
4) Player is not always authenticated in GC. When should scores &#38; achievements be submitted? After authentication (all leaderboards/achievments) or on level completition (only current leaderb/ achv) ?<br />
Use some sort of GC manager that will submit but cache on errors, or just target iOS 5 and submit<br />
5) I store game progress in a plist. Should I store separate score for every GC user?<br />
I don't but my game is not the kind you pass around and share, your might be. I encrypt my data and have had no problems with bogus scores.
</p></description>
		</item>
		<item>
			<title>oisincar on "5 Game Center general questions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28470#post-140200</link>
			<pubDate>Thu, 19 Jan 2012 13:32:44 +0000</pubDate>
			<dc:creator>oisincar</dc:creator>
			<guid isPermaLink="false">140200@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i dont know a whole lot about this, BE WARNED!!</p>
<p>1) that depends how many levels per pack you have, but genraly, the whole point of deviding your levels into separate packs, is thet they are seprate...</p>
<p>2)i would definitely advise you not to count the score this way, since it would be fairly fair to assume that everyone who has bought your game is going to finish it,<br />
though that depends on how many levels you've got.<br />
Normaly I like to play through a game completly first, and then go back and try to get as high a score as i can on each level.</p>
<p>perhaps you could have a leaderboard for "time spent playing" or "lowest combined time for each lvl."<br />
separate from your main leaderboard?</p>
<p>3) i dont think so... i know i don't think much of them when playing...<br />
i think that in a persons GC profile, you are supposed to be able to judge how much of a gaming nerd they are by the number of achievement points they have.</p>
<p>4) i am not too sure what you mean here? if, when a lvl is completed, and the score cannot be submitted, store that in NSUserDefaults... and on authentication, check for any, and submit them again.</p>
<p>5) whaa? sorry, i really have no idea...</p>
<p>hope that helps in some way...<br />
Oisin
</p></description>
		</item>
		<item>
			<title>wilczarz on "5 Game Center general questions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28470#post-140133</link>
			<pubDate>Wed, 18 Jan 2012 23:57:25 +0000</pubDate>
			<dc:creator>wilczarz</dc:creator>
			<guid isPermaLink="false">140133@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys, I am starting with GC and I need some advice:<br />
1) I have levels organized in level packs. Is it a good idea to have one leaderboard per pack, or rather one global leaderboard with total score?<br />
2) My "score" will be the number of levels completed. Should I care that many people can have the same score? Can you think of a reasonable formula to respect total game time?<br />
3) Achievements have "points". Are these respected in any way when calculating, um, anything?<br />
4) Player is not always authenticated in GC. When should scores &#38; achievements be submitted? After authentication (all leaderboards/achievments) or on level completition (only current leaderb/ achv) ?<br />
5) I store game progress in a plist. Should I store separate score for every GC user? </p>
<p>Sorry for the long list but I haven't found Apple docs particularly helpful with these questions. Thanks for any help!
</p></description>
		</item>
		<item>
			<title>Bananni on "How to add Game Center to Cocos2d app?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28466#post-140128</link>
			<pubDate>Wed, 18 Jan 2012 22:33:23 +0000</pubDate>
			<dc:creator>Bananni</dc:creator>
			<guid isPermaLink="false">140128@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>you looked into the templates?
</p></description>
		</item>
		<item>
			<title>alexasha on "How to add Game Center to Cocos2d app?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28466#post-140127</link>
			<pubDate>Wed, 18 Jan 2012 22:33:08 +0000</pubDate>
			<dc:creator>alexasha</dc:creator>
			<guid isPermaLink="false">140127@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you ever heard about forum search? There are A LOT of topics about this.
</p></description>
		</item>
		<item>
			<title>molo1995 on "How to add Game Center to Cocos2d app?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28466#post-140124</link>
			<pubDate>Wed, 18 Jan 2012 22:08:51 +0000</pubDate>
			<dc:creator>molo1995</dc:creator>
			<guid isPermaLink="false">140124@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So how add this to older versions ( in which files and what ) ??
</p></description>
		</item>
		<item>
			<title>riq on "How to add Game Center to Cocos2d app?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28466#post-140120</link>
			<pubDate>Wed, 18 Jan 2012 22:03:10 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">140120@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The cocos2d v2.0-beta2 templates come with Game Center integration.
</p></description>
		</item>
		<item>
			<title>molo1995 on "How to add Game Center to Cocos2d app?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28466#post-140115</link>
			<pubDate>Wed, 18 Jan 2012 21:42:48 +0000</pubDate>
			<dc:creator>molo1995</dc:creator>
			<guid isPermaLink="false">140115@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I can't find any example how to integrate Game Center with cocos 2d ( In which files add Game Center methods (Can i add this on normal Cocos 2d scene or not?? ) etc. ).<br />
Could you help me ? Because I really want to add this feature, but i can't find good tutorial.
</p></description>
		</item>
		<item>
			<title>mrtechgu2y3 on "submitting openfeint challenge"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28463#post-140094</link>
			<pubDate>Wed, 18 Jan 2012 20:13:03 +0000</pubDate>
			<dc:creator>mrtechgu2y3</dc:creator>
			<guid isPermaLink="false">140094@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I submit my openfeint challenge like this<br />
<pre><code>-(void)submitChallenge{

    NSString *result = [NSString stringWithFormat:@&#34;I beat your score of %d&#34;, challengerscore];
    [OFChallengeService submitChallengeResult:result result:score resultDescription:[NSString stringWithFormat:@&#34;I got a score of %d&#34;, score] onSuccessInvocation:nil onFailureInvocation:nil];

    NSLog(@&#34;submitted&#34;);

}</code></pre>
<p>But how do I set how is the winner of the challenge and am I doing this correctly?
</p></description>
		</item>
		<item>
			<title>hamstachasa on "Quick question about Facebook Connect"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28427#post-140034</link>
			<pubDate>Wed, 18 Jan 2012 15:56:00 +0000</pubDate>
			<dc:creator>hamstachasa</dc:creator>
			<guid isPermaLink="false">140034@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks so much, be_ashketchup! I did what you said, and it's working great- the only problem I have is that for when the user authenticates the application, the publishStream popup still asks for them to login (presumably because the authentication and publishStream are called at the same time). Is there  a way to trigger publishStream AFTER the user presses "Okay" to authenticate the app? Thanks!
</p></description>
		</item>
		<item>
			<title>be_ashketchup on "Quick question about Facebook Connect"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28427#post-139957</link>
			<pubDate>Wed, 18 Jan 2012 04:57:00 +0000</pubDate>
			<dc:creator>be_ashketchup</dc:creator>
			<guid isPermaLink="false">139957@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>See the thing is whenever user wants to post score just show the Facebook connect authentication, then call method publish stream and publish whatever you want  to by passing appropriate parameters. Remember if user is login into Facebook, then he will remain log in till session expired, so even if you try to call authentication screen again, it wont appear after first logging.
</p></description>
		</item>
		<item>
			<title>CodeMonkey on "Advertising thru iAd for Developers"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28428#post-139925</link>
			<pubDate>Tue, 17 Jan 2012 23:23:52 +0000</pubDate>
			<dc:creator>CodeMonkey</dc:creator>
			<guid isPermaLink="false">139925@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was curious if anyone has ever advertised their app through the iAd for Developer program.</p>
<p>What was your experience?</p>
<p>Thanks in advance.
</p></description>
		</item>
		<item>
			<title>hamstachasa on "Quick question about Facebook Connect"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28427#post-139922</link>
			<pubDate>Tue, 17 Jan 2012 22:41:55 +0000</pubDate>
			<dc:creator>hamstachasa</dc:creator>
			<guid isPermaLink="false">139922@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi everyone,</p>
<p>I have successfully integrated Facebook Connect into my application. However, currently, the Facebook authentication screen pops up before the app begins. I would like to only have this authentication screen pop up when the user wants to post his game score on Facebook. How do I move the position of this initial authentication screen? I am a bit confused because I never add it- is it where the Facebook object is alloc'ed? I also have many of the Facebook methods, such as publishStream in AppDelegate, so if I alloc'ed my Facebook elsewhere, these would stop working. Has anyone figured out how to accomplish this?
</p></description>
		</item>
		<item>
			<title>Martin on "Invite friend programmatically"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28415#post-139879</link>
			<pubDate>Tue, 17 Jan 2012 16:54:57 +0000</pubDate>
			<dc:creator>Martin</dc:creator>
			<guid isPermaLink="false">139879@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>There is a whole book on gamecenter available from apress.
</p></description>
		</item>
		<item>
			<title>Birkemose on "Invite friend programmatically"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28415#post-139866</link>
			<pubDate>Tue, 17 Jan 2012 16:12:51 +0000</pubDate>
			<dc:creator>Birkemose</dc:creator>
			<guid isPermaLink="false">139866@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I havent tried GC ( yet ), but from what I have read.<br />
The API should be fully customizable, so you should be able to do anything from building your own score lists, to programmatically accessing any functionality. Dig into the official documentation at Apples site. Their examples are better than rumored.
</p></description>
		</item>
		<item>
			<title>Lonzz on "Invite friend programmatically"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28415#post-139864</link>
			<pubDate>Tue, 17 Jan 2012 16:04:52 +0000</pubDate>
			<dc:creator>Lonzz</dc:creator>
			<guid isPermaLink="false">139864@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Couldn't find anything useful so far. Just saw that games like Carcassone enable matches with friends without going through game center app. Does anyone know how that could be possible?</p>
<p>Many thanks,</p>
<p>Christoph
</p></description>
		</item>

	</channel>
</rss>

