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		<title>cocos2d for iPhone &#187; Forum: high score, social and ads networks - Recent Topics</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>Fri, 10 Feb 2012 03:32:51 +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/4/topics" 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>cocoBavan on "Twitter Integration"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18300#post-102652</link>
			<pubDate>Mon, 04 Jul 2011 05:39:35 +0000</pubDate>
			<dc:creator>cocoBavan</dc:creator>
			<guid isPermaLink="false">102652@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>How do you guys integrate Twitter? I tried to use ShareKit,but it gives trouble in Landscape mode. MGTwitterEngine, I am unable to find one of the 3 Libraries required. Any links are welcome. Thank you.
</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-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>Kent on "Game Center - orientation"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/10643#post-60762</link>
			<pubDate>Tue, 26 Oct 2010 19:31:29 +0000</pubDate>
			<dc:creator>Kent</dc:creator>
			<guid isPermaLink="false">60762@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Cocos2d version: v0.99.04</p>
<p>I'm adding Game Center to my current application and I found some code to open up the GKMatchmakerViewController. It seems to work well, except when it gets dismissed it changes the orientation in the simulator to portrait. The game only runs in landscape. I rotate the device back to landscape and all the cocos2d scenes still work fine, but if I open up an alert or peer picker, they open in portrait mode. I can open and close scenes, but they will all now display this behavior. This happens using an actual device also.</p>
<pre><code>// *.h
UIViewController *tempVC;

// *.m

// Open

GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = 2;
request.maxPlayers = 2;

GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
mmvc.matchmakerDelegate = self;

tempVC=[[UIViewController alloc] init];
[[[CCDirector sharedDirector] openGLView] addSubview:tempVC.view];
[tempVC presentModalViewController: mmvc animated: YES];	

// Close

[tempVC dismissModalViewControllerAnimated:YES];
[tempVC.view removeFromSuperview];
[tempVC release];</code></pre>
<p>As soon as I hit the dismissModalViewControllerAnimated, that's when the simulator rotates.</p>
<p>Thanks in advance for any help.
</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>jonn4y on "GKHelper shows Leaderboards but not Achievements view"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22824#post-126297</link>
			<pubDate>Wed, 16 Nov 2011 08:45:57 +0000</pubDate>
			<dc:creator>jonn4y</dc:creator>
			<guid isPermaLink="false">126297@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>i have added GKHelper with no issues and have everything working fine (completing achievements, adding to leader boards, showing leader boards etc)<br />
i have search the forums and stack overflow but can't seem to find this issue,</p>
<p>basically this works showing the leader boards:</p>
<pre><code>GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
    [gkHelper showLeaderboard];</code></pre>
<p>but this doesn't to show the achievements:</p>
<pre><code>GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
    [gkHelper showAchievements];</code></pre>
<p>it works perfect in another game i wrote but won't show here, can't be anything in the rootviewcontroller because leader boards are showing right?</p>
<p>anyone have any ideas?</p>
<p>thanks very much</p>
<p>just for fun heres my GKHelper.m:</p>
<pre><code>/*
 * cocos2d-project <a href="http://www.learn-cocos2d.com" rel="nofollow">http://www.learn-cocos2d.com</a>
 *
 * Copyright (c) 2010 Steffen Itterheim
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the &#34;Software&#34;), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED &#34;AS IS&#34;, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;GameKitHelper.h&#34;

static NSString* kCachedAchievementsFile = @&#34;CachedAchievements.archive&#34;;

@interface GameKitHelper (Private)
-(void) registerForLocalPlayerAuthChange;
-(void) setLastError:(NSError*)error;
-(void) initCachedAchievements;
-(void) cacheAchievement:(GKAchievement*)achievement;
-(void) uncacheAchievement:(GKAchievement*)achievement;
-(void) loadAchievements;
-(void) initMatchInvitationHandler;
-(UIViewController*) getRootViewController;
@end

@implementation GameKitHelper

static GameKitHelper *instanceOfGameKitHelper;

#pragma mark Singleton stuff
+(id) alloc
{
	@synchronized(self)
	{
		NSAssert(instanceOfGameKitHelper == nil, @&#34;Attempted to allocate a second instance of the singleton: GameKitHelper&#34;);
		instanceOfGameKitHelper = [[super alloc] retain];
		return instanceOfGameKitHelper;
	}

	// to avoid compiler warning
	return nil;
}

+(GameKitHelper*) sharedGameKitHelper
{
	@synchronized(self)
	{
		if (instanceOfGameKitHelper == nil)
		{
			[[GameKitHelper alloc] init];
		}

		return instanceOfGameKitHelper;
	}

	// to avoid compiler warning
	return nil;
}

#pragma mark Init &#38; Dealloc

@synthesize delegate;
@synthesize isGameCenterAvailable;
@synthesize lastError;
@synthesize achievements;
@synthesize currentMatch;
@synthesize matchStarted;

-(id) init
{
	if ((self = [super init]))
	{
		// Test for Game Center availability
		Class gameKitLocalPlayerClass = NSClassFromString(@&#34;GKLocalPlayer&#34;);
		bool isLocalPlayerAvailable = (gameKitLocalPlayerClass != nil);

		// Test if device is running iOS 4.1 or higher
		NSString* reqSysVer = @&#34;4.1&#34;;
		NSString* currSysVer = [[UIDevice currentDevice] systemVersion];
		bool isOSVer41 = ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending);

		isGameCenterAvailable = (isLocalPlayerAvailable &#38;&#38; isOSVer41);
		NSLog(@&#34;GameCenter available = %@&#34;, isGameCenterAvailable ? @&#34;YES&#34; : @&#34;NO&#34;);

		[self registerForLocalPlayerAuthChange];

		[self initCachedAchievements];
	}

	return self;
}

-(void) dealloc
{
	CCLOG(@&#34;dealloc %@&#34;, self);

	[instanceOfGameKitHelper release];
	instanceOfGameKitHelper = nil;

	[lastError release];

	[self saveCachedAchievements];
	[cachedAchievements release];
	[achievements release];

	[currentMatch release];

	[[NSNotificationCenter defaultCenter] removeObserver:self];

	[super dealloc];
}

#pragma mark setLastError

-(void) setLastError:(NSError*)error
{
	[lastError release];
	lastError = [error copy];

	if (lastError)
	{
		NSLog(@&#34;GameKitHelper ERROR: %@&#34;, [[lastError userInfo] description]);
	}
}

#pragma mark Player Authentication

-(void) authenticateLocalPlayer
{
	if (isGameCenterAvailable == NO)
		return;

	GKLocalPlayer* localPlayer = [GKLocalPlayer localPlayer];
	if (localPlayer.authenticated == NO)
	{
		// Authenticate player, using a block object. See Apple&#039;s Block Programming guide for more info about Block Objects:
		// <a href="http://developer.apple.com/library/mac/#" rel="nofollow">http://developer.apple.com/library/mac/#</a><a href='http://www.cocos2d-iphone.org/forum/tags/documentation'>documentation</a>/Cocoa/Conceptual/Blocks/Articles/00_Introduction.html
		[localPlayer authenticateWithCompletionHandler:^(NSError* error)
         {
             [self setLastError:error];

             if (error == nil)
             {
                 [self initMatchInvitationHandler];
                 [self reportCachedAchievements];
                 [self loadAchievements];
             }
         }];

		/*
		 // NOTE: bad example ahead!

		 // If you want to modify a local variable inside a block object, you have to prefix it with the __block keyword.
		 __block bool success = NO;

		 [localPlayer authenticateWithCompletionHandler:^(NSError* error)
		 {
         success = (error == nil);
		 }];

		 // CAUTION: success will always be NO here! The block isn&#039;t run until later, when the authentication call was
		 // confirmed by the Game Center server. Set a breakpoint inside the block to see what is happening in what order.
		 if (success)
         NSLog(@&#34;Local player logged in!&#34;);
		 else
         NSLog(@&#34;Local player NOT logged in!&#34;);
		 */
	}
}

-(void) onLocalPlayerAuthenticationChanged
{
	[delegate onLocalPlayerAuthenticationChanged];
}

-(void) registerForLocalPlayerAuthChange
{
	if (isGameCenterAvailable == NO)
		return;

	// Register to receive notifications when local player authentication status changes
	NSNotificationCenter* nc = [NSNotificationCenter defaultCenter];
	[nc addObserver:self
		   selector:@selector(onLocalPlayerAuthenticationChanged)
			   name:GKPlayerAuthenticationDidChangeNotificationName
			 object:nil];
}

#pragma mark Friends &#38; Player Info

-(void) getLocalPlayerFriends
{
	if (isGameCenterAvailable == NO)
		return;

	GKLocalPlayer* localPlayer = [GKLocalPlayer localPlayer];
	if (localPlayer.authenticated)
	{
		// First, get the list of friends (player IDs)
		[localPlayer loadFriendsWithCompletionHandler:^(NSArray* friends, NSError* error)
         {
             [self setLastError:error];
             [delegate onFriendListReceived:friends];
         }];
	}
}

-(void) getPlayerInfo:(NSArray*)playerList
{
	if (isGameCenterAvailable == NO)
		return;

	// Get detailed information about a list of players
	if ([playerList count] &#62; 0)
	{
		[GKPlayer loadPlayersForIdentifiers:playerList withCompletionHandler:^(NSArray* players, NSError* error)
         {
             [self setLastError:error];
             [delegate onPlayerInfoReceived:players];
         }];
	}
}

#pragma mark Scores &#38; Leaderboard

-(void) submitScore:(int64_t)score category:(NSString*)category
{
	if (isGameCenterAvailable == NO)
		return;

	GKScore* gkScore = [[[GKScore alloc] initWithCategory:category] autorelease];
	gkScore.value = score;

	[gkScore reportScoreWithCompletionHandler:^(NSError* error)
     {
         [self setLastError:error];

         bool success = (error == nil);
         [delegate onScoresSubmitted:success];
     }];
}

-(void) retrieveScoresForPlayers:(NSArray*)players
						category:(NSString*)category
						   range:(NSRange)range
					 playerScope:(GKLeaderboardPlayerScope)playerScope
					   timeScope:(GKLeaderboardTimeScope)timeScope
{
	if (isGameCenterAvailable == NO)
		return;

	GKLeaderboard* leaderboard = nil;
	if ([players count] &#62; 0)
	{
		leaderboard = [[[GKLeaderboard alloc] initWithPlayerIDs:players] autorelease];
	}
	else
	{
		leaderboard = [[[GKLeaderboard alloc] init] autorelease];
		leaderboard.playerScope = playerScope;
	}

	if (leaderboard != nil)
	{
		leaderboard.timeScope = timeScope;
		leaderboard.category = category;
		leaderboard.range = range;
		[leaderboard loadScoresWithCompletionHandler:^(NSArray* scores, NSError* error)
         {
             [self setLastError:error];
             [delegate onScoresReceived:scores];
         }];
	}
}

-(void) retrieveTopTenAllTimeGlobalScores
{
	[self retrieveScoresForPlayers:nil
						  category:nil
							 range:NSMakeRange(1, 10)
					   playerScope:GKLeaderboardPlayerScopeGlobal
						 timeScope:GKLeaderboardTimeScopeAllTime];
}

#pragma mark Achievements

-(void) loadAchievements
{
	if (isGameCenterAvailable == NO)
		return;

	[GKAchievement loadAchievementsWithCompletionHandler:^(NSArray* loadedAchievements, NSError* error)
     {
         [self setLastError:error];

         if (achievements == nil)
         {
             achievements = [[NSMutableDictionary alloc] init];
         }
         else
         {
             [achievements removeAllObjects];
         }

         for (GKAchievement* achievement in loadedAchievements)
         {
             [achievements setObject:achievement forKey:achievement.identifier];
         }

         [delegate onAchievementsLoaded:achievements];
     }];
}

-(GKAchievement*) getAchievementByID:(NSString*)identifier
{
	if (isGameCenterAvailable == NO)
		return nil;

	// Try to get an existing achievement with this identifier
	GKAchievement* achievement = [achievements objectForKey:identifier];

	if (achievement == nil)
	{
		// Create a new achievement object
		achievement = [[[GKAchievement alloc] initWithIdentifier:identifier] autorelease];
		[achievements setObject:achievement forKey:achievement.identifier];
	}

	return [[achievement retain] autorelease];
}

-(void) reportAchievementWithID:(NSString*)identifier percentComplete:(float)percent
{
	if (isGameCenterAvailable == NO)
		return;

	GKAchievement* achievement = [self getAchievementByID:identifier];
	if (achievement != nil &#38;&#38; achievement.percentComplete &#60; percent)
	{
		achievement.percentComplete = percent;
		[achievement reportAchievementWithCompletionHandler:^(NSError* error)
         {
             [self setLastError:error];

             bool success = (error == nil);
             if (success == NO)
             {
                 // Keep achievement to try to submit it later
                 [self cacheAchievement:achievement];
             }

             [delegate onAchievementReported:achievement];
         }];
	}
}

-(void) resetAchievements
{
	if (isGameCenterAvailable == NO)
		return;

	[achievements removeAllObjects];
	[cachedAchievements removeAllObjects];

	[GKAchievement resetAchievementsWithCompletionHandler:^(NSError* error)
     {
         [self setLastError:error];
         bool success = (error == nil);
         [delegate onResetAchievements:success];
     }];
}

-(void) reportCachedAchievements
{
	if (isGameCenterAvailable == NO)
		return;

	if ([cachedAchievements count] == 0)
		return;

	for (GKAchievement* achievement in [cachedAchievements allValues])
	{
		[achievement reportAchievementWithCompletionHandler:^(NSError* error)
         {
             bool success = (error == nil);
             if (success == YES)
             {
                 [self uncacheAchievement:achievement];
             }
         }];
	}
}

-(void) initCachedAchievements
{
	NSString* file = [NSHomeDirectory() stringByAppendingPathComponent:kCachedAchievementsFile];
	id object = [NSKeyedUnarchiver unarchiveObjectWithFile:file];

	if ([object isKindOfClass:[NSMutableDictionary class]])
	{
		NSMutableDictionary* loadedAchievements = (NSMutableDictionary*)object;
		cachedAchievements = [[NSMutableDictionary alloc] initWithDictionary:loadedAchievements];
	}
	else
	{
		cachedAchievements = [[NSMutableDictionary alloc] init];
	}
}

-(void) saveCachedAchievements
{
	NSString* file = [NSHomeDirectory() stringByAppendingPathComponent:kCachedAchievementsFile];
	[NSKeyedArchiver archiveRootObject:cachedAchievements toFile:file];
}

-(void) cacheAchievement:(GKAchievement*)achievement
{
	[cachedAchievements setObject:achievement forKey:achievement.identifier];

	// Save to disk immediately, to keep achievements around even if the game crashes.
	[self saveCachedAchievements];
}

-(void) uncacheAchievement:(GKAchievement*)achievement
{
	[cachedAchievements removeObjectForKey:achievement.identifier];

	// Save to disk immediately, to keep the removed cached achievement from being loaded again
	[self saveCachedAchievements];
}

#pragma mark Matchmaking

-(void) disconnectCurrentMatch
{
	[currentMatch disconnect];
	currentMatch.delegate = nil;
	[currentMatch release];
	currentMatch = nil;
}

-(void) setCurrentMatch:(GKMatch*)match
{
	if ([currentMatch isEqual:match] == NO)
	{
		[self disconnectCurrentMatch];
		currentMatch = [match retain];
		currentMatch.delegate = self;
	}
}

-(void) initMatchInvitationHandler
{
	if (isGameCenterAvailable == NO)
		return;

	[GKMatchmaker sharedMatchmaker].inviteHandler = ^(GKInvite* acceptedInvite, NSArray* playersToInvite)
	{
		[self disconnectCurrentMatch];

		if (acceptedInvite)
		{
			[self showMatchmakerWithInvite:acceptedInvite];
		}
		else if (playersToInvite)
		{
			GKMatchRequest* request = [[[GKMatchRequest alloc] init] autorelease];
			request.minPlayers = 2;
			request.maxPlayers = 4;
			request.playersToInvite = playersToInvite;

			[self showMatchmakerWithRequest:request];
		}
	};
}

-(void) findMatchForRequest:(GKMatchRequest*)request
{
	if (isGameCenterAvailable == NO)
		return;

	[[GKMatchmaker sharedMatchmaker] findMatchForRequest:request withCompletionHandler:^(GKMatch* match, NSError* error)
     {
         [self setLastError:error];

         if (match != nil)
         {
             [self setCurrentMatch:match];
             [delegate onMatchFound:match];
         }
     }];
}

-(void) addPlayersToMatch:(GKMatchRequest*)request
{
	if (isGameCenterAvailable == NO)
		return;

	if (currentMatch == nil)
		return;

	[[GKMatchmaker sharedMatchmaker] addPlayersToMatch:currentMatch matchRequest:request completionHandler:^(NSError* error)
     {
         [self setLastError:error];

         bool success = (error == nil);
         [delegate onPlayersAddedToMatch:success];
     }];
}

-(void) cancelMatchmakingRequest
{
	if (isGameCenterAvailable == NO)
		return;

	[[GKMatchmaker sharedMatchmaker] cancel];
}

-(void) queryMatchmakingActivity
{
	if (isGameCenterAvailable == NO)
		return;

	[[GKMatchmaker sharedMatchmaker] queryActivityWithCompletionHandler:^(NSInteger activity, NSError* error)
     {
         [self setLastError:error];

         if (error == nil)
         {
             [delegate onReceivedMatchmakingActivity:activity];
         }
     }];
}

#pragma mark Match Connection

-(void) match:(GKMatch*)match player:(NSString*)playerID didChangeState:(GKPlayerConnectionState)state
{
	switch (state)
	{
		case GKPlayerStateConnected:
			[delegate onPlayerConnected:playerID];
			break;
		case GKPlayerStateDisconnected:
			[delegate onPlayerDisconnected:playerID];
			break;
	}

	if (matchStarted == NO &#38;&#38; match.expectedPlayerCount == 0)
	{
		matchStarted = YES;
		[delegate onStartMatch];
	}
}

-(void) sendDataToAllPlayers:(void*)data length:(NSUInteger)length
{
	if (isGameCenterAvailable == NO)
		return;

	NSError* error = nil;
	NSData* packet = [NSData dataWithBytes:data length:length];
	[currentMatch sendDataToAllPlayers:packet withDataMode:GKMatchSendDataUnreliable error:&#38;error];
	[self setLastError:error];
}

-(void) match:(GKMatch*)match didReceiveData:(NSData*)data fromPlayer:(NSString*)playerID
{
	[delegate onReceivedData:data fromPlayer:playerID];
}

#pragma mark Views (Leaderboard, Achievements)

// Helper methods

-(UIViewController*) getRootViewController
{
	return [UIApplication sharedApplication].keyWindow.rootViewController;
}

-(void) presentViewController:(UIViewController*)vc
{
	UIViewController* rootVC = [self getRootViewController];
	[rootVC presentModalViewController:vc animated:YES];
}

-(void) dismissModalViewController
{
	UIViewController* rootVC = [self getRootViewController];
	[rootVC dismissModalViewControllerAnimated:YES];
}

// Leaderboards

-(void) showLeaderboard
{
	if (isGameCenterAvailable == NO)
		return;

	GKLeaderboardViewController* leaderboardVC = [[[GKLeaderboardViewController alloc] init] autorelease];
	if (leaderboardVC != nil)
	{
		leaderboardVC.leaderboardDelegate = self;
		[self presentViewController:leaderboardVC];
	}
}

-(void) leaderboardViewControllerDidFinish:(GKLeaderboardViewController*)viewController
{
	[self dismissModalViewController];
	//[delegate onLeaderboardViewDismissed]; //Loads Acheivements after ???
}

// Achievements

-(void) showAchievements
{
	if (isGameCenterAvailable == NO)
		return;

	GKAchievementViewController* achievementsVC = [[[GKAchievementViewController alloc] init] autorelease];
	if (achievementsVC != nil)
	{
		achievementsVC.achievementDelegate = self;
		[self presentViewController:achievementsVC];
	}
}

-(void) achievementViewControllerDidFinish:(GKAchievementViewController*)viewController
{
	[self dismissModalViewController];
	//[delegate onAchievementsViewDismissed];
}

// Matchmaking

-(void) showMatchmakerWithInvite:(GKInvite*)invite
{
	GKMatchmakerViewController* inviteVC = [[[GKMatchmakerViewController alloc] initWithInvite:invite] autorelease];
	if (inviteVC != nil)
	{
		inviteVC.matchmakerDelegate = self;
		[self presentViewController:inviteVC];
	}
}

-(void) showMatchmakerWithRequest:(GKMatchRequest*)request
{
	GKMatchmakerViewController* hostVC = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
	if (hostVC != nil)
	{
		hostVC.matchmakerDelegate = self;
		[self presentViewController:hostVC];
	}
}

-(void) matchmakerViewControllerWasCancelled:(GKMatchmakerViewController*)viewController
{
	[self dismissModalViewController];
	[delegate onMatchmakingViewDismissed];
}

-(void) matchmakerViewController:(GKMatchmakerViewController*)viewController didFailWithError:(NSError*)error
{
	[self dismissModalViewController];
	[self setLastError:error];
	[delegate onMatchmakingViewError];
}

-(void) matchmakerViewController:(GKMatchmakerViewController*)viewController didFindMatch:(GKMatch*)match
{
	[self dismissModalViewController];
	[self setCurrentMatch:match];
	[delegate onMatchFound:match];
}

@end</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>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>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-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>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>Lonzz on "Invite friend programmatically"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28415#post-139848</link>
			<pubDate>Tue, 17 Jan 2012 13:46:44 +0000</pubDate>
			<dc:creator>Lonzz</dc:creator>
			<guid isPermaLink="false">139848@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys,</p>
<p>I was wondering. Is it not possible to invite a friend or playerID in general through GameCenter programmatically without using the GameCenter interface?</p>
<p>Cheers,</p>
<p>Christoph
</p></description>
		</item>
		<item>
			<title>Lonzz on "Custom authentication pop up"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28281#post-139101</link>
			<pubDate>Wed, 11 Jan 2012 17:28:45 +0000</pubDate>
			<dc:creator>Lonzz</dc:creator>
			<guid isPermaLink="false">139101@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys,</p>
<p>Does anyone of you know if it's possible to customize the game center authentication pop up? Was looking up and down but couldn't find any information...</p>
<p>Thanks!</p>
<p>Christoph
</p></description>
		</item>
		<item>
			<title>XRayCharlie on "Admob AdSense add issue"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27971#post-137394</link>
			<pubDate>Fri, 30 Dec 2011 22:00:42 +0000</pubDate>
			<dc:creator>XRayCharlie</dc:creator>
			<guid isPermaLink="false">137394@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>Using a number of examples found on the site I have integrated AdMob.</p>
<p>It all seems to work fine until I check the "Google AdSense Ads Enabled" option in AdMob.<br />
The adds show up fine but when an AdSense add is clicked on it tries to bring up the add in the browser instead of the appstore app.  This is where I am encountering the problem.</p>
<p>The appstore add bring up the appstore just fine but the browser adds launch the browser but the browser pops up to half the screen and stops there.  </p>
<p>Has anybody else encountered this issue and have found a fix?</p>
<p>The app is landscape only and the browser seems to be popping up as portrait.</p>
<p>Regards,
</p></description>
		</item>
		<item>
			<title>adik on "Game lag when Ad is refreshed"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27936#post-137168</link>
			<pubDate>Thu, 29 Dec 2011 08:14:42 +0000</pubDate>
			<dc:creator>adik</dc:creator>
			<guid isPermaLink="false">137168@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello people!</p>
<p>I have an in-game Ad that is displayed throughout the duration of the game. So when the Ad is refreshed there is a noticeable lag that affects the gameplay in a bad way.  Has anybody come across this problem and has a good solution to this? Thank you.</p>
<p>-A
</p></description>
		</item>
		<item>
			<title>William Liu on "How to get the authenticated account&#039;s score from Game Center leaderboard?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/14424#post-81734</link>
			<pubDate>Sat, 12 Mar 2011 08:25:29 +0000</pubDate>
			<dc:creator>William Liu</dc:creator>
			<guid isPermaLink="false">81734@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi</p>
<p>In my game, I want to update the most high score to Game Center leaderboard.So I need get score from leaderboard and compare with current core and then update score if has higher value than leaderboard's. I want to know how can I get score value from leaderboard by current authenticated account.</p>
<p>Thanks,<br />
William
</p></description>
		</item>
		<item>
			<title>CodeMonkey on "Exact list of iAd supported countries?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27774#post-136455</link>
			<pubDate>Wed, 21 Dec 2011 16:09:17 +0000</pubDate>
			<dc:creator>CodeMonkey</dc:creator>
			<guid isPermaLink="false">136455@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi.<br />
I was wondering if anyone had the full exact list of countries/regions that support iAds?<br />
Googling, I can see an announcement here or there of a new country being added but I have not found a comprehensive list.</p>
<p>Thanks in advance.
</p></description>
		</item>
		<item>
			<title>Jodo on "Async Game Center wants a View?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20491#post-113957</link>
			<pubDate>Fri, 02 Sep 2011 00:05:53 +0000</pubDate>
			<dc:creator>Jodo</dc:creator>
			<guid isPermaLink="false">113957@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Everything seems fine with Game Center, except for one problem:</p>
<p>If you select "Create a New Account" the Game Center code creates a new view for this...</p>
<p>Meanwhile it's asynchronous, so my game is running in the background.  I can't really pause the game during the wait for GC...</p>
<p>Is there any where to pause the Cocos2D animation if you select New Account for Game Center?  I can't find it, so I'm left with waiting for GC to authenticate before playing Cocos2D animation?  This is the main menu that would be paused...</p>
<p>What's the best way to handle "Create New Account"?  The view displays, but doesn't have control: the game in the background does.
</p></description>
		</item>
		<item>
			<title>arsenio on "HOWTO use Twitter-OAuth-iPhone with a Cocos2d project."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6136#post-36097</link>
			<pubDate>Sun, 02 May 2010 20:39:10 +0000</pubDate>
			<dc:creator>arsenio</dc:creator>
			<guid isPermaLink="false">36097@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys! I recently am working on my game and I want to put a feature in to let people update their twitter account with news like "Hey I got 520 score!". The thing is, Twitter used to be easy to connect to but they are changing it so everyone MUST use their OAuth authentication method in 9 weeks. This means many current apps updating to Twitter will not work! (reference): <a HREF="http://mashable.com/2010/04/24/twitter-oauthcalypse/">http://mashable.com/2010/04/24/twitter-oauthcalypse/</a> )</p>
<p>So I found the <a HREF="http://github.com/bengottlieb/Twitter-OAuth-iPhone">Twitter-OAuth-iPhone project that Ben Gottlieb made</a> and it looks good. Only 2 problems: (A) I am terrible programmer and (B) this library uses view controllers a lot I think.</p>
<p>So I made an effort to figure this out cause I think a HOWTO would be really good for the community. More people twittering about Cocos2d games is my kind of twitter! So I am putting a HOWTO together on making this work with a default Cocos2d project, maybe everyone could chime in if I make mistakes or to extend this, so everyone who needs to update their games with new twitter OAuth can be helped! I have so far:</p>
<p>-------------------------------------<br />
to set up Twitter-OAuth-iPhone with a Cocos2D project:</p>
<p>- download the software from <a href="http://github.com/bengottlieb/Twitter-OAuth-iPhone" rel="nofollow">http://github.com/bengottlieb/Twitter-OAuth-iPhone</a><br />
- you will find a folder in there called "Twitter+OAuth". You import this Twitter+OAuth folder into your project using "Add to Project"<br />
- add /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk/usr/lib/libxml2.dylib also using "Add to Project"<br />
- add /usr/include/libxml2/ to header search paths in PROJECT MENU &#62;&#62; EDIT PROJECT SETTINGS &#62;&#62; BUILD TAB<br />
- import the OAuthTwitterDemoViewController .h and .m and .xib files from the DEMO folder of the Twitter-OAuth-iPhone folder you downloaded<br />
- enter consumer key and consumer secret in the OAuthTwitterDemoViewController.m<br />
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kOAuthConsumerKey				@"S"		//REPLACE ME<br />
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kOAuthConsumerSecret			@"E"		//REPLACE ME</p>
<p>- In your project's AppDelegate .m implementation file, go to the bottom of the applicationDidFinishLaunching method and put this in:<br />
---------<br />
	[[CCDirector sharedDirector] attachInView:window];	</p>
<p>    OAuthTwitterDemoViewController *aViewController = [[OAuthTwitterDemoViewController alloc]<br />
										 initWithNibName:@"OAuthTwitterDemoViewController" bundle:[NSBundle mainBundle]];<br />
    [self setViewController:aViewController];<br />
    [aViewController release];</p>
<p>	[[[CCDirector sharedDirector] openGLView] addSubview:aViewController.view];</p>
<p>    //UIView *controllersView = [aViewController view];<br />
	//[window addSubview:controllersView];<br />
    [window makeKeyAndVisible];</p>
<p>----</p>
<p>So right now you have the program working so when you launch your new app, it pops open a view controller which will either log you into twitter OR post a post to your twitter if you are already logged in.</p>
<p>Let's make this more helpful, can anyone give code samples from here in maybe so instead of logging you in OR posting, it does BOTH, like logs you in and then updates?</p>
<p>How can we make this easier for people to work into their projects? I am all ears!
</p></description>
		</item>
		<item>
			<title>geertjan88 on "Return highest score of player per leaderbord"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25680#post-133705</link>
			<pubDate>Fri, 16 Dec 2011 11:01:36 +0000</pubDate>
			<dc:creator>geertjan88</dc:creator>
			<guid isPermaLink="false">133705@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello guys, i can save scores to gamecenter, but i would like to retrieve the highest score of the player per leaderboard. So a function something like</p>
<p>-(int)retrieveHighestScoreOfPlayer:(NSString*)leaderBordIdentifier<br />
{<br />
     return Highestscore;<br />
}</p>
<p>can someone help me out? Thanks!
</p></description>
		</item>
		<item>
			<title>itlgames on "Chartboost integration"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24792#post-130697</link>
			<pubDate>Fri, 02 Dec 2011 09:46:10 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">130697@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Has anyone integrated Chartboost with cocos2d? I'm trying with the basic instructions they provide but can't see anything, asked them but still waiting for reply.
</p></description>
		</item>
		<item>
			<title>Zero07 on "Gamecenter - submitting score"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20110#post-112073</link>
			<pubDate>Tue, 23 Aug 2011 11:54:05 +0000</pubDate>
			<dc:creator>Zero07</dc:creator>
			<guid isPermaLink="false">112073@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am using GameKitHelper and the code I'm using to submit the score is<br />
<pre><code>-(void) sendScore {

    [self unschedule:_cmd];

    [gkHelper submitScore:highScore category:@&#34;HighScore&#34;];
}</code></pre>
<p>It says in the console "Submitting Score Succeeded!!!", but When i go to the leader boards it sometimes says "Unable to Load" or "No Scores".  Achievements work but i can't seem to get the score to go through.  Has anyone solve this problem or is there a better Gamecenter method to use?  Thanks in advance. By the way I tried logging out of game center and logging in through the game center app so that way I'm not SANDBOXED.  The app is not released yet if that makes a difference.
</p></description>
		</item>
		<item>
			<title>jptsetung on "Plus+ vs OpenFeint"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2683#post-16655</link>
			<pubDate>Tue, 27 Oct 2009 19:26:03 +0000</pubDate>
			<dc:creator>jptsetung</dc:creator>
			<guid isPermaLink="false">16655@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I would like to know if some fo you have already dealed with Plus+ network. It seems to be a network with high quality games and there is a lot of buzz around it. Do you think there is a nice positive impact on the sales when a game is Plus+ enabled.
</p></description>
		</item>
		<item>
			<title>tof42 on "Performance drop with adwhirl"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2164#post-13585</link>
			<pubDate>Mon, 28 Sep 2009 07:35:31 +0000</pubDate>
			<dc:creator>tof42</dc:creator>
			<guid isPermaLink="false">13585@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello everyone,</p>
<p>I am currently testing the adhwirl sdk and when the ads are on I can see a performance drop of my game. This worse is when the ads update itself, the game seems to hang for a really short period but it's definetly annoying.</p>
<p>If someone here is using adhwirl in a cocos2d game, please could you tell me if you also have a performance drop ? </p>
<p>Many thanks !
</p></description>
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			<title>Daniel López on "Getting language of the remote player"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25533#post-132878</link>
			<pubDate>Mon, 12 Dec 2011 11:48:35 +0000</pubDate>
			<dc:creator>Daniel López</dc:creator>
			<guid isPermaLink="false">132878@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all, I am doing a localized game (word game) something like scrabble through Game Center. I have done already 2 languages, English and Spanish. And I succes doing the connection between two players, but! I have the problem that I only want players from the same country (or same language!). I don't want Spanish players with Ñ letter and English people without it. And I want the same rules (dictionary) for both player... Any suggest? How to filter players by language?
</p></description>
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			<title>Ricardo1980 on "Do you get money with iAd?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9108#post-52645</link>
			<pubDate>Sat, 28 Aug 2010 12:13:16 +0000</pubDate>
			<dc:creator>Ricardo1980</dc:creator>
			<guid isPermaLink="false">52645@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi mates!</p>
<p>I have a free game that it is downloaded 1000 times every day and I'm thinking about adding it an add, iAd o google ads.<br />
I'd like to know if it is worth it.<br />
Is anyone getting money from iAd? What do you think about this?</p>
<p>Thanks a lot.
</p></description>
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			<title>bigubosu on "Sharekit - Facebook won&#039;t logout"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25407#post-132250</link>
			<pubDate>Thu, 08 Dec 2011 11:43:52 +0000</pubDate>
			<dc:creator>bigubosu</dc:creator>
			<guid isPermaLink="false">132250@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Anyone here use Sharekit and can successfully logout of Facebook using either of these</p>
<pre><code>[SHK logoutOfAll];
  [SHKFacebook logout];
  [SHK logoutOfService:@&#34;SHKFacebook&#34;];</code></pre>
<p>It's the only thing stopping me from implementing it. It can login, and post.</p>
<p>Yes I realise Sharekit is really old since it was last updated, there are heaps of forks in github as well. I found some forks which other people used but doesn't work for me.</p>
<p>So if anyone has a working version of Sharekit where i can login post and logout that'd be great.
</p></description>
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