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		<title>cocos2d for iPhone &#187; User Favorites: pravin</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/274</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 02:35:24 +0000</pubDate>
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		<item>
			<title>Par on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72245</link>
			<pubDate>Mon, 24 Jan 2011 02:06:52 +0000</pubDate>
			<dc:creator>Par</dc:creator>
			<guid isPermaLink="false">72245@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I did this yesterday with my Fly Away Rabbit game. I'd tried it once or twice before and really the frustration of trying to figure out what all had changed and update it was kind of discouraging. I updated from 0.82 to 0.99.5 though.</p>
<p>Anyway, I found it a lot easier after I started developing another app for 0.99.5 and figured out how to do everything with the new API first. Of course you can learn it as you go it just may take longer to make the changes. </p>
<p>MikeSz's points are great. definitely keep those in mind. </p>
<p>What I did was create a whole new project using 0.99.5. My project used cocos2d + box2d so I used the box2d template. Then I copied all my source files and graphics from the old Fly Away Rabbit project into the new one. I compiled and started picking off the errors one by one. I found that find and replace on the project helped out a lot. Like</p>
<p>Find: Layer Replace: CCLayer<br />
Find AtlasSprite Replace: CCSpriteBatchNode</p>
<p>it will find all the things that need to be changed... just make sure you're only making changes into the files that you wrote and not the cocos2d files. </p>
<p>Just a little advice, hope it helps. Took me about 5 hours to go through the 104 classes in my Classes folder. And it's incredible how much faster my 0.99.5 version is compared to the currently released 0.82 version
</p></description>
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			<title>David994A on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72242</link>
			<pubDate>Mon, 24 Jan 2011 01:29:22 +0000</pubDate>
			<dc:creator>David994A</dc:creator>
			<guid isPermaLink="false">72242@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You should also read the release notes for all versions (including point releases) to learn about any deprecatated and/or removed APIs.
</p></description>
		</item>
		<item>
			<title>pabloruiz55 on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72228</link>
			<pubDate>Sun, 23 Jan 2011 22:07:48 +0000</pubDate>
			<dc:creator>pabloruiz55</dc:creator>
			<guid isPermaLink="false">72228@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ahh you should also check the latest Cocosdenshion source since it has changed a little.
</p></description>
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		<item>
			<title>pravin on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72124</link>
			<pubDate>Sun, 23 Jan 2011 03:15:47 +0000</pubDate>
			<dc:creator>pravin</dc:creator>
			<guid isPermaLink="false">72124@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks to all. :-)<br />
As per my game scope, I have used the cocos2d, chipmunk, cocosdension lib.
</p></description>
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		<item>
			<title>MikeSz on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72058</link>
			<pubDate>Sat, 22 Jan 2011 18:00:34 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">72058@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I did this with a rather small project this thursday and other than adding CC everywhere:</p>
<p>1) transformAnchor changed to anchorPoint<br />
2) transformAnchor used to be set in pixels, now it's from (0,0) (lower left) to (1,1) - top right<br />
3) setR:x G:y B:z changes to setColor:ccc3(x,y,z)<br />
4) Director covertCoordinate - convertToGL<br />
5) add and getByTag change to addChild and getChildByTag<br />
6) do:(Action*) became runAction<br />
7) Label - CCLabelTTF<br />
8) If you created animations using animationWithName:(NSString*) delay:(int) images:@"image1", @"image2", @"image3", nil (nil to terminate) - change that to:<br />
a) create a new animation - animationWithName: delay:<br />
b) add frames one by one - addFrameWithFilename:<br />
9) Back in the old days a single Node could have been attached to many parents (for example we used same background Sprite across many scenes). this is no longer the case and will crash on NSAssert<br />
10) cpVect is CGPoint now, cpv is ccp (this one is freaking annoying as it's everywhere)<br />
11) Currently CCDirector is attached to the window in a completely different way</p>
<p>There's more of course but those cover the basics</p>
<p>Overall it took me 2 hours to go through the whole game, fix all the issues and mount the new CCDirector using EAGL layer</p>
<p>Have fun ;)
</p></description>
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		<item>
			<title>pabloruiz55 on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72024</link>
			<pubDate>Sat, 22 Jan 2011 13:43:50 +0000</pubDate>
			<dc:creator>pabloruiz55</dc:creator>
			<guid isPermaLink="false">72024@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi Pravin, just as ddeaco says it depends on the scale of the project.<br />
Most times i just replace the cocos2d sources and then manually solve ll those errors from the new naming conventions or classes that changed.
</p></description>
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		<item>
			<title>ddeaco on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72023</link>
			<pubDate>Sat, 22 Jan 2011 13:40:14 +0000</pubDate>
			<dc:creator>ddeaco</dc:creator>
			<guid isPermaLink="false">72023@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I had to do this a while back. Depends really on the scale ofyour app. I just replaced the cocos2D lib and worked through the thousands of errors using text replace mainly. </p>
<p>If I was to do it again I would probably download the latest version and then make a template project and add your old class files one by one starting with what runs first eg the main menu. Then check it for errors when that bit works add the next. If your using chipmunk there were a few changes in that you will have to look out for as well. </p>
<p>It basically takes a while but isn't super hard. </p>
<p>David<br />
_______<br />
Follow me on -<br />
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</p></description>
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			<title>pravin on "Upgrading cocos2d version 0.7 to 0.99.5"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12856#post-72006</link>
			<pubDate>Sat, 22 Jan 2011 10:25:55 +0000</pubDate>
			<dc:creator>pravin</dc:creator>
			<guid isPermaLink="false">72006@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
Thanks in advance.<br />
I have developed the app before 1.8 yrs back using cocos2d 0.7 version.<br />
Now to support retina display feature for iPhone 4 I need to upgrade cocos2d to 0.99.5.<br />
I'll try but it's too complicated. Please suggest the steps to upgrade it.<br />
Please help
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