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		<title>cocos2d for iPhone &#187; User Favorites: questor</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/3549</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:46:10 +0000</pubDate>
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			<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/profile/3549" rel="self" type="application/rss+xml" />

		<item>
			<title>Blackmarq20 on "[Box2D] Fixed Time Step Implementation - Thanks UNAGames"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8922/page/2#post-143536</link>
			<pubDate>Fri, 10 Feb 2012 01:30:27 +0000</pubDate>
			<dc:creator>Blackmarq20</dc:creator>
			<guid isPermaLink="false">143536@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>has anybody used this for animating sprites or does this only apply to physics? </p>
<p>thanks,
</p></description>
		</item>
		<item>
			<title>neigaard on "New AWMotionStreak. 10x faster, one draw call, no artifacts"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/14854/page/4#post-143422</link>
			<pubDate>Thu, 09 Feb 2012 10:10:59 +0000</pubDate>
			<dc:creator>neigaard</dc:creator>
			<guid isPermaLink="false">143422@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi</p>
<p>Just saw this thread, and I would really like to try out this "new" motionstreak class. What I can understand is that it can make many different types of streaks, including streaks that have no gap between the textures and it is faster, but I kind of got lost in this thread and can not figure out what the status of this class is.</p>
<p>Is it committed to cocos2d-iphone version what? Or do I have to get it separately? Does it only support OpenGL ES 2.0 and thus not the cocos2d v1 branch?</p>
<p>Thank you<br />
Søren
</p></description>
		</item>
		<item>
			<title>skyhawk on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-143380</link>
			<pubDate>Thu, 09 Feb 2012 01:00:22 +0000</pubDate>
			<dc:creator>skyhawk</dc:creator>
			<guid isPermaLink="false">143380@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Absolutely. You can PM me the source, or use git and request a pull.
</p></description>
		</item>
		<item>
			<title>LordKrodd on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-143283</link>
			<pubDate>Wed, 08 Feb 2012 15:07:18 +0000</pubDate>
			<dc:creator>LordKrodd</dc:creator>
			<guid isPermaLink="false">143283@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a></p>
<p>Hi, I have added support to HKTMX for flipped and rotated tiles and added tileAt:<br />
Let me know if you are interested in adding the changes to your implementation.
</p></description>
		</item>
		<item>
			<title>Scottapotamas on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-143020</link>
			<pubDate>Tue, 07 Feb 2012 11:37:37 +0000</pubDate>
			<dc:creator>Scottapotamas</dc:creator>
			<guid isPermaLink="false">143020@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@Yann</p>
<p>Thanks, I checked the texParams. They were already set like that, I'm not using pvr's, and Im not sure if scrolling by an int will look right (generic box2d based platformer)... </p>
<p>I originally thought it may have been caused by a POT issue with the tilemap. But after trying it I can see that having rectangular tilemaps only exacerbates the artifacts, it didn't remove them. Any other ideas anyone?
</p></description>
		</item>
		<item>
			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142863</link>
			<pubDate>Mon, 06 Feb 2012 15:04:11 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">142863@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/67062'>Scottapotamas</a><br />
HI Scott,<br />
To get those lines away I did that:<br />
1. In draw method of HKTMXLayer be sure to have those textparams : ccTexParams texParams = {GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE,GL_CLAMP_TO_EDGE};<br />
2. Do not use PVR.CCZ files which are buggy (for now). Instead use a png file.<br />
3. If you use a parallax/ccfollow, be sure that your x and y axis will always return an interger and not a float.</p>
<p>If those advices do not help... well I can't say more, because now it's working properly for me this way.
</p></description>
		</item>
		<item>
			<title>Scottapotamas on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142862</link>
			<pubDate>Mon, 06 Feb 2012 14:58:35 +0000</pubDate>
			<dc:creator>Scottapotamas</dc:creator>
			<guid isPermaLink="false">142862@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm seeing these line artifacts also. Which is a bummer considering the massive benefits over the normal class (which didn't have artifacts). </p>
<p>Its pretty much the same as the artifact issue commonly discussed around here which affected CCTMX, but my attempts to fix it in the same ways have actually produced more pronounced artifacts. CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 1, the artifact fixer etc don't seem to help. Any ideas @Yann?
</p></description>
		</item>
		<item>
			<title>Blackmarq20 on "[Box2D] Fixed Time Step Implementation - Thanks UNAGames"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8922/page/2#post-142781</link>
			<pubDate>Sun, 05 Feb 2012 21:27:25 +0000</pubDate>
			<dc:creator>Blackmarq20</dc:creator>
			<guid isPermaLink="false">142781@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, </p>
<p>Can this be used to move sprites as well? or is this only for physics? If so, what value would you add to the position? i.e. <code>(plane.position = ccpAdd(plane.position, ccp(50 * dt, 0));</code>
</p></description>
		</item>
		<item>
			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142760</link>
			<pubDate>Sun, 05 Feb 2012 18:43:54 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">142760@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>lol<br />
Yeah but I haven't made the mac version yet, but I think I will have to take a look at it too :)<br />
But after all thanks for your code which is a really advance, and should be part of Cocos2d native package !
</p></description>
		</item>
		<item>
			<title>skyhawk on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142756</link>
			<pubDate>Sun, 05 Feb 2012 18:29:21 +0000</pubDate>
			<dc:creator>skyhawk</dc:creator>
			<guid isPermaLink="false">142756@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah, I'm not sure as to the exact cause either of the line gaps. They happen in my mac app, but not my iPad app. If you ever find the root cause... well I'm not sure how I would pay for such joy, but I would o_o
</p></description>
		</item>
		<item>
			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142743</link>
			<pubDate>Sun, 05 Feb 2012 13:32:59 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">142743@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a><br />
I am currently testing the stability of HKTMXTiledMap and I have got a strange issue, when I am loading another scene — sometimes — I get strange random crashes with the sharedspriteframecache... Is this the problem you had, or have experienced it ? —— EDIT FIXED : Some other code from me was buggy, sorry ——</p>
<p>For the gfx, I haven't been able to fix it for now, but I am working on it : The problems with gaps and lines is over, I only have to change something like the pixel format to make the transparent borders really transparent, but I haven't found how to do it in opengl directly :)
</p></description>
		</item>
		<item>
			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142711</link>
			<pubDate>Sun, 05 Feb 2012 01:48:00 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">142711@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a><br />
Thanks I will take a look at those lines !</p>
<p>For the flipping — and after a lot of hours — I finally made it !... but I skipped all your animation/cache code XD Because I am not using it and I wasn't able to detect flipped tiles with showTiles, so I replaced it with the original *tiles_[].<br />
If you want the code to make the bridge with your animation things, tell me :)</p>
<p>Anyway, the performances of my game are way much better now.</p>
<p>Edit :<br />
For the graphics the problem is that the borders are not "clean", I have little spaces between plain tiles, and tiles with transparent edges have lines borders (the start of the next tile). Also note that I have no issues like that with the original CCTMXTiledMap and I haven't changed the TMX file.
</p></description>
		</item>
		<item>
			<title>skyhawk on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142709</link>
			<pubDate>Sun, 05 Feb 2012 01:33:16 +0000</pubDate>
			<dc:creator>skyhawk</dc:creator>
			<guid isPermaLink="false">142709@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@Yann the texture is loaded via CCTextureCache. I do nothing but bind with that. If you're talking about the filtering, that's all done on 370-374. Most notably, I use nearest neighbor, and if your tilemap is not 1x1 pixel mapped to the screen's pixels, then you might want to not use nearest neighbor for best result.</p>
<p>As far as the flipping, I was going to implement it, but then I found a bug in the latest CCTMXTiledMap (due to flipping). @<a href='http://www.cocos2d-iphone.org/forum/profile/1643'>slycrel</a> fixed that up, but I haven't found free time to invest more into it. should be trivial though.
</p></description>
		</item>
		<item>
			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-142702</link>
			<pubDate>Sat, 04 Feb 2012 21:45:26 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">142702@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a><br />
So I am trying to adapt your code to handle the flipped tilles. But I have no success yet because I don't understand everything for know, but... well I am working on it. But I have a different question : how can I change the texture pixel format because my tiles looks really ugly with HKTMXTiledMap... And I can't find what code is changing that in your files  ? :(</p>
<p>Thanks !
</p></description>
		</item>
		<item>
			<title>Herman Jakobi on "Particle scaling iPad vs iPhone"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11059#post-141631</link>
			<pubDate>Sat, 28 Jan 2012 13:25:21 +0000</pubDate>
			<dc:creator>Herman Jakobi</dc:creator>
			<guid isPermaLink="false">141631@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>To summarize what you need is:</p>
<p> Change CC_CONTENT_SCALE_FACTOR calls to _CC_CONTENT_SCALE_FACTOR in CCParticleSystem.m</p>
<pre><code>static inline CGFloat _CC_CONTENT_SCALE_FACTOR()
{
	if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
		return 2.0f;
	else
		return CC_CONTENT_SCALE_FACTOR();
}</code></pre></description>
		</item>
		<item>
			<title>calin on "Rendering a texture-filled polygon"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8142/page/3#post-140699</link>
			<pubDate>Sun, 22 Jan 2012 20:10:29 +0000</pubDate>
			<dc:creator>calin</dc:creator>
			<guid isPermaLink="false">140699@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Anyone managed to have this code working with cocos 2.0 ?</p>
<p>I'm not sure what would go into the -(void)draw method beside this, as stated in the migration guide:</p>
<p>cocos 1.0 -(void)draw:<br />
<pre><code>-(void) draw {

	// we have a pointer to vertex points so enable client state
	glBindTexture(GL_TEXTURE_2D, texture.name);

	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

	glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints);
	glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);

	glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	//Restore texture matrix and switch back to modelview matrix
	glEnableClientState(GL_COLOR_ARRAY);
}</code></pre>
<p>cocos 2.0 -(void)draw: ???<br />
<pre><code>-(void) draw {

	// we have a pointer to vertex points so enable client state
	ccGLBindTexture2D( [texture name] );

	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

	glVertexPointer(2, GL_FLOAT, 0, areaTrianglePoints);
	glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);

	glDrawArrays(GL_TRIANGLES, 0, areaTrianglePointCount);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	//Restore texture matrix and switch back to modelview matrix
	glEnableClientState(GL_COLOR_ARRAY);  // maybe we don&#039;t need this ??
}</code></pre>
<p>When running any of the above code, I get this error:<br />
<strong>OpenGL error 0x0502 in -[CCTextureAtlas drawNumberOfQuads:fromIndex:] 472</strong></p>
<p>Can someone guide me in the right direction? I tried everything I could find but nothing is working.
</p></description>
		</item>
		<item>
			<title>krstn on "table view"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6821/page/5#post-140685</link>
			<pubDate>Sun, 22 Jan 2012 18:37:11 +0000</pubDate>
			<dc:creator>krstn</dc:creator>
			<guid isPermaLink="false">140685@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think this requires a complete rewrite.<br />
I've moved to cocos2d-x so I won't help with obj-c, but when I'm done with my version I will send a link.
</p></description>
		</item>
		<item>
			<title>cocos2Developer on "table view"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6821/page/4#post-140593</link>
			<pubDate>Sun, 22 Jan 2012 02:18:32 +0000</pubDate>
			<dc:creator>cocos2Developer</dc:creator>
			<guid isPermaLink="false">140593@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I tried to use the CCTableView but can't compile!<br />
Please can one upload a working xcode project with correct/update code?? Thank you :)
</p></description>
		</item>
		<item>
			<title>kSween on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-140400</link>
			<pubDate>Fri, 20 Jan 2012 13:24:13 +0000</pubDate>
			<dc:creator>kSween</dc:creator>
			<guid isPermaLink="false">140400@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Where can I find HKTMXTiledMap ? the link containing a zip on the first page of this topic is down</p>
<p>Edit: it can be found on the second page of this topic
</p></description>
		</item>
		<item>
			<title>calin on "Rendering a texture-filled polygon"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8142/page/2#post-139742</link>
			<pubDate>Mon, 16 Jan 2012 20:16:09 +0000</pubDate>
			<dc:creator>calin</dc:creator>
			<guid isPermaLink="false">139742@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/6338'>asinesio</a> Very nice, thanks for taking the time to resurrect the code and posting it publicly.</p>
<p>Is it possible to have smooth edges for such a polygon? If yes, what would be the best solution to achieve this?</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139685</link>
			<pubDate>Mon, 16 Jan 2012 10:39:11 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">139685@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/1643'>slycrel</a><br />
Thanks to you for your explanations even if I haven't totally understood it yet. But I will work on that, it is sure. And as you said: "You don't even have to know how it works, just use it. =)", this is what I do know ;)<br />
Thanks again.
</p></description>
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		<item>
			<title>slycrel on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139634</link>
			<pubDate>Mon, 16 Jan 2012 00:55:57 +0000</pubDate>
			<dc:creator>slycrel</dc:creator>
			<guid isPermaLink="false">139634@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The bits part is pretty easy.  You don't even have to know how it works, just use it.  =)</p>
<p>However, since I hate not knowing (and it was semi-painful to learn), here's a quick bits lesson that pertains to this code.</p>
<p>If you look in the regular code you will see 3 #<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a>s for the bit flipping.<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kFlippedHorizontallyFlag	0x80000000
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kFlippedVerticallyFlag		0x40000000
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kFlippedMask			~(kFlippedHorizontallyFlag&#124;kFlippedVerticallyFlag)</code></pre>
<p>- Open up apple's calculator and go into the programmer mode.<br />
- Click on the "16" in the upper right of the window.  This will allow you to enter hex numbers.<br />
- Type 0x80000000<br />
The area just below the format shows the bits that are set with any given number.  In this case we are looking at an unsigned 32 bit integer, so the top row is ignored.  (a double or a long int would show bits there)  Notice that with the number we've typed there is a 1 in the leftmost position.  This is the "flip this tile horizontally" bit.<br />
- Clear that and type 0x40000000.<br />
Notice that the second position from the end on that same row now has a 1.  This is the "flip this tile vertically" bit.<br />
- If you add these together you will see a one in the first two bits of this row and zeroes in the rest.  Easy enough, these are our two flip bits.</p>
<p>The mask is a bit more work.  Up above in the #<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a>s, the bar character represents an "or" operation, which essentially adds those two values just like we did on the calculator (to get 0xC0000000).  That's fine, but to strip those bits off of any given GID we want the opposite of that, which is two zeroes in those slots, and all ones in the other slots.  This works out to be 0x3FFFFFFF.  The ~ operator is a bitwise not, or in other words, it reverses the 1's to 0's and the 0's to 1's.  In this case turning 0xC0000000 into 0x3FFFFFFF.</p>
<p>Now to use this mask we want to use the bitwise and operator, &#38;.  So if a tile is flipped on it's X or Y axis then our GID representing it will be really big.  To get that back to the actual number we want to mask off those two extra bits by doing something like this:<br />
<pre><code>realGID = gid &#38; kFlippedMask;</code></pre>
<p>This will mask off the did variable (or clear) the zeroed bits of the mask we are anding with it, giving us the real GID number that maps to our atlas.</p>
<p>Clear as mud I expect, any clarification by the gurus out there that know this better than I are welcome to chime in.  =)  But that's the general idea...  and what you'd be dealign with for the flipped tiles.  Also the rotation bit that has been added for rotation in Tiled 0.8 is the next bit in from the left, if someone is feeling ambitious.  =)</p>
<p>Hope that helps some.
</p></description>
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			<title>indy2005 on "[Box2D] Fixed Time Step Implementation - Thanks UNAGames"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8922/page/2#post-139595</link>
			<pubDate>Sun, 15 Jan 2012 15:12:18 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">139595@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Feel free to use, the clever stuff I took from UNA games article. It would be great if fixed time step implementation was a cocos template or part of the framework.
</p></description>
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			<title>Kafu on "[Box2D] Fixed Time Step Implementation - Thanks UNAGames"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8922/page/2#post-139591</link>
			<pubDate>Sun, 15 Jan 2012 13:32:10 +0000</pubDate>
			<dc:creator>Kafu</dc:creator>
			<guid isPermaLink="false">139591@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/57673'>getbirdy</a> I think you can consider code shared on this forum as "public domain", I think this was the intention of @<a href='http://www.cocos2d-iphone.org/forum/profile/2043'>indy2005</a> and @<a href='http://www.cocos2d-iphone.org/forum/profile/18472'>fgmanfredini</a> too.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/7756'>Panajev</a> Excluding static bodies should be a good optimization. Nice. (btw - a bit late - congrats for the Faber contest!)
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			<title>Yann on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139590</link>
			<pubDate>Sun, 15 Jan 2012 13:14:40 +0000</pubDate>
			<dc:creator>Yann</dc:creator>
			<guid isPermaLink="false">139590@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a> &#38; @slyrcel<br />
I was thinking about it too, but the thing is that I don't know anything about bits... So I can't do it :s</p>
<p>Anyway, thanks ;)
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			<title>slycrel on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139544</link>
			<pubDate>Sat, 14 Jan 2012 21:31:45 +0000</pubDate>
			<dc:creator>slycrel</dc:creator>
			<guid isPermaLink="false">139544@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think that re-ordering the vertices may indeed get you what you want.  I'm a n00b as far as the low level OpenGL stuff so I'm not sure I could code it.  But it's as simple as flipping the X axis or y axis.  (I think we set flipX and flipY on the sprite to do this in the regular class)
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			<title>Dani on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139540</link>
			<pubDate>Sat, 14 Jan 2012 20:48:39 +0000</pubDate>
			<dc:creator>Dani</dc:creator>
			<guid isPermaLink="false">139540@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p><strong>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a></strong>: Yes, you're right, it doesn't work. It needs to be rewriten or adapted to the new behavior, but I think I'm not the right person to do it. Maybe a more experienced cocos2d developer should revise the CCTMX classes to make animating tiles an easy task.</p>
<p>Regards.
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			<title>skyhawk on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139529</link>
			<pubDate>Sat, 14 Jan 2012 19:15:29 +0000</pubDate>
			<dc:creator>skyhawk</dc:creator>
			<guid isPermaLink="false">139529@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@Dani: I can say with 99% confidence it will not work with cocos2.0. That being said, as I have no plans in the immediate future (My current game engine is very 1.0 bound), If you would like to do a test / experimentation, I'd be delighted to know the results.</p>
<p>Also to answer @Yann: not entirely sure how I would implement it, but I suspect it would just be testing for said bits in showtile, then around line 448 in HKTMXTiledLayer where we set up the texture vertices, do the proper vertex ordering... I believe. slycrel could confirm or deny.
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			<title>Dani on "HKTMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17945/page/4#post-139496</link>
			<pubDate>Sat, 14 Jan 2012 13:19:21 +0000</pubDate>
			<dc:creator>Dani</dc:creator>
			<guid isPermaLink="false">139496@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello.</p>
<p><strong>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a></strong>: Have you tested this class with <strong>cocos2d-2.0</strong>? I'm going to test this later, though. Hope it works!
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			<title>Tone on "Performance tips"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9910#post-139244</link>
			<pubDate>Thu, 12 Jan 2012 15:21:09 +0000</pubDate>
			<dc:creator>Tone</dc:creator>
			<guid isPermaLink="false">139244@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Regarding this link </p>
<p><a href="http://getsetgames.com/2009/08/05/improving-the-performance-of-animating-sprites-in-cocos2d/" rel="nofollow">http://getsetgames.com/2009/08/05/improving-the-performance-of-animating-sprites-in-cocos2d/</a></p>
<p>I made some changes based on it and from what I can tell it has made a huge impact on some performance issues I was having with jittery-ness.
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