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		<title>cocos2d for iPhone &#187; User Favorites: adik</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/660</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:28:33 +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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		<item>
			<title>praveencastelino on "Font Stroke"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12126#post-142463</link>
			<pubDate>Fri, 03 Feb 2012 07:08:32 +0000</pubDate>
			<dc:creator>praveencastelino</dc:creator>
			<guid isPermaLink="false">142463@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>it does work but there is a white background. What could be the reason.   <a href="http://imageshack.us/photo/my-images/96/screenshot20120203at123.png" rel="nofollow">http://imageshack.us/photo/my-images/96/screenshot20120203at123.png</a><br />
fillColor - white<br />
stroke Color - green
</p></description>
		</item>
		<item>
			<title>timTheMystic on "Font Stroke"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12126#post-141560</link>
			<pubDate>Fri, 27 Jan 2012 18:09:45 +0000</pubDate>
			<dc:creator>timTheMystic</dc:creator>
			<guid isPermaLink="false">141560@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You could give this a try:   (ccBlendFunc) { GL_SRC_COLOR, GL_ONE }
</p></description>
		</item>
		<item>
			<title>praveencastelino on "Font Stroke"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12126#post-141535</link>
			<pubDate>Fri, 27 Jan 2012 14:38:44 +0000</pubDate>
			<dc:creator>praveencastelino</dc:creator>
			<guid isPermaLink="false">141535@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Its not working when the fill color is white and fill color is red(can be anything).<br />
I guess there is some problem with blend function.<br />
Any idea on what should be the blending function?
</p></description>
		</item>
		<item>
			<title>keithbeaudoin on "How do you promote your new game?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8850/page/2#post-140854</link>
			<pubDate>Mon, 23 Jan 2012 17:30:54 +0000</pubDate>
			<dc:creator>keithbeaudoin</dc:creator>
			<guid isPermaLink="false">140854@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi !</p>
<p>Here's a new website that helps mobile apps and web apps developers to build a business card to promote their applications.</p>
<p>App2Card : <a href="http://www.app2card.com" rel="nofollow">http://www.app2card.com</a>.
</p></description>
		</item>
		<item>
			<title>tannm on "Curves of all types... it&#039;s not what you&#039;re thinking"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4853/page/3#post-139843</link>
			<pubDate>Tue, 17 Jan 2012 10:26:07 +0000</pubDate>
			<dc:creator>tannm</dc:creator>
			<guid isPermaLink="false">139843@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm learn about Cocos2d and feel this is great topic  but I can't download source code of Mr.Lam. Is it sample code downloadlink error?!  Are you help me reup sample code?<br />
Thank a lot!
</p></description>
		</item>
		<item>
			<title>glacialspring on "A Paging UIScrollView with Previews (sample project)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9417/page/2#post-137921</link>
			<pubDate>Wed, 04 Jan 2012 09:36:43 +0000</pubDate>
			<dc:creator>glacialspring</dc:creator>
			<guid isPermaLink="false">137921@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2076'>DonomaGames</a>'s I tried your fix and it works great except for when your finger is paused while dragging. scrollViewDidScroll will not get called unless one's finger is moving and also doesn't get called during decelerating. Here's a minor improvement I can up with, scheduling a new timer for drawScene on scrollViewWillBeginDragging: and invalidating it when scrolling or animation ends.</p>
<pre><code>- (void)updateCCDirector
{
    if (!self.dragging &#38;&#38; !self.decelerating) {
        [timer invalidate];
        timer = nil;
        return;
    }
    [[CCDirector sharedDirector] drawScene];
}

- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
    if (timer == nil) {
        timer = [NSTimer scheduledTimerWithTimeInterval:1.0/60 target:self selector:@selector(updateCCDirector) userInfo:nil repeats:YES];
        [[NSRunLoop currentRunLoop] addTimer:timer forMode:NSRunLoopCommonModes];
    }
}</code></pre></description>
		</item>
		<item>
			<title>aeroplane on "HOWTO use Twitter-OAuth-iPhone with a Cocos2d project."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6136/page/2#post-133916</link>
			<pubDate>Sat, 17 Dec 2011 16:14:13 +0000</pubDate>
			<dc:creator>aeroplane</dc:creator>
			<guid isPermaLink="false">133916@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I followed the steps on your website @<a href='http://www.cocos2d-iphone.org/forum/profile/29638'>phil_me_up</a> (thanks for that) and got twitter working in my game so that users can tweet to their account, although I haven't yet worked out how to get off the tweeting bit and back into my game. I am trying to work out how to get the tweet to be an automated message which includes a game score, which the user can choose to tweet or not tweet but can't edit the message. I've put the following code into my appdelegate:<br />
 `<br />
if (!_engine) {<br />
        _engine = [[SA_OAuthTwitterEngine alloc] initOAuthWithDelegate: self];<br />
        _engine.consumerKey = myKey;<br />
        _engine.consumerSecret = mySecret;</p>
<p>        UIViewController *controller = [SA_OAuthTwitterController controllerToEnterCredentialsWithTwitterEngine: _engine delegate: self];</p>
<p>        if (controller) {<br />
            // Something wrong happened... the twitter account should have been determined. Raise error dialog, handle error.<br />
            return;<br />
        }<br />
        else {<br />
            // Post message to users twitter account<br />
            [_engine sendUpdate:[NSString stringWithFormat:@"I just scored a record XXXX points on GameX"]];<br />
        }<br />
    }<br />
 `</p>
<p>However, I get a Request XX-XX-XX-XX-XX failed with error: Error Domain=HTTP Code=401 "The operation couldn’t be completed. (HTTP error 401.)" error. Any ideas why? I checked that my OAuth settings on twitter are read and write, I can't see anything about a client  side application / browser/web application option which is the only thing I can find about my error on the net.</p>
<p>Thanks in advance...
</p></description>
		</item>
		<item>
			<title>Aiham on "README VERY IMPORTNAT - iOS4 and JPEG issue"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7351#post-132404</link>
			<pubDate>Fri, 09 Dec 2011 06:55:01 +0000</pubDate>
			<dc:creator>Aiham</dc:creator>
			<guid isPermaLink="false">132404@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My JPG images were working when I used</p>
<p>CCSprite *sprite = [CCSprite spriteWithFile:@"filename.jpg"];</p>
<p>because of this patch, but when I tried loading the JPG through a texture manually (because it's a downloaded image):</p>
<p>NSData *data = [NSData dataWithContentsOfFile:@"filename.jpg"];<br />
UIImage *image = [UIImage imageWithData:data];<br />
CCTexture2D *texture = [[CCTexture2D alloc] initWithImage:image];<br />
CCSprite *sprite = [CCSprite spriteWithTexture:texture];</p>
<p>This bug appeared again. It was a bit difficult to find in the search results so hopefully someone finds this. I fixed it with the same method used in the patch:</p>
<p>NSData *data = [NSData dataWithContentsOfFile:@"filename.jpg"];<br />
UIImage *jpg = [UIImage imageWithData:data];<br />
UIImage *png = [UIImage imageWithData:UIImagePNGRepresentation(jpg)];<br />
CCTexture2D *texture = [[CCTexture2D alloc] initWithImage:png];<br />
CCSprite *sprite = [CCSprite spriteWithTexture:texture];
</p></description>
		</item>
		<item>
			<title>mrjjwright on "A Paging UIScrollView with Previews (sample project)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9417/page/2#post-130336</link>
			<pubDate>Wed, 30 Nov 2011 04:41:10 +0000</pubDate>
			<dc:creator>mrjjwright</dc:creator>
			<guid isPermaLink="false">130336@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi everybody, I wanted feedback on trying a similar approach as outlined here to enable regular vertical scrolling in a Mac Cocos2d app.  My plan is to overlay a TUIScrollView, an open source UIScrollView like scroll view built on top CAScrollLayer created by Loren Brichter from the Twitter app.   I chose that component instead of NSScrollView because it is open source and has really nice animation.  If I delegate it's scroll events in a similar manner to an underlying CCLayer based scrolling component, a grid that I have built, I feel like I can get good scrolling behavior and animation.  Does anybody see any gotchas before I get started?  Thanks, John
</p></description>
		</item>
		<item>
			<title>KaBoom on "HOWTO use Twitter-OAuth-iPhone with a Cocos2d project."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6136/page/2#post-129938</link>
			<pubDate>Mon, 28 Nov 2011 21:59:13 +0000</pubDate>
			<dc:creator>KaBoom</dc:creator>
			<guid isPermaLink="false">129938@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>please, help me
</p></description>
		</item>
		<item>
			<title>KaBoom on "HOWTO use Twitter-OAuth-iPhone with a Cocos2d project."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6136/page/2#post-127574</link>
			<pubDate>Mon, 21 Nov 2011 22:54:04 +0000</pubDate>
			<dc:creator>KaBoom</dc:creator>
			<guid isPermaLink="false">127574@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi there,</p>
<p>Did everything like in that manual, but got 9 errors.<br />
Any ideas what I did wrong?</p>
<p>Thanks</p>
<pre><code>/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterEngine.m:101:19:{101:21-101:32}: warning: incompatible pointer types assigning to &#039;NSObject&#60;MGTwitterEngineDelegate&#62; *__weak&#039; from &#039;NSObject *&#039; [-Wincompatible-pointer-types,3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterLibXMLParser.m:46:12:{46:14-46:25}: warning: incompatible pointer types assigning to &#039;NSObject&#60;MGTwitterParserDelegate&#62; *__weak&#039; from &#039;NSObject *&#039; [-Wincompatible-pointer-types,3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterMessagesParser.m:45:6: warning: &#039;MGTwitterStatusesParser&#039; may not respond to &#039;parser:didEndElement:namespaceURI:qualifiedName:&#039; [3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterMiscParser.m:39:6: warning: &#039;MGTwitterStatusesParser&#039; may not respond to &#039;parser:didEndElement:namespaceURI:qualifiedName:&#039; [3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterStatusesParser.m:55:6: warning: &#039;MGTwitterXMLParser&#039; may not respond to &#039;parser:didEndElement:namespaceURI:qualifiedName:&#039; [3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterUsersParser.m:45:6: warning: &#039;MGTwitterStatusesParser&#039; may not respond to &#039;parser:didEndElement:namespaceURI:qualifiedName:&#039; [3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterXMLParser.m:40:18:{40:20-40:31}: warning: incompatible pointer types assigning to &#039;NSObject&#60;MGTwitterParserDelegate&#62; *__weak&#039; from &#039;NSObject *&#039; [-Wincompatible-pointer-types,3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/MGTwitterXMLParser.m:45:29:{45:29-45:33}: warning: sending &#039;MGTwitterXMLParser *&#039; to parameter of incompatible type &#039;id&#60;NSXMLParserDelegate&#62;&#039; [3]

/Users/tom/Desktop/BT/BT/Twitter+OAuth/MGTwitterEngine/NSData+Base64.m:79:52:{79:58-79:59}: warning: array index of &#039;3&#039; indexes past the end of an array (that contains 3 elements) [-Warray-bounds,3]</code></pre></description>
		</item>
		<item>
			<title>emreoktem on "Gaussian BLUR implemented in cocos2d!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6315/page/2#post-126611</link>
			<pubDate>Fri, 18 Nov 2011 01:29:39 +0000</pubDate>
			<dc:creator>emreoktem</dc:creator>
			<guid isPermaLink="false">126611@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>This blur is really great. Thanks for it.</p>
<p>I have one question about the performance of it. When I used it in my application running on iPhone4 and retina support is enabled, performance is very poor. My aim is to get the screenshot of the current screen (I used the example here <a href="http://www.cocos2d-iphone.org/forum/topic/1722/page/3)" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/1722/page/3)</a> and applying blur on it. It takes approximately 3-4 seconds to generate the blurred image. Do you have any suggestions about how can I speed this up?
</p></description>
		</item>
		<item>
			<title>Lonzz on "&quot;check_safe_call: could not restore current frame&quot; error on device?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1145#post-126527</link>
			<pubDate>Thu, 17 Nov 2011 14:45:42 +0000</pubDate>
			<dc:creator>Lonzz</dc:creator>
			<guid isPermaLink="false">126527@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Had the same issue. After a day of searching I found the problem. Stupid error from my side:</p>
<p>After a change in code I wanted to use CCCallFuncN instead of CCCallFuncND but declared it still as CCCallFuncND but with the parameters of CCCallFuncN.</p>
<p>Wrong:</p>
<p>CCCallFuncND* oloIsOut           = [CCCallFuncND actionWithTarget:self selector:@selector(onHidden:)];</p>
<p>Right:</p>
<p>CCCallFuncN* oloIsOut           = [CCCallFuncN actionWithTarget:self selector:@selector(onHidden:)];</p>
<p>Maybe it helps anyone...
</p></description>
		</item>
		<item>
			<title>paulcurtis on "Gaussian BLUR implemented in cocos2d!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6315/page/2#post-123397</link>
			<pubDate>Fri, 28 Oct 2011 12:05:36 +0000</pubDate>
			<dc:creator>paulcurtis</dc:creator>
			<guid isPermaLink="false">123397@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>has anyone got this working under 1.0.1? I've got everything in place but it doesn't seem to produce any results. If someone's got it going please let us know, that was i know it's got to be something with my code, i can't see anything wrong with it yet. It's mostly a test case from the AW sample</p>
<p>Help!<br />
cheers<br />
Paul
</p></description>
		</item>
		<item>
			<title>Piero87 on "Curves of all types... it&#039;s not what you&#039;re thinking"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4853/page/3#post-123326</link>
			<pubDate>Thu, 27 Oct 2011 21:54:02 +0000</pubDate>
			<dc:creator>Piero87</dc:creator>
			<guid isPermaLink="false">123326@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Amazing! it's possibile to use this curve to draw line when i move the finger on the screen?...i already now with the ccDrawLine method how to do it, but i can use this for draw a line? instead of the ccDrawLine that make a very bad line.
</p></description>
		</item>
		<item>
			<title>Andreas Loew on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/4#post-123275</link>
			<pubDate>Thu, 27 Oct 2011 14:57:30 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">123275@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/489'>MikeSz</a>: Bug reports added ;-) </p>
<p>But it would be better if you could submit them (one mail for each) to support at code-and-web.de so they don't get lost.</p>
<p>About the AI88: It is a gray scale image + transparency.<br />
<a href="http://www.imgtec.com/powervr/insider/docs/PVRTexLib.User%20Manual.1.12f.External.pdf" rel="nofollow">http://www.imgtec.com/powervr/insider/docs/PVRTexLib.User%20Manual.1.12f.External.pdf</a><br />
I do not yet create a preview for that.<br />
If you export the format as pvr it uses the AI88 format. You can use the format to create colored shapes by tinting the image. </p>
<p>@Veredis: I am currently working on a PhysicsEditor update. I currently think that combining both tools into one would add more restriction on the user.<br />
Like it is now you can distribute your sprites independently from the physics shapes. E.g. create one sheet for one enemy type or put them all together in one big sheet.
</p></description>
		</item>
		<item>
			<title>varedis on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/4#post-123242</link>
			<pubDate>Thu, 27 Oct 2011 10:43:47 +0000</pubDate>
			<dc:creator>varedis</dc:creator>
			<guid isPermaLink="false">123242@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The SWF importer works really well, I could have done with it a few weeks ago as I was exporting each frame from flash by hand to png but if I ever have to do it again in the future it will be much easier.</p>
<p>Thanks for the continued support.</p>
<p>Do you have any plans to integrate Texture Packer and Physics Editor together more at some point so you could pack and draw the physics shapes at the same time?
</p></description>
		</item>
		<item>
			<title>MikeSz on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/4#post-123238</link>
			<pubDate>Thu, 27 Oct 2011 10:27:36 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">123238@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Downloading :) Preview works, awesome !</p>
<p>Hunting for bugs/issues ;)<br />
1) When you have 'tutorials' (upon hovering mouse over different options), the description for 'Flip PVR' is taken from 'Premultiply Alpha'. Works fine on checkbox, but not on the option text<br />
2) The scale slider works only when you actually slide, if you just click on it the slider will change position, but will not update the image until you make a sliding move (this has been present in previous versions as well)<br />
3) What exactly is Alpha+Intensity ? It doesn't show any proper preview in the program, it looks just like the RGBA8888 option ?</p>
<p>Other than that:<br />
1) swf importing works, I'm really impressed ! it even detects the aliases, yay !<br />
2) Preview works (though a bit slow), yay !</p>
<p>One word - AWESOME !
</p></description>
		</item>
		<item>
			<title>cocojoe on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/4#post-123223</link>
			<pubDate>Thu, 27 Oct 2011 08:00:48 +0000</pubDate>
			<dc:creator>cocojoe</dc:creator>
			<guid isPermaLink="false">123223@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Good update
</p></description>
		</item>
		<item>
			<title>bigubosu on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/4#post-123212</link>
			<pubDate>Thu, 27 Oct 2011 02:43:13 +0000</pubDate>
			<dc:creator>bigubosu</dc:creator>
			<guid isPermaLink="false">123212@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for the update and the program as well! It's been really helpful.
</p></description>
		</item>
		<item>
			<title>skyhawk on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/4#post-123201</link>
			<pubDate>Thu, 27 Oct 2011 01:08:53 +0000</pubDate>
			<dc:creator>skyhawk</dc:creator>
			<guid isPermaLink="false">123201@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>ooh, I can't wait to try this one out!
</p></description>
		</item>
		<item>
			<title>Marco Fucci on "A Paging UIScrollView with Previews (sample project)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9417/page/2#post-123185</link>
			<pubDate>Wed, 26 Oct 2011 22:26:05 +0000</pubDate>
			<dc:creator>Marco Fucci</dc:creator>
			<guid isPermaLink="false">123185@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2076'>DonomaGames</a> Thanks a lot, the fix works great!<br />
Tested on: iPhone 2G (iOS 3.1), iPhone 4 (iOS 4.3) and iPhone 4 (iOS 5)
</p></description>
		</item>
		<item>
			<title>Andreas Loew on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/3#post-123155</link>
			<pubDate>Wed, 26 Oct 2011 17:12:47 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">123155@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>2.4.0 final is available now via my webpage or auto updater.
</p></description>
		</item>
		<item>
			<title>DonomaGames on "A Paging UIScrollView with Previews (sample project)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9417/page/2#post-122954</link>
			<pubDate>Tue, 25 Oct 2011 15:57:58 +0000</pubDate>
			<dc:creator>DonomaGames</dc:creator>
			<guid isPermaLink="false">122954@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So scrolling stopped working for iOS 5.0 and it turns out that when the finger is down, CCDirector::drawScene is no longer called so the images stop updating. For a quick fix, I inserted a call to drawScene in the scrollViewDidScroll method after the call to set the position of the targetLayer. Seems to work, but I haven't tested on older devices yet.
</p></description>
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		<item>
			<title>Martin on "Curves of all types... it&#039;s not what you&#039;re thinking"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4853/page/3#post-122494</link>
			<pubDate>Sat, 22 Oct 2011 11:53:57 +0000</pubDate>
			<dc:creator>Martin</dc:creator>
			<guid isPermaLink="false">122494@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/1700'>Lam</a>: great work, thanks for sharing this with the community!
</p></description>
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		<item>
			<title>Andreas Loew on "The TexturePacker Update Thread"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11051/page/3#post-122314</link>
			<pubDate>Thu, 20 Oct 2011 20:32:23 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">122314@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>new beta version is available: 2.3.6b2 with tons of new features and enhancements.</p>
<p>Changes:</p>
<ul>
<li>QuickLook plugin for .pvr and .pvr.ccz files (MacOS)</li>
<li>Flash (.swf) importer for MacOS and Windows</li>
<li>Support for Ubuntu (11.04)</li>
<li>Exporter for Moai</li>
<li>Exporter for AppGameKit</li>
<li>Exporter for Slick2D</li>
<li>Exporter for Unity3D / UIToolKit</li>
<li>Option to use flipped PVR files</li>
<li>Use backspace or delete to remove sprites</li>
<li>Auto update sprite sheet when reentering the application</li>
<li>Open in finder / explorer</li>
<li>Rotation support for AndEngine</li>
<li>Fit button for zoom</li>
<li>Allow free size for PVR textures</li>
<li>Folders inside a smart folder are now blue</li>
<li>Default padding is now 2 – &#60;b&#62;This effects the command line client!&#60;/b&#62;</li>
<li>Corona exporter uses better module concept (<a href="http://blog.anscamobile.com/" rel="nofollow">http://blog.anscamobile.com/</a> 2011/09/a-better-approach-to-external-modules/)</li>
<li>Trim sprite names works for all frameworks</li>
<li>JSON exporter now uses escaping for file names</li>
<li>Shape outlines works again</li>
<li>Smart update fixed for some frameworks where a new update was triggered too often</li>
<li>Trim checkbox does not stay disabled when switching from a framework that did not support trimming.</li>
<li>texturepath now works for all frameworks</li>
<li>Dialog to select Flash Player plugin if not installed in standard position</li>
<li>Sprite highlighting</li>
<li>Selection of checkerboard color</li>
<li>Support for RGB888</li>
<li>Unflip flipped pvrs in viewer</li>
<li>Drag-your-sprites-here image</li>
<li>New icons</li>
<li>Free choice instead of forcing data file name</li>
<li>Windows shortcuts now work</li>
<li>Escaping in CSS exporter now only uses endings -hover -focus … to create selectors</li>
<li>Zoomfactor is restored after reloading a sprite sheet</li>
<li>Default texturename (out.png) get exported for android (was empty before)</li>
</ul>
<p>Feedback welcome ;-)
</p></description>
		</item>
		<item>
			<title>maaboo on "Curves of all types... it&#039;s not what you&#039;re thinking"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4853/page/2#post-121999</link>
			<pubDate>Wed, 19 Oct 2011 08:58:38 +0000</pubDate>
			<dc:creator>maaboo</dc:creator>
			<guid isPermaLink="false">121999@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Nice job! Great!</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/1700'>Lam</a>, you're magician!
</p></description>
		</item>
		<item>
			<title>araker on "Help with Electricity"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/370/page/3#post-121397</link>
			<pubDate>Sat, 15 Oct 2011 16:17:40 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">121397@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you looked at the <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrate_to_v2.0">migration guide</a>? It has some pointers how to change the code in draw methods to work with 2.0.
</p></description>
		</item>
		<item>
			<title>FBryant on "Help with Electricity"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/370/page/3#post-121390</link>
			<pubDate>Sat, 15 Oct 2011 15:00:10 +0000</pubDate>
			<dc:creator>FBryant</dc:creator>
			<guid isPermaLink="false">121390@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok having looked at the dramatic change in OpenGL ES from 1.1 to 2.0 I think this is gonna be beyond me.
</p></description>
		</item>
		<item>
			<title>FBryant on "Help with Electricity"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/370/page/3#post-121375</link>
			<pubDate>Sat, 15 Oct 2011 11:25:28 +0000</pubDate>
			<dc:creator>FBryant</dc:creator>
			<guid isPermaLink="false">121375@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ah! thanks. Is there a specific function in CCTextureAtlas I should be looking at so I can play around with it? The problem is I don't know enough about OpenGL, I would learn it but it looks like it takes a ton of time and effort to fully understand how to achieve the most simple tasks.
</p></description>
		</item>

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