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		<title>cocos2d for iPhone &#187; User Favorites: caxaria</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/8</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 01:18:21 +0000</pubDate>
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			<title><![CDATA[Search]]></title>
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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/8" rel="self" type="application/rss+xml" />

		<item>
			<title>neigaard on "Optimize ParticleSystems"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/177/page/3#post-138358</link>
			<pubDate>Fri, 06 Jan 2012 09:59:20 +0000</pubDate>
			<dc:creator>neigaard</dc:creator>
			<guid isPermaLink="false">138358@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>This is a old thread and the code seems out of sync with the latest release of cocos2d-iphone. Does anybody know how to make this sharing/reusing of a ParticleSystem work with the "new" CCParticleSystemQuad class?</p>
<p>I really hope one of you wizards can help me here, I could really need some performance boost in my game particles.</p>
<p>Best regards and high hopes<br />
Søren
</p></description>
		</item>
		<item>
			<title>Blossomoo on "Social Networks (Xbox live style)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/185#post-126830</link>
			<pubDate>Sat, 19 Nov 2011 02:24:30 +0000</pubDate>
			<dc:creator>Blossomoo</dc:creator>
			<guid isPermaLink="false">126830@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey everyone, I'm new here. I just wanted to introduce myself and say hello to the rest of the community here. My name is Gabriel Reiser and this is my first foray into iPhone and iPad development. I wrote a game engine for XNA called Reactor 3D but after the abysmal stats and sales figures from XBox 360 Indy Games I closed shop and moved to the dark side, iPhone and iPad development. I want to port my game from the 360 to the iPad and was looking for at least a decent game engine (I have NO experience with OpenGL, only DirectX, and no experience in Obj-C, only C++/C# and the like). I've spent the last few days learning objective-c (not too hard, though some naming conventions loose me). I want to tell the cocos2D guys BRAVO! Very well done engine you have here. I just have a few noobish concerns.</p>
<p>______________________________________________________<br />
[url=http://www.xk3yboss.com/]x360key[/url]  [url=http://www.xk3yplay.com/]usb x360key[/url]  [url=http://www.xk3yengine.com/]xk3y[/url]
</p></description>
		</item>
		<item>
			<title>daver on "Has anyone successfully added a 3d Model?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/743/page/2#post-120066</link>
			<pubDate>Fri, 07 Oct 2011 14:03:22 +0000</pubDate>
			<dc:creator>daver</dc:creator>
			<guid isPermaLink="false">120066@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Can anyone post a solution to this?  I am having the exact same issue not being able to draw any 2D elements on top of my 3D drawing.  Thanks!</p>
<p>Dave
</p></description>
		</item>
		<item>
			<title>sir_seagill on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-116809</link>
			<pubDate>Mon, 19 Sep 2011 13:53:04 +0000</pubDate>
			<dc:creator>sir_seagill</dc:creator>
			<guid isPermaLink="false">116809@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>makes sense. I am struggling to come up with the forumula to move it so so it looks stationary. (if that makes sense)
</p></description>
		</item>
		<item>
			<title>Blue Ether on "iPad Orientation rejection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5697#post-112898</link>
			<pubDate>Fri, 26 Aug 2011 21:48:30 +0000</pubDate>
			<dc:creator>Blue Ether</dc:creator>
			<guid isPermaLink="false">112898@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>In my experience, games that are portrait-only are accepted provided they at least provide portrait-upside-down support- which is pretty simple.  I've been involved on several projects that were portrait only iPad and we never had any problem with Apple.</p>
<p>Although, said projects were universal apps.  Maybe the approvers follow the guidelines less strictly for universal apps?
</p></description>
		</item>
		<item>
			<title>Jeston on "iPad Orientation rejection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5697#post-112876</link>
			<pubDate>Fri, 26 Aug 2011 19:03:48 +0000</pubDate>
			<dc:creator>Jeston</dc:creator>
			<guid isPermaLink="false">112876@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have a mini story to add to this too... One of my apps went live with no problem, but we discovered a bug with some multiplayer (hotseat) stuff, and we fixed a critical bug, and our update was rejected despite having options to turn on and off accelerometer.</p>
<p>In our game, you can tilt the device to rotate a camera around a fully enclosed 360 sky dome, so we couldn't just put in device orientation. </p>
<p>First launch - No rejection<br />
First update - rejected<br />
Second Update - No rejection</p>
<p>Despite the fact our second update had 0 changes from our first update. So this rule is really dependent on who is reviewing.
</p></description>
		</item>
		<item>
			<title>Spicycamp on "iPad Orientation rejection"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5697#post-112860</link>
			<pubDate>Fri, 26 Aug 2011 17:09:46 +0000</pubDate>
			<dc:creator>Spicycamp</dc:creator>
			<guid isPermaLink="false">112860@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It seems that apple has changed theirs policies because my game "Snake fusion" has been accepted by apple even it only support portrait orientation, strange
</p></description>
		</item>
		<item>
			<title>Baboonix LTD on "Optimize ParticleSystems"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/177/page/3#post-99398</link>
			<pubDate>Thu, 16 Jun 2011 15:59:48 +0000</pubDate>
			<dc:creator>Baboonix LTD</dc:creator>
			<guid isPermaLink="false">99398@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi,</p>
<p>i use zombie's method to spawn the particles.<br />
recently i updated from ver 0.99.4 to the latest version (1.0.0-rc3).<br />
in the new version, particles are spawning when they should not.</p>
<p>here's the update and the spawn methods<br />
<pre><code>-(void) update: (ccTime) dt
{
	if( active &#38;&#38; emissionRate ) {
		float rate = 1.0f / emissionRate;
		emitCounter += dt;
		while( particleCount &#60; totalParticles &#38;&#38; emitCounter &#62; rate ) {
			[self addParticle];
			emitCounter -= rate;
		}

		elapsed += dt;
		if(duration != -1 &#38;&#38; duration &#60; elapsed)
			[self stopSystem];
	}

	particleIdx = 0;

#<a href='http://www.cocos2d-iphone.org/forum/tags/if'>if</a> CC_ENABLE_PROFILERS
	CCProfilingBeginTimingBlock(_profilingTimer);
#endif

	CGPoint currentPosition = CGPointZero;
	if( positionType_ == kCCPositionTypeFree ) {
		currentPosition = [self convertToWorldSpace:CGPointZero];
		currentPosition.x *= CC_CONTENT_SCALE_FACTOR();
		currentPosition.y *= CC_CONTENT_SCALE_FACTOR();
	}
	else if( positionType_ == kCCPositionTypeRelative ) {
		currentPosition = position_;
		currentPosition.x *= CC_CONTENT_SCALE_FACTOR();
		currentPosition.y *= CC_CONTENT_SCALE_FACTOR();
	}

	while( particleIdx &#60; particleCount )
	{
		tCCParticle *p = &#38;particles[particleIdx];

		// life
		p-&#62;timeToLive -= dt;

		//if( p-&#62;timeToLive &#62; 0 )
        {

			// Mode A: gravity, direction, tangential accel &#38; radial accel
			if( emitterMode_ == kCCParticleModeGravity ) {
				CGPoint tmp, radial, tangential;

				radial = CGPointZero;
				// radial acceleration
				if(p-&#62;pos.x &#124;&#124; p-&#62;pos.y)
					radial = ccpNormalize(p-&#62;pos);

				tangential = radial;
				radial = ccpMult(radial, p-&#62;mode.A.radialAccel);

				// tangential acceleration
				float newy = tangential.x;
				tangential.x = -tangential.y;
				tangential.y = newy;
				tangential = ccpMult(tangential, p-&#62;mode.A.tangentialAccel);

				// (gravity + radial + tangential) * dt
				tmp = ccpAdd( ccpAdd( radial, tangential), mode.A.gravity);
				tmp = ccpMult( tmp, dt);
				p-&#62;mode.A.dir = ccpAdd( p-&#62;mode.A.dir, tmp);
				tmp = ccpMult(p-&#62;mode.A.dir, dt);
				p-&#62;pos = ccpAdd( p-&#62;pos, tmp );
			}

			// Mode B: radius movement
			else {
				// Update the angle and radius of the particle.
				p-&#62;mode.B.angle += p-&#62;mode.B.degreesPerSecond * dt;
				p-&#62;mode.B.radius += p-&#62;mode.B.deltaRadius * dt;

				p-&#62;pos.x = - cosf(p-&#62;mode.B.angle) * p-&#62;mode.B.radius;
				p-&#62;pos.y = - sinf(p-&#62;mode.B.angle) * p-&#62;mode.B.radius;
			}

			// color
			p-&#62;color.r += (p-&#62;deltaColor.r * dt);
			p-&#62;color.g += (p-&#62;deltaColor.g * dt);
			p-&#62;color.b += (p-&#62;deltaColor.b * dt);
			p-&#62;color.a += (p-&#62;deltaColor.a * dt);

			// size
			p-&#62;size += (p-&#62;deltaSize * dt);
			p-&#62;size = MAX( 0, p-&#62;size );

			// angle
			p-&#62;rotation += (p-&#62;deltaRotation * dt);

			//
			// update values in quad
			//

			CGPoint	newPos;

			if( positionType_ == kCCPositionTypeFree &#124;&#124; positionType_ == kCCPositionTypeRelative ) {
				CGPoint diff = ccpSub( currentPosition, p-&#62;startPos );
				newPos = ccpSub(p-&#62;pos, diff);

			} else
				newPos = p-&#62;pos;

			updateParticleImp(self, updateParticleSel, p, newPos);

			// update particle counter
			particleIdx++;

		}
//        else {
//			// life &#60; 0
//			if( particleIdx != particleCount-1 )
//				particles[particleIdx] = particles[particleCount-1];
//			particleCount--;
//
//			if( particleCount == 0 &#38;&#38; autoRemoveOnFinish_ ) {
//				[self unscheduleUpdate];
//				[parent_ removeChild:self cleanup:YES];
//				return;
//			}
//		}
	}

#<a href='http://www.cocos2d-iphone.org/forum/tags/if'>if</a> CC_ENABLE_PROFILERS
	CCProfilingEndTimingBlock(_profilingTimer);
#endif

#<a href='http://www.cocos2d-iphone.org/forum/tags/if'>if</a>def CC_USES_VBO
	[self postStep];
#endif
}

// do not mix spawn with addParticle (so also not with self emitting systems)
- (void) spawnParticles:(uint)n
{
	tCCParticle *particle;
	for(uint i=0; i&#60;n; i++)
	{
		if(particlePos==totalParticles)
		{
			particlePos=0;
		}

		particle = &#38;particles[ particlePos ];
		[self initParticle: particle];
		particlePos++;
		particleCount++;

		if(particleCount&#62;totalParticles)
		{
			particleCount=totalParticles;
		}
	}
}</code></pre>
<p>in the old version, particle apperad and faded out. in this version they are being created time after time.<br />
can anyone point the change that was made, or why this is happening?</p>
<p>thanks,<br />
irad
</p></description>
		</item>
		<item>
			<title>Blue Ether on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-90888</link>
			<pubDate>Sat, 30 Apr 2011 17:28:42 +0000</pubDate>
			<dc:creator>Blue Ether</dc:creator>
			<guid isPermaLink="false">90888@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@sir_deagull: I think what you are referring to is that, because changing the texture rect size changes the anchor point, you end up with a sprite that is moving because its anchor point is moving.  The sprite actually needs to actually be moved (or have its anchor point adjusted) in order to appear not to move.
</p></description>
		</item>
		<item>
			<title>sir_seagill on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-90844</link>
			<pubDate>Sat, 30 Apr 2011 09:55:05 +0000</pubDate>
			<dc:creator>sir_seagill</dc:creator>
			<guid isPermaLink="false">90844@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Any way to do this without moving the sprite?
</p></description>
		</item>
		<item>
			<title>fideliusx on "Will you support auto rotation for iPad games?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5176#post-88174</link>
			<pubDate>Thu, 14 Apr 2011 04:21:27 +0000</pubDate>
			<dc:creator>fideliusx</dc:creator>
			<guid isPermaLink="false">88174@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Got it. Guess i'll do it that way. Thanks !
</p></description>
		</item>
		<item>
			<title>Benihana on "Will you support auto rotation for iPad games?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5176#post-88173</link>
			<pubDate>Thu, 14 Apr 2011 04:19:42 +0000</pubDate>
			<dc:creator>Benihana</dc:creator>
			<guid isPermaLink="false">88173@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Auto-rotate your menu screens and that sort of thing (and lock your game scenes of course).</p>
<p>No one can tell you definitively whether or not your game will be rejected (though we can sometimes make a pretty good guess).
</p></description>
		</item>
		<item>
			<title>fideliusx on "Will you support auto rotation for iPad games?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5176#post-88171</link>
			<pubDate>Thu, 14 Apr 2011 04:12:15 +0000</pubDate>
			<dc:creator>fideliusx</dc:creator>
			<guid isPermaLink="false">88171@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Sorry to bump an old thread. I am making an ipad game<br />
 which use accelerometer as control. It goes without saying that i can't enable autorotation in this game. Will it be rejected ?
</p></description>
		</item>
		<item>
			<title>Andrew on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-83339</link>
			<pubDate>Sat, 19 Mar 2011 05:46:23 +0000</pubDate>
			<dc:creator>Andrew</dc:creator>
			<guid isPermaLink="false">83339@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I got it working in the end:</p>
<p>CCMaskTo.h:<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;Foundation/Foundation.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;cocos2d.h&#34;

@interface CCMaskTo : CCActionInterval &#60;NSCopying&#62;
{
	CGRect endRect;
	CGRect startRect;
	CGRect delta;
}

+(id) actionWithDuration:(ccTime)duration rect:(CGRect)rect;
-(id) initWithDuration:(ccTime)duration rect:(CGRect)rect;

@end</code></pre>
<p>CCMaskTo.m:<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;CCMaskTo.h&#34;

@implementation CCMaskTo

+(id) actionWithDuration: (ccTime)t rect: (CGRect)r {
	return [[[self alloc] initWithDuration:t rect:r ] autorelease];
}

-(id) initWithDuration: (ccTime)t rect: (CGRect)r {
	if(!(self = [super initWithDuration: t]))
		return nil;

	endRect = r;
	return self;
}

-(void) startWithTarget:(id)aTarget {
	[super startWithTarget:aTarget];

	startRect = [aTarget textureRect];
	CGPoint endXY = ccp(endRect.origin.x, endRect.origin.y);
	CGPoint endWH = ccp(endRect.size.width, endRect.size.height);

	CGPoint startXY = ccp(startRect.origin.x, startRect.origin.y);
	CGPoint startWH = ccp(startRect.size.width, startRect.size.height);

	CGPoint deltaXY = ccpSub( endXY, startXY );
	CGPoint deltaWH = ccpSub( endWH, startWH );
	delta = CGRectMake(deltaXY.x, deltaXY.y, deltaWH.x, deltaWH.y);
}

-(id) copyWithZone: (NSZone *)zone {
	CCAction *copy = [[[self class] allocWithZone: zone] initWithDuration: [self duration] rect: endRect];
	return copy;
}

-(void) update: (ccTime)t {
	CGRect newTextureRect = CGRectMake(
									   (startRect.origin.x + delta.origin.x * t ), (startRect.origin.y + delta.origin.y * t ),
									   (startRect.size.width + delta.size.width * t ), (startRect.size.height + delta.size.height * t )
									   );
	[target_ setTextureRect: newTextureRect];
}

@end</code></pre>
<p>Any way to do this to an entire layer?</p>
<p>Cheers,<br />
Andrew.
</p></description>
		</item>
		<item>
			<title>Andrew on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-80177</link>
			<pubDate>Sat, 05 Mar 2011 05:17:29 +0000</pubDate>
			<dc:creator>Andrew</dc:creator>
			<guid isPermaLink="false">80177@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks George.</p>
<p>@taber: Have you managed to get this working with the latest build? I've grabbed your version from github, and made a couple of changes to it, but end up getting a couple of errors to do with 'target' being undeclared in the update function and startWithTarget (which I change to aTarget).</p>
<p>Cheers,<br />
Andrew.
</p></description>
		</item>
		<item>
			<title>zutroi on "RepeatForever AtlasAnimation frames deallocing causing performance issues"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1103#post-78346</link>
			<pubDate>Thu, 24 Feb 2011 19:02:45 +0000</pubDate>
			<dc:creator>zutroi</dc:creator>
			<guid isPermaLink="false">78346@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I know this is an old post, but just a quick reply for ones who had this same problem like me (using cocos2d 0.99.5) and stumbled in this post while googling.<br />
I had same annoying messages in console every frame:<br />
<code>cocos2d: deallocing &#60;CCSpriteFrame = 0022B8C0 &#124; TextureName=2, Rect = (27.00,62.00,29.00,62.00)&#62;</code><br />
Looking at CCAnimate action source (CCActionInterval.m), I see there's another version of actionWithAnimation/initWithAnimation that adds a flag restoreOriginalFrame:(BOOL)b to choose whether to restore original frame after an animation cycle ended or not.<br />
When repeating forever an animation this avoid dealloc every frame, for example:<br />
<pre><code>CCAnimate* animate = [CCAnimate actionWithAnimation:anim restoreOriginalFrame:NO];
 CCRepeatForever* repeat = [CCRepeatForever actionWithAction:animate];
 [self runAction:repeat];</code></pre>
<p>I don't know if there's a better way to fix this issue, but it's working well for me.<br />
Bye,<br />
zutroi
</p></description>
		</item>
		<item>
			<title>sir_seagill on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-77424</link>
			<pubDate>Sun, 20 Feb 2011 00:59:32 +0000</pubDate>
			<dc:creator>sir_seagill</dc:creator>
			<guid isPermaLink="false">77424@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I actually edited the code to make it compile properly in 0.99.5 and it did mask, but for some reason I couldn't stop the sprite itself from moving :\
</p></description>
		</item>
		<item>
			<title>Nico... on "Optimize ParticleSystems"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/177/page/3#post-76553</link>
			<pubDate>Tue, 15 Feb 2011 09:20:29 +0000</pubDate>
			<dc:creator>Nico...</dc:creator>
			<guid isPermaLink="false">76553@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/85'>zombie</a> :<br />
<blockquote>  It will always iterate over ALL particles, even the died out ones </p></blockquote>
<p>well, what would you expect from zombies... :)
</p></description>
		</item>
		<item>
			<title>indy2005 on "Optimize ParticleSystems"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/177/page/3#post-76476</link>
			<pubDate>Mon, 14 Feb 2011 23:06:27 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">76476@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>As an aside, is there a way to get particles running on a CCSpriteBatchNode?  This causes me no end of trouble.
</p></description>
		</item>
		<item>
			<title>cb31416 on "Optimize ParticleSystems"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/177/page/3#post-76450</link>
			<pubDate>Mon, 14 Feb 2011 21:15:37 +0000</pubDate>
			<dc:creator>cb31416</dc:creator>
			<guid isPermaLink="false">76450@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/85'>zombie</a> or anybody that could help me:</p>
<p>how did you initialized/declared your "particles" array:<br />
particles[ particlePos ];<br />
used in your particle spawn method?</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>sir_seagill on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-74995</link>
			<pubDate>Tue, 08 Feb 2011 11:03:46 +0000</pubDate>
			<dc:creator>sir_seagill</dc:creator>
			<guid isPermaLink="false">74995@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>...I don't even want any movement. I just want 1 sprite to mask another sprite.
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			<title>jd on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-74829</link>
			<pubDate>Mon, 07 Feb 2011 14:14:12 +0000</pubDate>
			<dc:creator>jd</dc:creator>
			<guid isPermaLink="false">74829@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/26103'>sir_seagill</a> What are you using it for?  There is CCProgressTimer built into cocos2d that does the same thing (or at least looks like it).
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			<title>sir_seagill on "MaskTo action, in case you need it."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1306#post-74814</link>
			<pubDate>Mon, 07 Feb 2011 11:30:26 +0000</pubDate>
			<dc:creator>sir_seagill</dc:creator>
			<guid isPermaLink="false">74814@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>produces errors on 0.99.5 :\
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			<title>Zero07 on "MotionStreaks diference between Simulator and iPhone"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/545#post-68481</link>
			<pubDate>Mon, 27 Dec 2010 18:49:28 +0000</pubDate>
			<dc:creator>Zero07</dc:creator>
			<guid isPermaLink="false">68481@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Nvrmind, problem solved.  Works perfect on all devices with no slow down on the fps.  Couldn't find out what was wrong with my code but it was definitely something i did.
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			<title>Zero07 on "MotionStreaks diference between Simulator and iPhone"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/545#post-68208</link>
			<pubDate>Fri, 24 Dec 2010 17:42:39 +0000</pubDate>
			<dc:creator>Zero07</dc:creator>
			<guid isPermaLink="false">68208@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>This is my first post :)</p>
<p>I successfully got the motionStreak to work on the iphone4 and the simulator but it doesn't seem to work for the iphone 3g.  I tried changing the .png format to .gif but it still doesn't work on the iphone 3g.  Is the iphone 3g not compatible with motionStreak? Thanks in advance.
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			<title>LongJohnnyE on "StickWars - Top 10 paid app for about 3 months, build with cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/192/page/3#post-62105</link>
			<pubDate>Fri, 05 Nov 2010 17:55:22 +0000</pubDate>
			<dc:creator>LongJohnnyE</dc:creator>
			<guid isPermaLink="false">62105@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It is not a rip off...I still work a very active day job and couldn't continue full-time development. Pinger has picked up where I left off :).</p>
<p>StickWars 2 is also supported by cocos2d, so another cocos2d is rocking up the charts :). w00t!
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			<title>MikeSz on "StickWars - Top 10 paid app for about 3 months, build with cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/192/page/3#post-62069</link>
			<pubDate>Fri, 05 Nov 2010 13:32:11 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">62069@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yup, I was wondering if it's some kind of rip off as well, but seems it's not:</p>
<p><a href="http://johnehartzog.com/2010/11/stickwars-2-is-alive/" rel="nofollow">http://johnehartzog.com/2010/11/stickwars-2-is-alive/</a>
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			<title>eoin on "StickWars - Top 10 paid app for about 3 months, build with cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/192/page/3#post-62043</link>
			<pubDate>Fri, 05 Nov 2010 10:37:50 +0000</pubDate>
			<dc:creator>eoin</dc:creator>
			<guid isPermaLink="false">62043@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It is against AppStore guidelines to have the name of another competitor, or app, in the keywords - however Apple are probably running a script to test the keywords against known banned keys - so unless you are added it wont be tested. They might do this manually, but they will definitely do it if you complain. This guy would be pulled.
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			<title>jptsetung on "StickWars - Top 10 paid app for about 3 months, build with cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/192/page/3#post-62034</link>
			<pubDate>Fri, 05 Nov 2010 09:01:43 +0000</pubDate>
			<dc:creator>jptsetung</dc:creator>
			<guid isPermaLink="false">62034@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey I've just seen StickWars in free charts and StickWars 2 in paid charts. Seems that making StickWars free was a good strategy to promote the sequel.<br />
@<a href='http://www.cocos2d-iphone.org/forum/profile/112'>LongJohnnyE</a>, but it seems it's no longer developed by you, it's Pinger inc. Did you sell the IP ?
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			<title>andrewjg on "Device orientation - autorotate?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2588#post-48697</link>
			<pubDate>Mon, 02 Aug 2010 04:07:10 +0000</pubDate>
			<dc:creator>andrewjg</dc:creator>
			<guid isPermaLink="false">48697@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>arminrox: I'm seeing the same problem (menu buttons disabled after a change in orientation). I'm running using 0.99.2.
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