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		<title>cocos2d for iPhone &#187; Tag: Action - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/action</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 04:05:57 +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/tags/action/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>Par on "[UPCOMING SOON] GooMonsters - Hack, Slash, &amp; Splatter."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19472#post-108965</link>
			<pubDate>Fri, 05 Aug 2011 13:51:36 +0000</pubDate>
			<dc:creator>Par</dc:creator>
			<guid isPermaLink="false">108965@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Okay so this is my second iPhone game using the cocos2d engine. It's been a lot of fun to take the idea from moving dots to animated creatures of gooey death. :)</p>
<p>Anyway, the concept is simple. Stay alive like an avoidance game and kill like a hack and slash. Tilt controls allow you to move the character around. The controls are heavily inspired by Tilt to Live. </p>
<p>The campaign mode takes you through progressively more difficult goo enemies. Each enemy has a different ability to harm or inhibit the character. For example, one sticks to the character and slows movement speed. One explodes destroying all in it's blast radius. One drops seeds that propel at the character like bullets.</p>
<p>Campaign levels are broke down into 4 different gameplay styles. </p>
<p>Vanquish - X number of goes are in the area. You must take them out to advance.<br />
Survival - It's time based... stay alive to survive the goos oncoming threat<br />
Trainer - There's a special goo in the area that may be able to assist you. Get close to it, tame it, and gain it's trust.... while staying alive.<br />
Collector - Goo genetic material is spread across the area... collect it and stay alive.</p>
<p>There are over 10 mini games each varies somehow from the original 4 gameplay styles. </p>
<p>For example. 10 Swings gives you 10 swings of your sword to gain the highest score possible. You must wait for the perfect moment to make a best swings and gain the highest multipliers and score.</p>
<p>As you complete levels you can take your score points and use them to purchase deployable support and weapons to help you complete levels. This includes your own Goo friend, a Drone, goo repellant, and more.</p>
<p>The goal is to send the game into the app store early next week.  So I hope to be posting more about it soon :D</p>
<p>Here's a video trailer.<br />
<a href="http://vimeo.com/27333442" rel="nofollow">http://vimeo.com/27333442</a></p>
<p>I should be updating Digitally Bold with updates over the next week as well.<br />
<a href="http://digitallybold.com" rel="nofollow">http://digitallybold.com</a></p>
<p><img src="http://digitallybold.com/projects/goomonsters/goo13.PNG" /><br />
<img src="http://digitallybold.com/projects/goomonsters/goo12.PNG" /><br />
<img src="http://digitallybold.com/projects/goomonsters/goo10.PNG" /><br />
<img src="http://digitallybold.com/projects/goomonsters/goo6.PNG" /><br />
<img src="http://digitallybold.com/projects/goomonsters/goo2.PNG" /><br />
<img src="http://digitallybold.com/projects/goomonsters/goo1.PNG" />
</p></description>
		</item>
		<item>
			<title>TC Games on "[GAME] Death Call"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28752#post-141686</link>
			<pubDate>Sun, 29 Jan 2012 00:24:01 +0000</pubDate>
			<dc:creator>TC Games</dc:creator>
			<guid isPermaLink="false">141686@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>First I'd like to give a big thank you to riq and this whole community, I(the programmer on the game) love cocos2d and there is no way this game would have happened without you guys!  </p>
<p><img src="http://i.imgur.com/alJtG.png" /></p>
<p><img src="http://i.imgur.com/WOiPW.png" /></p>
<p><img src="http://i.imgur.com/rbowG.jpg" /></p>
<p><img src="http://i.imgur.com/eANcq.png" /></p>
<p><img src="http://i.imgur.com/IgsB3.jpg" /></p>
<p><a href="http://www.youtube.com/watch?v=PfokQdpbxsY" rel="nofollow">http://www.youtube.com/watch?v=PfokQdpbxsY</a></p>
<p>You're the Judge, Jury, and Executioner of the Wild West.<br />
Do you have the skill to face down bandits, assassins, and mechanical monstrosities? </p>
<p>Play as Jedediah Wolfe, a Federal Marshall on a mission to hunt down and destroy the dangerous weapons smuggler known as Saul Ramone. Blast your way through Saul's personal army of depraved outlaws using your arsenal of weapons and government-issued upgrades, staying one step ahead of your insane foe. Use your wits to decode secret messages and reveal more of the mystery surrounding your mission as you fight towards the final showdown. </p>
<p>PUT ON THE BADGE<br />
-Story-driven campaign that puts you right in the center of the action!<br />
-Beautiful, fully voiced cut scenes bring the story to life! </p>
<p>COUNT YOUR KILLS<br />
-Put your shooting skills to the test in the Online Multiplayer Mode!<br />
-Challenge your friends!<br />
-Customize your character with icons, weapons, phrases, and perks! </p>
<p>BRAINS AND BRAWN<br />
-Challenge your mind with two different puzzle modes! </p>
<p>NEVER A DULL MOMENT<br />
-A multitude of different enemies, scenarios and strategies make for a dynamic gaming<br />
experience! </p>
<p>EARN YOUR WAY<br />
-For every bandit put down, you'll earn money and Weapons Permits!<br />
-Use money and Weapons Permits to buy new guns, upgrades, multiplayer perks, and more! </p>
<p>Follow Toy Chest Games to get the latest updates and exclusive content!<br />
<a href="http://www.twitter.com/#" rel="nofollow">http://www.twitter.com/#</a>!/toychestgames<br />
<a href="http://www.facebook.com/ToyChestGames" rel="nofollow">http://www.facebook.com/ToyChestGames</a></p>
<p>itunes link:<br />
<a href="http://itunes.apple.com/app/death-call/id466584039?mt=8" rel="nofollow">http://itunes.apple.com/app/death-call/id466584039?mt=8</a>
</p></description>
		</item>
		<item>
			<title>Harter on "How to use ease actions in my case"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28768#post-141760</link>
			<pubDate>Sun, 29 Jan 2012 18:15:40 +0000</pubDate>
			<dc:creator>Harter</dc:creator>
			<guid isPermaLink="false">141760@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello<br />
I have such action:<br />
<code><br />
        id a1 = [CCRotateBy actionWithDuration:1.0f angle:25];<br />
        id action2 = [CCRepeatForever actionWithAction:[CCSequence actions: [[a1 copy] autorelease], [a1 reverse], nil]];<br />
        [game_tutorial_image runAction:action2];<br />
</code><br />
Everything works, but I want to make motion more smoothly. Can you help me with it?<br />
Thanks
</p></description>
		</item>
		<item>
			<title>leon.li on "Grid based effects on a child node (a small area of the screen)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28676#post-141299</link>
			<pubDate>Thu, 26 Jan 2012 01:46:07 +0000</pubDate>
			<dc:creator>leon.li</dc:creator>
			<guid isPermaLink="false">141299@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>Am I correct that grid based effects (actions like CCWaves) can only be apply to the whole scene? Is there a way to apply a grid based effect to a child node which only occupy a small area of the screen?</p>
<p>Thanks.
</p></description>
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		<item>
			<title>hopihopi on "[GAME] Jaywalk"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28535#post-140508</link>
			<pubDate>Sat, 21 Jan 2012 09:35:50 +0000</pubDate>
			<dc:creator>hopihopi</dc:creator>
			<guid isPermaLink="false">140508@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've just published my second cocos2d game yesterday. It is using Box2D for physics. The game is not meant to be offensive - just a humorous one. There are 24 objectives that unlock 8 new items to the game, including new cars, birds etc.</p>
<p>I have to say that the development using cocos2d is amazingly easy. I'm really thankful for this community and the software. This app was my first universal one and I got the iPad version working without any hassle. I can honestly recommend cocos2d to every developer who thinks about making a 2D game on iPhone.</p>
<p>Some screenshots:<br />
<img src="http://a1.mzstatic.com/us/r1000/073/Purple/bb/db/3d/mzl.asvnmvir.320x480-75.jpg" /><br />
<img src="http://a1.mzstatic.com/us/r1000/079/Purple/f5/a3/a1/mzl.reegqeam.320x480-75.jpg" /><br />
<img src="http://a5.mzstatic.com/us/r1000/069/Purple/de/45/df/mzl.fyuclqat.320x480-75.jpg" /></p>
<p>You can download Jaywalk from iTunes here:<br />
<a href="http://itunes.apple.com/us/app/jaywalk/id492037732?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/jaywalk/id492037732?ls=1&#038;mt=8</a></p>
<p>I really appreciate all of the help I got from other cocos2d users here. Just send me a PM if you want to have a promo code. Any feedback and comments are also welcome. :)
</p></description>
		</item>
		<item>
			<title>Lam on "Curves of all types... it&#039;s not what you&#039;re thinking"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4853#post-28918</link>
			<pubDate>Fri, 05 Mar 2010 22:20:01 +0000</pubDate>
			<dc:creator>Lam</dc:creator>
			<guid isPermaLink="false">28918@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>A while back I wrote a post helping Decept with an idea:<br />
<a href="http://www.cocos2d-iphone.org/forum/topic/2956#post-18361" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/2956#post-18361</a></p>
<p>Well I've cleaned up that code and I've implemented a bezier and lagrange curve using a more extendable form of deCasteljau and Aitken algorithm in order to produce any order curve than just cubic and quadratic.</p>
<p>If you look into CCLines.m you'll find the implementations ccpAitkenLagrange and ccpDeCasteljauBezier.</p>
<p>But generally when we need curves we really only need cubic and quadratic forms of either bezier or lagrange curves.</p>
<p>Sometimes it's hard to really picture how the two curves behave so I've whipped up a quick demo code to try out so you can get to know them a bit better.</p>
<p><a href="http://dl.dropbox.com/u/271717/CurvesDemo.zip">Curves Demo</a>
</p></description>
		</item>
		<item>
			<title>tapstartstudio on "[Game] Swipe Swipe Bubble!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28279#post-139098</link>
			<pubDate>Wed, 11 Jan 2012 17:14:55 +0000</pubDate>
			<dc:creator>tapstartstudio</dc:creator>
			<guid isPermaLink="false">139098@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Firstly, thanks to all for your help as I have benefited immensely from this forum all this while. Interestingly, I started with a simple drawing game in mind... and after 4 months, the concept evolved into a fast-paced gesture game - Swipe Swipe Bubble. Hope you enjoy it as much as I do.</p>
<p>Swipe Swipe Bubble is a fast-paced exciting finger gesture game that will test your swiping skills to the limit. If you enjoy speed typing or color/shape matching games, you will love Swipe Swipe Bubble!</p>
<p>★★★</p>
<p>✓ Swipe fast to pop the bubbles before they hit the floor!<br />
✓ Collect and activate 4 types of special powers for super boost!<br />
✓ Swipe your way to the top on the Game Center leaderboard!</p>
<p>★★★</p>
<p>Features:<br />
✓ 6 different finger gestures<br />
✓ 4 types of power boost<br />
✓ 8 finger profiles<br />
✓ Retina display supported</p>
<p><img src="http://www.tapstartstudio.com/images/screenshot1.png" alt="My Image" /><img src="http://www.tapstartstudio.com/images/screenshot2.png" alt="My Image" /><br />
<img src="http://www.tapstartstudio.com/images/screenshot4.png" alt="My Image" /><img src="http://www.tapstartstudio.com/images/screenshot3.png" alt="My Image" /></p>
<p><a href="http://www.youtube.com/watch?v=vawDaYG62wg" rel="nofollow">http://www.youtube.com/watch?v=vawDaYG62wg</a></p>
<p>More about Swipe Swipe Bubble<br />
<a href="http://www.tapstartstudio.com/" rel="nofollow">http://www.tapstartstudio.com/</a></p>
<p>Download Swipe Swipe Bubble from iTunes here:<br />
<a href="http://itunes.apple.com/us/app/swipe-swipe-bubble/id478875717?mt=8" rel="nofollow">http://itunes.apple.com/us/app/swipe-swipe-bubble/id478875717?mt=8</a></p>
<p>Here are some PROMO CODES. Enjoy!<br />
FHW36EH74M7N<br />
AH6E7HRTRF6J<br />
3WJ3T97KPH9A<br />
3LKN9WWRY9KM<br />
MHX69TYPK4TK
</p></description>
		</item>
		<item>
			<title>romanosipyan on "[Game ] Ballun - my first cocos2d game."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28305#post-139273</link>
			<pubDate>Thu, 12 Jan 2012 20:05:04 +0000</pubDate>
			<dc:creator>romanosipyan</dc:creator>
			<guid isPermaLink="false">139273@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ballun is a funny and addictive action game for iOS devices. Your goal is to collect required number of balluns in time. There are four different seasons which going to bring you ultimate fun and joy. Balluns are very adorable and for sure you'll fell in love with them. There are special christmas balluns which will triple your score. Download and have fun !!!</p>
<p>Game Features<br />
- Four amazing seasons<br />
- 15 level in each season<br />
- Shake gesture for level reset<br />
- Special Christmas extra balluns<br />
- Funny and addictive sounds<br />
- Two type of balluns (Ghost and Glossy)</p>
<p>Available on App Store<br />
<a href="http://itunes.apple.com/us/app/ballun/id487339525" rel="nofollow">http://itunes.apple.com/us/app/ballun/id487339525</a><br />
<a href="http://itunes.apple.com/us/app/ballun-hd/id491150341" rel="nofollow">http://itunes.apple.com/us/app/ballun-hd/id491150341</a></p>
<p>Please download and give some feedback! Thanks !
</p></description>
		</item>
		<item>
			<title>fireblink on "CCDirector,notificationNode problem with actions."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27916#post-137058</link>
			<pubDate>Wed, 28 Dec 2011 08:51:37 +0000</pubDate>
			<dc:creator>fireblink</dc:creator>
			<guid isPermaLink="false">137058@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi everybody! Sorry for repost, but it seams that my previous thread was corrupted :( I'm not able to post anything there, it shows that last poster was riq (but no messages from him), when I try to change message I get that thread not found. So I decided to repost it.</p>
<p>So, my problem:</p>
<p>Recently I've decided to create my own notification system. Everything was fine until I needed to use some time dependent actions.<br />
They are not working for any node that is added to the notificationNode. CCMoveTo, CCFadeIn, CCDelayTime, etc...</p>
<p>But CCCallBlock is working. Maybe there is something I've missed up.</p>
<p>What I've done:</p>
<pre><code>@interface TTNotificationNode : CCNode
@end

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

- (id) init
{
    if((self = [super init])){
        CGSize winSize = [[CCDirector sharedDirector] winSize];

        [self setContentSize:winSize];
        self.anchorPoint = CGPointMake(0.0f, 0.0f);

        //register notification node
        [[CCDirector sharedDirector] setNotificationNode:self];

       //add some sprite
        CCSprite * notification = [CCSprite spriteWithFile:@&#34;notification_background.png&#34;];
        notification.anchorPoint = CGPointMake(0.5f, 1.0f);
        notification.position = CGPointMake(winSize.width/2, winSize.height/2);
        [self addChild:notification];

        //call some block
        [notification runAction:[CCCallBlock:^{
            CCLOG(@&#34;DA BOOM!&#34;);
        }];

        //move it
        [notification runAction:[CCMoveBy actionWithDuration:2.0f position:CGPointMake(250, 250)]];
    }
    return self;
}
@end</code></pre>
<p>I'm using v1.1
</p></description>
		</item>
		<item>
			<title>CS on "Proper way of handling movement of enemies."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27832#post-136724</link>
			<pubDate>Fri, 23 Dec 2011 17:29:06 +0000</pubDate>
			<dc:creator>CS</dc:creator>
			<guid isPermaLink="false">136724@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have a question regarding the code design of some npc's i am adding to a game i am working on.<br />
The NPC is subclassed from CCNode, and in there i have some variables together with the the move methods:<br />
_body is of class, CCSprite.</p>
<pre><code>-(void) movementLogic:(ccTime) dt
{
    CGPoint moveTo = CGPointMake(CCRANDOM_0_1() * 200 - 100, 0);
    [self logicRun:2.0f position:moveTo];
}
-(void) logicRun:(float) duration position:(CGPoint) moveTo
{
    CCMoveBy *move = [CCMoveBy actionWithDuration:duration position:moveTo];
    [_body runAction:move];
}</code></pre>
<p>In a scene i am testing it on i add a few based on spawn locations from Tiled:<br />
<pre><code>- (void) addNPCAtX:(int)x Y:(int) y Type:(int)type
{
    NPC *npcClass = [NPC npcWithParentNode:self];
    npcClass.position = ccp(x,y);
}</code></pre>
<p>They do appear, but they don't move. I also have a feeling that i am not in control of them, in case of later use where i need to do some collision detection.<br />
Could someone point out, what I might be doing wrong? Thanks for the time guys.
</p></description>
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		<item>
			<title>Marco Fucci on "[GAME] Hold on Jack"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25442#post-132434</link>
			<pubDate>Fri, 09 Dec 2011 10:06:11 +0000</pubDate>
			<dc:creator>Marco Fucci</dc:creator>
			<guid isPermaLink="false">132434@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys,<br />
I'm proud to announce that our iPhone/iPod Touch game <strong>Hold on Jack</strong> is now available on the App Store!<br />
<a href="http://bitly.com/s5V97P" rel="nofollow">http://bitly.com/s5V97P</a></p>
<p><em>"You've done it again! You weren't looking where you were going and now you're hanging onto the edge for dear life! To make matters worse, some unexpected guests keep turning up. You will need all your strength, skill and concentration to avoid these pests without fully letting go.<br />
Hold on Jack, your life depends on it!"</em></p>
<p>Hold on Jack offers a new approach to gaming, for the first time you are the protagonist and your own hands become part of the scene itself.</p>
<p><a href="http://youtube.com/watch?v=RS9MNZPEMNU" rel="nofollow">http://youtube.com/watch?v=RS9MNZPEMNU</a></p>
<p>Screenshots:</p>
<p><img src="http://farm8.staticflickr.com/7155/6466260279_448c9b27c4_z.jpg" alt="Hold on Jack" /></p>
<p><img src="http://farm8.staticflickr.com/7143/6466243885_9e191d210b_z.jpg" alt="Hold on Jack" /></p>
<p><img src="http://farm8.staticflickr.com/7005/6466243149_e503765d91_z.jpg" alt="Hold on Jack" /></p>
<p><img src="http://farm8.staticflickr.com/7019/6466244591_133cf99c03_z.jpg" alt="Hold on Jack" /></p>
<p>Hold on Jack also introduces a new way of interacting with your device. You configure the game to fit your personal playing style and it adapts to your abilities in order to give you an improved experience.</p>
<p>We are an indie team founded by two brothers, let us know what you think, we would really appreciate your feedback.</p>
<p>iTunes link: <a href="http://bitly.com/s5V97P" rel="nofollow">http://bitly.com/s5V97P</a><br />
Facebook: <a href="http://on.fb.me/ux2TGt" rel="nofollow">http://on.fb.me/ux2TGt</a><br />
Twitter: <a href="http://bitly.com/vFyuWr" rel="nofollow">http://bitly.com/vFyuWr</a><br />
Website: <a href="http://bitly.com/sOXGxK" rel="nofollow">http://bitly.com/sOXGxK</a></p>
<p>I want to thank @riq and all of you, you guys are just amazing! I'm so proud to be part of such a great community.<br />
I would be more than happy if you could rate my game or just tweet about the game and like our facebook page ;)</p>
<p>Thanks a lot!<br />
Marco Fucci<br />
Aniuu
</p></description>
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			<title>Eko Mirhard on "[Game] Invisible Me (ver 1.1)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25356#post-131915</link>
			<pubDate>Tue, 06 Dec 2011 14:44:21 +0000</pubDate>
			<dc:creator>Eko Mirhard</dc:creator>
			<guid isPermaLink="false">131915@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>I actually have released this last week, but only until today I managed to create this thread. Well, I have created a preview thread before here though. This is our first iOS game, called Invisible Me, which is a fast-paced and frantic action-arcade game with stealth elements. We took a couple of months for the core development phase. There are 2 game modes, which are the Escape mode, and the Frenzy mode. While the Frenzy mode will be a pure arcade style game, the Escape mode will be more of a stage-based puzzle-ish game. It is already a universal app, with Game Center support.</p>
<p>Here is the video preview : </p>
<p><a href="http://www.youtube.com/watch?v=Ty37VzsDI7A" rel="nofollow">http://www.youtube.com/watch?v=Ty37VzsDI7A</a></p>
<p>Here are the descriptions :</p>
<p>Meet Puru and friends, and join them on their sneaky yet frantic adventure!</p>
<p>Puru and his friends are lost in nasty looking dungeons, not knowing how to get out. Guards and traps are everywhere, and dangers lurking in the shadows. They are too afraid to make a move. Now, it's your turn to help them.</p>
<p>Game Modes :<br />
★ Escape Mode : Puru and his friends are all scattered across the dungeons. Guide them to each others and find the way to escape, and once again to feel the fresh air. Beware, the dungeons are more dangerous than you think. Pass through the guards sneakily, solve the laser-and-switch puzzles, and many more traps await. Pick up items on your way which might or might not help you for your quests.</p>
<p>★ Frenzy Mode : This time, it's just between Puru and the bad guys. Think fast, and move swiftly to capture all those delicious orbs. Well, you will still have to move carefully to avoid those guards and traps, sometimes. And don't you worry for being alone, as lots of power-ups are there for your aid. Earn as many orbs as you can, create chain combos, and make your way to the last stage. Remember, your time is limited. Can you survive till the end?</p>
<p>Main Features :<br />
★ Escape Mode : 3 unique dungeon types, 30 stages, across 60 challenging levels</p>
<p>★ Frenzy Mode : A fast-paced and frantic arcade mode</p>
<p>★ Runs natively on your iPhone/iPad/iPod touch with gorgeous HD graphics (Retina and Universal support)</p>
<p>★ 2 Control methods : Tilt (customizable) and Joystick</p>
<p>★ Game Center Leaderboards and Achievements for you to conquer</p>
<p>iTunes Link : <a href="http://itunes.apple.com/us/app/invisible-me/id477657883?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/invisible-me/id477657883?ls=1&#038;mt=8</a></p>
<p>As promised from the preview thread, here are some codes. It would be great if you can leave some impressions in the store about it.</p>
<p>YHNYW73LMR7T<br />
4XYKX3FHYFPJ<br />
E4HP7NYMY7TR</p>
<p>EDIT: Looks like all codes have been used. Here are another two :</p>
<p>JKLWK7RRNJR7<br />
Y3M9XAX7NTKR</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>ClintWall on "Looping CCMoveTo"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20014#post-111716</link>
			<pubDate>Sun, 21 Aug 2011 00:53:39 +0000</pubDate>
			<dc:creator>ClintWall</dc:creator>
			<guid isPermaLink="false">111716@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey all,</p>
<p>I am trying to get a sprite to follow a line smoothly. I am using<br />
<pre><code>CGPoint end = player1Sprite.position;
		int i = 0;
		while (i &#60; [[player1 touchArray] count]) {

			NSLog(@&#34;end = %@&#34;, NSStringFromCGPoint(end));
			NSLog(@&#34;pos = %@&#34;, NSStringFromCGPoint(player1Sprite.position));
			if (CGPointEqualToPoint(player1Sprite.position, end)) {

				NSLog(@&#34;points equal&#34;);
				end = [player1 cycleTouchArray:i];
				i++;
				starting = TRUE;
			}
			else {

				NSLog(@&#34;else&#34;);
				if (starting) {

					NSLog(@&#34;started&#34;);
					actionMove = [CCMoveTo actionWithDuration:0.5
													 position:end];
					[player1Sprite runAction:actionMove];
					starting = FALSE;
				}
			}
		}</code></pre>
<p>The output of this code is<br />
<pre><code>2011-08-20 17:43:24.936 gearsApp[993:207] end = {55, 65}
2011-08-20 17:43:24.936 gearsApp[993:207] pos = {55, 65}
2011-08-20 17:43:24.936 gearsApp[993:207] in first
2011-08-20 17:43:24.936 gearsApp[993:207] end = {69, 53}
2011-08-20 17:43:24.936 gearsApp[993:207] pos = {55, 65}
2011-08-20 17:43:24.936 gearsApp[993:207] moving
2011-08-20 17:43:24.937 gearsApp[993:207] started
2011-08-20 17:43:24.938 gearsApp[993:207] end = {69, 53}
2011-08-20 17:43:24.938 gearsApp[993:207] pos = {55, 65}
2011-08-20 17:43:24.938 gearsApp[993:207] moving
2011-08-20 17:43:24.938 gearsApp[993:207] end = {69, 53}
2011-08-20 17:43:24.938 gearsApp[993:207] pos = {55, 65}
2011-08-20 17:43:24.939 gearsApp[993:207] moving
2011-08-20 17:43:24.939 gearsApp[993:207] end = {69, 53}
2011-08-20 17:43:24.940 gearsApp[993:207] pos = {55, 65}
2011-08-20 17:43:24.940 gearsApp[993:207] moving</code></pre>
<p>And that goes on forever and the player doesn't move. Can anyone tell why this is happening. I don't think the actionMove is working properly.</p>
<p>Thanks<br />
Clinton
</p></description>
		</item>
		<item>
			<title>azrugger on "Baja Bug, Baja Bug Lite, and Baja Bug HD released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25497#post-132687</link>
			<pubDate>Sun, 11 Dec 2011 05:04:01 +0000</pubDate>
			<dc:creator>azrugger</dc:creator>
			<guid isPermaLink="false">132687@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Baja Bug is an original 2D platform-style racing game with full physics and cool landscapes. The main character is a baja-style modified VW bug. This little guy can run fast, jump high and do some awesome tricks! That's a good thing, because the road he'll travel is rough and the natives are not all friendly!</p>
<p>So...I was aiming for "Mario with a vehicle". Hope everyone likes it!</p>
<p>I used pretty stock cocos2d and chipmunk stuff, but then made a nifty level editor for the iPad. All levels were hand-drawn that way. I didn't put in a lot of bells and whistles like leader boards but worked more on the gameplay, graphics, and levels. Kinda took WAY too long :-)</p>
<p>Huge thanks to the community! And to the Chipmunk community too!</p>
<p>[IMG]http://i1237.photobucket.com/albums/ff463/potgapps/IMG_0950.jpg[/IMG]<br />
[IMG]http://i1237.photobucket.com/albums/ff463/potgapps/IMG_0983.jpg[/IMG]<br />
[IMG]http://i1237.photobucket.com/albums/ff463/potgapps/IMG_0964.jpg[/IMG]<br />
[IMG]http://i1237.photobucket.com/albums/ff463/potgapps/IMG_0981.jpg[/IMG]</p>
<p><a href="http://www.youtube.com/bajabugapp" rel="nofollow">http://www.youtube.com/bajabugapp</a>
</p></description>
		</item>
		<item>
			<title>Marco Fucci on "[GAME] Hold on Jack"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25441#post-132433</link>
			<pubDate>Fri, 09 Dec 2011 10:01:17 +0000</pubDate>
			<dc:creator>Marco Fucci</dc:creator>
			<guid isPermaLink="false">132433@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys,<br />
I'm proud to announce that our iPhone/iPod Touch game <strong>Hold on Jack</strong> is now available on the App Store!<br />
<a href="http://bitly.com/s5V97P" rel="nofollow">http://bitly.com/s5V97P</a></p>
<p><em>"You've done it again! You weren't looking where you were going and now you're hanging onto the edge for dear life! To make matters worse, some unexpected guests keep turning up. You will need all your strength, skill and concentration to avoid these pests without fully letting go.<br />
Hold on Jack, your life depends on it!"</em></p>
<p>Hold on Jack offers a new approach to gaming, for the first time you are the protagonist and your own hands become part of the scene itself.</p>
<p><a href="http://youtube.com/watch?v=RS9MNZPEMNU" rel="nofollow">http://youtube.com/watch?v=RS9MNZPEMNU</a></p>
<p>Screenshots:</p>
<p><img src="http://farm8.staticflickr.com/7155/6466260279_448c9b27c4_z.jpg" alt="Hold on Jack" /></p>
<p><img src="http://farm8.staticflickr.com/7143/6466243885_9e191d210b_z.jpg" alt="Hold on Jack" /></p>
<p><img src="http://farm8.staticflickr.com/7005/6466243149_e503765d91_z.jpg" alt="Hold on Jack" /></p>
<p><img src="http://farm8.staticflickr.com/7019/6466244591_133cf99c03_z.jpg" alt="Hold on Jack" /></p>
<p>Hold on Jack also introduces a new way of interacting with your device. You configure the game to fit your personal playing style and it adapts to your abilities in order to give you an improved experience.</p>
<p>We are an indie team founded by two brothers, let us know what you think, we would really appreciate your feedback.</p>
<p>iTunes link: <a href="http://bitly.com/s5V97P" rel="nofollow">http://bitly.com/s5V97P</a><br />
Facebook: <a href="http://on.fb.me/ux2TGt" rel="nofollow">http://on.fb.me/ux2TGt</a><br />
Twitter: <a href="http://bitly.com/vFyuWr" rel="nofollow">http://bitly.com/vFyuWr</a><br />
Website: <a href="http://bitly.com/sOXGxK" rel="nofollow">http://bitly.com/sOXGxK</a></p>
<p>I want to thank @riq and all of you, you guys are just amazing! I'm so proud to be part of such a great community.<br />
I would be more than happy if you could rate my game or just tweet about the game and like our fb page ;)</p>
<p>Thanks a lot!<br />
Marco Fucci<br />
Aniuu
</p></description>
		</item>
		<item>
			<title>Eko Mirhard on "[Upcoming Game] Invisible Me"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24601#post-129919</link>
			<pubDate>Mon, 28 Nov 2011 20:13:49 +0000</pubDate>
			<dc:creator>Eko Mirhard</dc:creator>
			<guid isPermaLink="false">129919@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p><img src="http://www.zealtopia.com/images/LogoHF.png" /></p>
<p>Hi!</p>
<p>It's been a while since the last time I posted on this forum. Been busy doing all sort of things. Today, I'd like to announce our first iOS game, called Invisible Me, which is slated to be released early this December and available as a universal app. It is a fast-paced and frantic action-arcade game with stealth elements. We took a couple of months for the core development phase. There are 2 game modes, which are the Escape mode, and the Frenzy mode. While the Frenzy mode will be a pure arcade style game, the Escape mode will be more of a stage-based puzzle-ish game.</p>
<p>In the development process, we used cocos2d for the core engines, and Box2D for handling almost all of the game objects. We also made a level editor utilizing SVG for rapid level designing process. </p>
<p>Without further ado, here is the video preview :</p>
<p><a href="http://www.youtube.com/watch?v=Ty37VzsDI7A" rel="nofollow">http://www.youtube.com/watch?v=Ty37VzsDI7A</a></p>
<p>As soon as it's approved, I will post more details and of course, promo codes :)</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>gametreesnet on "ccRepeat if statement"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23864#post-128848</link>
			<pubDate>Sat, 26 Nov 2011 05:05:22 +0000</pubDate>
			<dc:creator>gametreesnet</dc:creator>
			<guid isPermaLink="false">128848@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello everyone,<br />
I've got a question about ccRepeat.<br />
I have this code:</p>
<p>id repeat = [CCRepeat actionWithAction:lol times:[spriteArray count]];</p>
<p>I want to change something when the repeat is on second time, but I don't know how to do it.<br />
For example, this is what I'm expecting:<br />
if (repeat.time == 2)<br />
{<br />
   Do something<br />
}<br />
This code is definitely wrong so can you guys suggest me some ideas or some resources?<br />
I tried to use ccSequence but it didn't work for me.<br />
If this question doesn't make sense, please ask me, so I can fix it.<br />
Thanks.
</p></description>
		</item>
		<item>
			<title>gametreesnet on "selector problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22975#post-127007</link>
			<pubDate>Sun, 20 Nov 2011 07:58:42 +0000</pubDate>
			<dc:creator>gametreesnet</dc:creator>
			<guid isPermaLink="false">127007@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello, I have a problem with selector.<br />
I am trying to make an array of objects moving in a sequence.<br />
Therefore, I wrote this code:</p>
<pre><code>-(void)arrayEnemy{
    CGSize size = [[CCDirector sharedDirector] winSize];
    int r = arc4random() % 200;
    spriteArray =[[NSMutableArray alloc]init];

    for (i =1; i&#60;7;i++ ) {
        enemy = [[Enemy alloc] initWithFile:@&#34;Icon-Small.png&#34;];
        [enemy setPosition:ccp(size.width /r, size.height /2)];
        [self addChild:enemy];
        enemy.tag = 1;
        [spriteArray addObject:enemy];

    }
}</code></pre>
<pre><code>-(void)something{
    CGSize size = [[CCDirector sharedDirector] winSize];
    [CCMoveBy actionWithDuration:2 position:ccp(size.width/2,0)];
}</code></pre>
<pre><code>-(void)follow{
    [CCFollow actionWithTarget:[spriteArray objectAtIndex:0] worldBoundary:CGRectMake(3, 4, 2, 3)];
    CCLOG(@&#34;HEEE&#34;);
}</code></pre>
<pre><code>-(void)animation{
    id moveAction = [CCCallFunc actionWithTarget:[spriteArray objectAtIndex:0] selector:@selector(something)];
    id b = [CCCallFunc actionWithTarget:[spriteArray objectAtIndex:1] selector:@selector(follow)];
    id c = [CCDelayTime actionWithDuration:3];
    [self runAction:[CCSpawn actions:moveAction, c, b, nil]];
}</code></pre>
<p>When I run it,  the app stops and in the line: [targetCallback_ performSelector:selector_]; there is a SIGABRT signal.<br />
I'm pretty sure this is something to do with the selector because I retyped so selector wouldn't be called and it worked.<br />
However, I need selector because I need to make actionWithTarget.<br />
I spent hours and hours to fix this problem and went through cocos2d document and reference, but I couldn't fix my problem.<br />
Help me please.<br />
Thanks.
</p></description>
		</item>
		<item>
			<title>jandrad on "[GAME] Deep Digger - Fun Action Puzzles"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22344#post-124019</link>
			<pubDate>Tue, 01 Nov 2011 15:52:44 +0000</pubDate>
			<dc:creator>jandrad</dc:creator>
			<guid isPermaLink="false">124019@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey Guys!</p>
<p>I just wanted to let you all know that our latest game Deep Digger is now available on the App Store.</p>
<p><img src="http://www.chocomango.net/media/282/deep-digger-1.jpg" /></p>
<p><strong>DESCRIPTION:</strong></p>
<p>Deep Digger is an amazing fast puzzle game. Dig through different materials as fast as you can and activate the missiles to stop the dogs before they reach your home. Make your way exploding bombs, taking drills and eating carrots to get medals. Play around the world with amazing graphics,tons of visual effects, share your score through Facebook, Twitter and Game Center.</p>
<p><strong>GAME FEATURES:</strong></p>
<p>-Play around 4 worlds in 160 challenging levels!<br />
-Collect all carrots in each level and get all golden medals!<br />
-Use bombs, drills and missiles to stop the dogs.<br />
-Lots of explosions and particle effects!<br />
-Designed for iPhone, iPod Touch and iPad<br />
-Game Center Support<br />
-Retina Display graphics<br />
-Facebook and Twitter integration</p>
<p><strong>GAME IMAGES:</strong></p>
<p><img src="http://www.chocomango.net/media/333/iphone-en-1.png" /></p>
<p><img src="http://www.chocomango.net/media/338/iphone-en-2.png" /></p>
<p><img src="http://www.chocomango.net/media/343/iphone-en-3.png" /></p>
<p><strong>GAME TRAILER:</strong></p>
<p><a href="http://www.youtube.com/watch?v=j3h2pJ34rSk" rel="nofollow">http://www.youtube.com/watch?v=j3h2pJ34rSk</a></p>
<p><strong>PROMO CODES:</strong></p>
<p>3ER499TJW4TX<br />
HK667E4AP4J3<br />
AX6JRFXEWFEN<br />
AF4HFKYEN69K<br />
MNALK9KPRT7W</p>
<p><strong>DOWNLOAD LINK:</strong></p>
<p><a href="http://itunes.apple.com/us/app/deep-digger-fun-action-puzzles/id473511876?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/deep-digger-fun-action-puzzles/id473511876?ls=1&#038;mt=8</a></p>
<p>If you download the game please give us an honest review. It will really help us on our development.</p>
<p>Thanks a lot!
</p></description>
		</item>
		<item>
			<title>dmartiniano on "[GAME] Katana Zombie in the App Store"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22877#post-126553</link>
			<pubDate>Thu, 17 Nov 2011 17:12:39 +0000</pubDate>
			<dc:creator>dmartiniano</dc:creator>
			<guid isPermaLink="false">126553@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Introduction:<br />
We are very happy and proud to announce our new title for iPhone/iPod: Katana Zombie. Katana Zombie is an extreme action shooter title in which you, in Lee Katana's shoes, will have to kill ninja zombies and rescue beautiful geishas in order to defeat the evil scientist Dr. Z who has kidnaped your sister Jane.</p>
<p>Why developers will find my game interesting:<br />
Katana Zombie was a technical challenge that required our engineers and artists to:<br />
- Create a custom animations engine<br />
- Implement cut-out animations<br />
- Balance gameplay<br />
- Create and animate amazing art<br />
- Give you as gamers, the chance to slice ninja zombies with your fingers!! :)</p>
<p>Why gamers will find my game interesting:<br />
In the way to rescue Jean, you will have to save the beautiful geishas from the ninja zombie army mastering each one of the 14 levels protected by cruel zombie Bosses. Use your weapons and your mighty katana to defeat them sharing each milestone of your adventure with your friends in social networks and Game Center.<br />
Katana Zombie provides 14 levels of extreme action, superb art and sound effects, carefully balanced gameplay, 15 different enemies and 3 bosses to defeat, a funny story and the "never fails" Zombies &#38; Ninjas' combo with the chance to cut them in pieces with a swipe of your finger!!</p>
<p>Here are some great screenshots of Katana Zombie:</p>
<p><img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz001.png" /><br />
<img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz002.png" /><br />
<img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz003.png" /><br />
<img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz004.png" /><br />
<img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz005.png" /><br />
<img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz006.png" /><br />
<img src="http://www.pigmalionstudios.com/katanazombie/resources/images/screenshots/kz007.png" /></p>
<p>You can read more about Katana Zombie <a href="http://www.pigmalionstudios.com/katanazombie">here</a></p>
<p>You can download Katana Zombie from iTunes <a href="http://itunes.apple.com/en/app/katana-zombie/id454349872?mt=8">here</a></p>
<p>I really appreciate all of the help we got from other cocos2d users here.</p>
<p>Please write an honest review on the app store and report directly back here about any bugs.
</p></description>
		</item>
		<item>
			<title>goodeats2009 on "CCFollow - edge of tile map showing when changing the scale?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22402#post-124310</link>
			<pubDate>Thu, 03 Nov 2011 07:07:53 +0000</pubDate>
			<dc:creator>goodeats2009</dc:creator>
			<guid isPermaLink="false">124310@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi, so i tried using CCFollow to follow a sprite around</p>
<pre><code>id followEnemy = [CCFollow actionWithTarget:enemy worldBoundary:CGRectMake(0, 0, 960,640)];

  [self runAction:followEnemy];</code></pre>
<p>so it works ok as long as i do not change the scale of the tile map like when zooming out.  But if i zoom out and implement the CCFollow, the edge of tile map shows up (the black area outside of the tile map).  is there another command to prevent this from happening?</p>
<p>also is there a command to set the camera focus to another sprite?  for example, CCFollow one sprite, then after the action is done, set the camera to focus on another sprite which is outside of the current view?  any help is appreciated.  thanks
</p></description>
		</item>
		<item>
			<title>DaveDee on "[Game] The Rescue (Pro &amp; Lite versions)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19493#post-109047</link>
			<pubDate>Sat, 06 Aug 2011 01:37:14 +0000</pubDate>
			<dc:creator>DaveDee</dc:creator>
			<guid isPermaLink="false">109047@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi All! I've just has my first game approved for sale in the App Store. Just wanted to use this opportunity to say a huge thanks to Riq and all responsible for Cocos2d. It's an amazing piece of kit you've build for us! And also a big thank you to everyone here on the forums, for someone learning cocos2d and objective-c from the ground-up this is an amazing resource!</p>
<p><img src="http://daviddennis.org/TheRescue/wp-content/uploads/2011/08/ss31.png" alt="" /></p>
<p>So, a little bit of info about the game:<br />
For the first time in video game history<strong>*</strong> the love of your life has been kidnapped and now you must go on an epic quest to rescue her. Standing between you and your love are levels of deadly falls, cunning traps, painful weapons and crafty guards. You must use all your skill to run, duck and jump your way to the princess avoiding level after level of treacherous obstacles.</p>
<p>You will start each level at the left side of the screen and your aim is to make your way the right side any way possible to continue on your way. Each level will become more difficult with the earlier levels containing single obstacles like fiery pits of doom, armour-piercing arrows, burning boulders and angry guards but the later ones combining them all to challenge your puzzle solving skills and test your reflexes. Do you have what it takes to rescue the princess?</p>
<p>The Rescue is the style of game that was common in glory days of Commodore 64 gaming featuring simple yet extremely addictive level design and game-play.</p>
<p><strong>FEATURES</strong> </p>
<ul>
<li>Over 20 challenging and intense levels.</li>
<li>10 Levels in the free version Rescue Lite.</li>
<li>On-screen joystick control.</li>
<li>Integrated Game Center Leaderboard.</li>
<li>Variable game speed for a players seeking to really test their skills.</li>
<li>Realistic princess in need of rescue.</li>
</ul>
<p><em>*minimal research conducted into this claim.</em></p>
<p><img src="http://daviddennis.org/TheRescue/wp-content/uploads/2011/08/ss2.png" alt="Screen Shot" /><br />
<img src="http://daviddennis.org/TheRescue/wp-content/uploads/2011/08/ss1.png" alt="" /></p>
<p>You can read more about The Rescue at:<br />
<a href="http://daviddennis.org/TheRescue/" rel="nofollow">http://daviddennis.org/TheRescue/</a></p>
<p>You can download <strong>The Rescue</strong> from iTunes here:<br />
<a href="http://itunes.com/apps/TheRescue" rel="nofollow">http://itunes.com/apps/TheRescue</a></p>
<p>You can download <strong>The Rescue Lite</strong> from iTunes here:<br />
<a href="http://itunes.com/apps/TheRescueLite" rel="nofollow">http://itunes.com/apps/TheRescueLite</a></p>
<p>I'm happy to give out some promo codes full the full/pro version of The Rescue here if anybody is interested. just reply back and let me know!</p>
<p>If you're so inclined i would love any honest reviews on the app store and am happy for users to report directly back here about any bugs.</p>
<p>Thanks again to everyone here for their help and the opportunity to write a bit about my last few months work :D</p>
<p>Dave
</p></description>
		</item>
		<item>
			<title>GameInLife on "[GAME]Catching Mouse"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22343#post-124018</link>
			<pubDate>Tue, 01 Nov 2011 15:27:00 +0000</pubDate>
			<dc:creator>GameInLife</dc:creator>
			<guid isPermaLink="false">124018@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My first game has just been approved into the APP STORE.  I'd love to hear what you suggest.<br />
And, thanks for COCO2D framework. </p>
<p><a href="http://itunes.apple.com/us/app/catching-mouse/id475727786?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/catching-mouse/id475727786?ls=1&#038;mt=8</a>
</p></description>
		</item>
		<item>
			<title>goodeats2009 on "Help with sprites moving in a sequence"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22061#post-122601</link>
			<pubDate>Sun, 23 Oct 2011 06:49:32 +0000</pubDate>
			<dc:creator>goodeats2009</dc:creator>
			<guid isPermaLink="false">122601@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi, can you please help me how i can make my sprites move one at a time.  right now they all move at the same time, i want the next sprite to move after the last sprite move has finished.  here is my method</p>
<pre><code>-(void) enemySeeksGoal
{
    CGPoint goalPosition = nodeCoord_To_tileCoord(_bgMap,ccp(496,608));

    [_pathFinder setPlayerPosition:mainPlayerPosition];

    for (EnemySprite *enemy in enemySprites)
    {
    [self updateSpritePositions];

    enemyPosition = nodeCoord_To_tileCoord(_bgMap, enemy.position);
    CCLOG(@&#34;mainPlayerPosition=%g,%g&#34;,tileTouchedPoint.x,tileTouchedPoint.y);
    CCLOG(@&#34;LastenemyPosition=%g,%g&#34;,enemyPosition.x,enemyPosition.y);

    [_pathFinder stepSprite:enemy from:enemyPosition to:goalPosition atSpeed:0.5f];
        CCLOG(@&#34;enemy move done&#34;);

    }
}</code></pre>
<p>i want to include a timerDelay like<br />
<pre><code>id delayTime= [CCDelayTime actionWithDuration:(moveCounter)];</code></pre>
<p>i tried:<br />
<pre><code>CCAction *theAction = [CCSequence actions:[_pathFinder stepSprite:enemy from:enemyPosition to:goalPosition atSpeed:0.5f], delayTime, nil];</code></pre>
<p>but it does not accept<br />
<pre><code>[_pathFinder stepSprite:enemy from:enemyPosition to:goalPosition atSpeed:0.5f];</code></pre>
<p>my syntax is wrong.</p>
<p>appreciate any help.  thanks
</p></description>
		</item>
		<item>
			<title>Jugon on "CCSprite children FadeOut action"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21994#post-122225</link>
			<pubDate>Thu, 20 Oct 2011 11:55:24 +0000</pubDate>
			<dc:creator>Jugon</dc:creator>
			<guid isPermaLink="false">122225@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hy,<br />
i have a CCSprite with 2 children (CCLabelBMFont and CCSprite)</p>
<p>CCSprite *spriteChain = [CCSprite spriteWithSpriteFrameName:@"world_selector_locked.png"];<br />
        spriteChain.position = ccp(111, 132);</p>
<p>        CCLabelBMFont *labelStarsToUnlock = [CCLabelBMFont labelWithString:[NSString stringWithFormat:@"%d", world.starsNeeded] fntFile:@"fnt_world_selector_normal.fnt"];<br />
        labelStarsToUnlock.position = ccp(100, 20);<br />
        [spriteChain addChild:labelStarsToUnlock z:kGameLayerWorldLabelStarsToUnlock tag:kGameLayerWorldLabelStarsToUnlock];</p>
<p>        CCSprite *spriteStars = [CCSprite spriteWithSpriteFrameName:@"star.png"];<br />
        spriteStars.scale = 0.6;<br />
        spriteStars.position = ccp(135, 22);<br />
        [spriteChain addChild:spriteStars z:kGameLayerWorldSpriteStarToUnlock tag:kGameLayerWorldSpriteStarToUnlock];</p>
<p>if i run this action on the spriteChain children execute da scale action but dont the fade out...</p>
<p>here the action:</p>
<p>[spriteChain runAction:[CCSequence actions:[CCDelayTime actionWithDuration:0.6], [CCSpawn actionOne:[CCScaleBy actionWithDuration:0.6 scale:1.2] two:[CCFadeOut actionWithDuration:0.4]], [CCCallBlock actionWithBlock:^{<br />
...<br />
}]]];</p>
<p>thanks
</p></description>
		</item>
		<item>
			<title>akrep1899 on "[GAME] Ready to shoot pumpkins? Melon Truck 2.2 Halloween Edition"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21771#post-120929</link>
			<pubDate>Wed, 12 Oct 2011 20:08:26 +0000</pubDate>
			<dc:creator>akrep1899</dc:creator>
			<guid isPermaLink="false">120929@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys,</p>
<p>I just released a 2.2 Halloween edition of my indie game Melon Truck that has some pumpkins and other graphical updates. Here are the promo shots I put together:</p>
<p><img src="http://melontruck.com/images/p1.png" alt="" /></p>
<p><img src="http://a2.mzstatic.com/us/r1000/113/Purple/e5/10/a9/mzl.xvhisuiv.320x480-75.jpg" alt="" /></p>
<p>iTunes Link: <a href="http://itunes.apple.com/us/app/melon-truck/id431036115">App Store - Melon Truck [Halloween Edition]</a></p>
<p>Home Page (reviews, videos): MelonTruck.com</p>
<p>Some Codes For Grabs:</p>
<p>4XT97NTWF3NT<br />
EY4N43EK9FEK<br />
4LJH7X9FLPFX<br />
EE644TKKEMKL
</p></description>
		</item>
		<item>
			<title>nuclearsword on "Cancel an action"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21418#post-119094</link>
			<pubDate>Sat, 01 Oct 2011 07:52:01 +0000</pubDate>
			<dc:creator>nuclearsword</dc:creator>
			<guid isPermaLink="false">119094@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey there,</p>
<p>I run a delay action:<br />
<pre><code>randTime = (arc4random() % 8) + 3;
	[self runAction:[CCSequence actions:[CCDelayTime actionWithDuration:randTime], [CCCallFunc actionWithTarget:self selector:@selector(shootNow)], nil]];</code></pre>
<p>I would like to cancel it inside another function...meaning stop the Delaytime so it won't call it's target. Is this possible?</p>
<p>Thanks in advance,</p>
<p>Kyle
</p></description>
		</item>
		<item>
			<title>chiodo80 on "CCAction and NSZombie"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21303#post-118490</link>
			<pubDate>Tue, 27 Sep 2011 22:24:04 +0000</pubDate>
			<dc:creator>chiodo80</dc:creator>
			<guid isPermaLink="false">118490@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, i've a problem with a retained action. In the loading phase i do this:<br />
<pre><code>obj = [layer.factory objectFromClassName:[[BookActor class]description]];
			obj.onClickAction = [BookActor shake:cocosLayer.position];</code></pre>
<p>where onClickAction is<br />
<code>@property(nonatomic,retain)id onClickAction;</code></p>
<p>Now, i start an action like that:</p>
<pre><code>+(id)backFlip:(CGPoint)anchorPoint
{
	id jump = [CCJumpBy actionWithDuration:0.6 position:anchorPoint height:150 jumps:1];
	id flip = [CCRotateBy actionWithDuration:0.4 angle:360];
	id action = [CCSpawn actions:jump,flip,nil];
	return action;
}</code></pre>
<p>called by this method:</p>
<pre><code>-(void)onClickAt:(CGPoint)p
{
	float rnd = CCRANDOM_0_1();

	if([sprite numberOfRunningActions] == 0)
	{
		if(rnd&#60;0.4)
			onClickAction = [BookActor jump:self.position];
		else if(rnd&#60;0.7)
			onClickAction = [BookActor backFlip:self.position];
		else
			onClickAction = [BookActor frontFlip:self.position];
	}
	[super onClickAt:p];
}</code></pre>
<p>If i call a replaceScene the app crash because of<br />
-[CCSpawn release]: message sent to deallocated instance 0x3d3620</p>
<p>My cleanup code is:<br />
<pre><code>-(void)onExit
{
	[self stopAllActions];
	[super onExit];
}

-(void)dealloc
{
	self.onClickAction = nil;
	[super dealloc];
}</code></pre>
<p>When the debugger reach self.onClickAction = nil; i can see a NSZombie on onClickAction.<br />
Enabling cocos2d log i get this message</p>
<p>cocos2d: deallocing &#60;CCSpawn = 003D3620 &#124; Tag = -1&#62;</p>
<p>BEFORE reaching the dealloc method.<br />
It's like cocos deallocing onClickAction no matter what i set on property but it should have retained the action.<br />
If i don't release onClickAction everything is fine but i don't understand why.<br />
Any ideas?
</p></description>
		</item>
		<item>
			<title>EasyDev on "Disable a Scene/CCSprite"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9193#post-53100</link>
			<pubDate>Tue, 31 Aug 2010 20:37:44 +0000</pubDate>
			<dc:creator>EasyDev</dc:creator>
			<guid isPermaLink="false">53100@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey developers ! </p>
<p>I am searching for how to un disable a scene ? I mean I have a GamePlay class in which the game is running. Then when you hit a button it goes to the menu with this code : </p>
<pre><code>[[CCDirector sharedDirector] replaceScene:[CCSplitRowsTransition transitionWithDuration:1 scene:[HelloWorld node]]];</code></pre>
<p>But the problem is that while I am on the menu the GamePlay scene continue running itself. Is it normal ? How to prevent that ?</p>
<p>And I have another problem : I have a character in my GamePlay view who can interact with objects. For example when the character interacts with the bag, the bag fadeout and scaleby 1.5. But there is also ennemies who can collide with objects and when an ennemy collide with an object, it does exactly the same thing for the object as when the character collides with this object. Sometimes, the character touches the object and before that the object finished its animation, the ennemy collides with this same object who is a CCSprite. So what happens is that my CCSprite run 2 times the same action. I want to prevent that by disabling to the object the ability to collide with the character or with the ennemies when the ennemy or the character touches for the first time the object. I hope you understood ? Remember that objects which can interract with the ennemies or the character are CCSprites.</p>
<p>Thanks in advance for your help,<br />
Best regards
</p></description>
		</item>
		<item>
			<title>dmitryf on "Reuse animation for different sprites."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20836#post-115826</link>
			<pubDate>Wed, 14 Sep 2011 01:53:26 +0000</pubDate>
			<dc:creator>dmitryf</dc:creator>
			<guid isPermaLink="false">115826@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Currently I have a series of sprites (cardA, cardB, cardC) and three action ( flipCardA, flipCardB, flipCardC ) which I initialize in init method.</p>
<p>I want to get rid of 2 unnecessary actions and just have one action flipCard, but I can't figure out and couldn't find anything on: "how can I apply the same action to different sprites."</p>
<p>the test I have (which applies action only to third card):</p>
<p>[self.cardA runAction:self.flipCard];<br />
[self.cardB runAction:self.flipCard];<br />
[self.cardC runAction:self.flipCard];</p>
<p>so I currently have to use something like that:<br />
[self.cardA runAction:self.flipCardA];<br />
[self.cardB runAction:self.flipCardB];<br />
[self.cardC runAction:self.flipCardC];</p>
<p>Thanks.
</p></description>
		</item>

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