<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.1" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>cocos2d for iPhone &#187; Tag: AtlasSprite - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/atlassprite</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 03:47:49 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.1</generator>
		<textInput>
			<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>
		</textInput>
		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/atlassprite" rel="self" type="application/rss+xml" />

		<item>
			<title>johnnysports on "How to set a mask on a Sprite/AtlasSprite Object?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3025#post-100754</link>
			<pubDate>Fri, 24 Jun 2011 06:58:07 +0000</pubDate>
			<dc:creator>johnnysports</dc:creator>
			<guid isPermaLink="false">100754@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Bump.  I am also looking for a solution to something similar to @<a href='http://www.cocos2d-iphone.org/forum/profile/7387'>codecowboy</a>
</p></description>
		</item>
		<item>
			<title>KingIsulgard on "Masks / Progress bars"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4545#post-89760</link>
			<pubDate>Sun, 24 Apr 2011 10:24:17 +0000</pubDate>
			<dc:creator>KingIsulgard</dc:creator>
			<guid isPermaLink="false">89760@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You can use masking in Cocos2D. Here is an example<br />
<a href="http://www.cocos2d-iphone.org/forum/topic/15890?replies=1#post-89757" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/15890?replies=1#post-89757</a>
</p></description>
		</item>
		<item>
			<title>maklaus on "Masks / Progress bars"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4545#post-85721</link>
			<pubDate>Thu, 31 Mar 2011 10:19:20 +0000</pubDate>
			<dc:creator>maklaus</dc:creator>
			<guid isPermaLink="false">85721@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I had a problem with progress bar rounded ends too.<br />
When I used scaleX it looks really bad.<br />
My solution is setTextureRect method:<br />
<pre><code>CGRect barRect = [progressBar textureRect];
barRect.size.width *= progressYouNeed;
[progressBar setTextureRect: barRect];</code></pre></description>
		</item>
		<item>
			<title>yershuachu on "Scrolling Background"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/485#post-70760</link>
			<pubDate>Fri, 14 Jan 2011 13:13:31 +0000</pubDate>
			<dc:creator>yershuachu</dc:creator>
			<guid isPermaLink="false">70760@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Maybe it's late but this topic is top1 google so:</p>
<p>There is a simple way to do scrolling background.<br />
You have to create two window size spirtes. One in the windows next just next to it (away from view).<br />
Than in time just move both sprites and when the next background would fulify windows jump with invisible part of background on the another side of view. (you can modulo movement to make it slower).</p>
<p>ah use @selector to set scrolling for both.</p>
<p>i have put full answer in a new topic:<br />
<a href="http://www.cocos2d-iphone.org/forum/topic/12598#post-70766" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/12598#post-70766</a>
</p></description>
		</item>
		<item>
			<title>Bosstone on "Detect which Button has been pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11531#post-65420</link>
			<pubDate>Wed, 01 Dec 2010 21:17:37 +0000</pubDate>
			<dc:creator>Bosstone</dc:creator>
			<guid isPermaLink="false">65420@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi crmagicxxx,</p>
<p>thanks again for your assistance! </p>
<p>BR,</p>
<p>Stefan
</p></description>
		</item>
		<item>
			<title>crmagicxxx on "Detect which Button has been pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11531#post-65327</link>
			<pubDate>Wed, 01 Dec 2010 08:23:28 +0000</pubDate>
			<dc:creator>crmagicxxx</dc:creator>
			<guid isPermaLink="false">65327@http://www.cocos2d-iphone.org/forum/</guid>
			<description><blockquote><p>How should I change the loop to keep only 1 menu?</p></blockquote>
<p>MenuItems are children of Menu, so you can add them with addChild like any other node</p>
<blockquote><p>Btw - to add Buttons on a view, do I really have to use menus?</p></blockquote>
<p>I suppose you mean Layer not View? But yes, you have to add Menu to Layer if you want to use cocos2d's Menu/MenuItem system. But you can always make your own buttons without menus, if you want to implement features that aren't covered with Menus...
</p></description>
		</item>
		<item>
			<title>Bosstone on "Detect which Button has been pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11531#post-65216</link>
			<pubDate>Tue, 30 Nov 2010 20:01:00 +0000</pubDate>
			<dc:creator>Bosstone</dc:creator>
			<guid isPermaLink="false">65216@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi crmagicxxx,</p>
<p>thanks for your help and advice! How should I change the loop to keep only 1 menu? Btw - to add Buttons<br />
on a view, do I really have to use menus?</p>
<p>Thanks again for your help and advice!</p>
<p>BR,</p>
<p>Stefan
</p></description>
		</item>
		<item>
			<title>crmagicxxx on "Detect which Button has been pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11531#post-65183</link>
			<pubDate>Tue, 30 Nov 2010 16:42:33 +0000</pubDate>
			<dc:creator>crmagicxxx</dc:creator>
			<guid isPermaLink="false">65183@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Add tags to your buttons. For example, inside your loop you can do:<br />
<pre><code>button.tag = i;</code></pre>
<p>and then:<br />
<pre><code>- (void) showSideMenu: (CCMenuItem *) menuItem
{
NSLog(@&#34;Menu item called: %d&#34;, menuItem.tag);
}</code></pre>
<p>And, unrelated to your question: Your loop seems to be wrong, as you're adding <strong>count</strong> number of menus. Instead you should only add menu items and keep only one menu.
</p></description>
		</item>
		<item>
			<title>Bosstone on "Detect which Button has been pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11531#post-65182</link>
			<pubDate>Tue, 30 Nov 2010 16:35:33 +0000</pubDate>
			<dc:creator>Bosstone</dc:creator>
			<guid isPermaLink="false">65182@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi Folks,</p>
<p>I am new into Cocos2D and I am wondering how to add a Number to a CCMenuItemImage to fetch the button which has been pressed?</p>
<p>I am looping from 1 to 20 and adding images to my view like this:</p>
<pre><code>CCMenu *menu;
		for (i=0; i &#60; count; i++ ){

			if ((i != 0) &#38;&#38; (i % 4 == 0)) row += 1;

		CCMenuItemImage *button = [CCMenuItemImage itemFromNormalImage:@&#34;winziback.png&#34;
														 selectedImage:@&#34;winzi1.png&#34;
																target:self
															  selector:@selector(showSideMenu:)];

		x = (i % 4) * 75 + 100;
		NSLog(@&#34;x = %d&#34;, x);
		y = row * 75;

		menu = [CCMenu menuWithItems:button, nil];
		button.position = ccp(x-211, y-135);
		[self addChild:menu];

		}</code></pre>
<p>Here I log the pressing:</p>
<pre><code>- (void) showSideMenu: (CCMenuItem  *) menuItem
{
	NSLog(@&#34;The first menu was called&#34;);
}</code></pre>
<p>Thanks for any help and advice!</p>
<p>BR,</p>
<p>Stefan
</p></description>
		</item>
		<item>
			<title>itlgames on "Low Resolution Display on Iphone 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9685#post-57701</link>
			<pubDate>Sat, 02 Oct 2010 08:58:01 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">57701@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/12122'>JohnM</a>, I can confirm this works:</p>
<p>[[Director sharedDirector] openGLView].layer.magnificationFilter = kCAFilterNearest;<br />
[[Director sharedDirector] openGLView].layer.contentsRect = CGRectMake(0.0001, 0.0001, 1, 1);</p>
<p>Put it just before you attach your first scene.</p>
<p>Just be sure you use this ONLY in iPhone 4 (will probably work as well in iPad but haven't tested there yet)</p>
<p>To detect device, sue something like this: <a href="http://www.cocos2d-iphone.org/forum/topic/8233#post-47883" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/8233#post-47883</a><br />
Just be sure to replace NSUnicodeStringEncoding with NSUTF8StringEncoding
</p></description>
		</item>
		<item>
			<title>itlgames on "Low Resolution Display on Iphone 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9685#post-57383</link>
			<pubDate>Wed, 29 Sep 2010 19:54:09 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">57383@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Actually the low resolution images in iPhone 4 are not exactly the same that old devices, I have tested that on few games. iPhone 4 will stretch the images and it is noticeable, similar effect than running the game in iPad in x2 mode.</p>
<p>I found a possible solution, I haven't tested yet, but take a look:</p>
<p><a href="http://www.cocos2d-iphone.org/forum/topic/9264#post-53755" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/9264#post-53755</a></p>
<p>I believe you have to call this after all Director (or CCDirector depending of your version) and just before attach your first scene, but as I said, I haven't tested yet.</p>
<p>Thanks to @<a href='http://www.cocos2d-iphone.org/forum/profile/11274'>araker</a> who pointed me on the right direction, there is more information here <a href="https://devforums.apple.com/thread/45850?start=25&#38;tstart=0">apple devforums</a>
</p></description>
		</item>
		<item>
			<title>Ozden79 on "Low Resolution Display on Iphone 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9685#post-57372</link>
			<pubDate>Wed, 29 Sep 2010 17:59:15 +0000</pubDate>
			<dc:creator>Ozden79</dc:creator>
			<guid isPermaLink="false">57372@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It's not pixelated and is the same as the older generation. The thing is that, people who got IPhone/IPod 4 get used to the new crisp display a lot which the older ones starts to look a little bit blurry ;).
</p></description>
		</item>
		<item>
			<title>JohnM on "Low Resolution Display on Iphone 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9685#post-57369</link>
			<pubDate>Wed, 29 Sep 2010 17:27:36 +0000</pubDate>
			<dc:creator>JohnM</dc:creator>
			<guid isPermaLink="false">57369@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I believe it should not be so.</p>
<p>If Iphone 4 displays low resolution correctly, why would it be pixelated?
</p></description>
		</item>
		<item>
			<title>Hackmodford on "Low Resolution Display on Iphone 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9685#post-56584</link>
			<pubDate>Thu, 23 Sep 2010 18:21:31 +0000</pubDate>
			<dc:creator>Hackmodford</dc:creator>
			<guid isPermaLink="false">56584@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>piexelated... annoying... makes me realise how beautiful the display really is...
</p></description>
		</item>
		<item>
			<title>iphonechild on "Looking for animation examples"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1681#post-55779</link>
			<pubDate>Sun, 19 Sep 2010 07:41:39 +0000</pubDate>
			<dc:creator>iphonechild</dc:creator>
			<guid isPermaLink="false">55779@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You can find some cocos2d animation samples in below link ...<br />
<a href="http://cocoabugs.blogspot.com/2010/09/creating-ccwaves3d-animation-for-iphone.html" rel="nofollow">http://cocoabugs.blogspot.com/2010/09/creating-ccwaves3d-animation-for-iphone.html</a>
</p></description>
		</item>
		<item>
			<title>itlgames on "AtlasSprite draw method"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1023#post-55740</link>
			<pubDate>Sun, 19 Sep 2010 00:20:20 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">55740@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok, forget my question, managed to alter the <strong>draw</strong> method on the <strong>AtlasSpriteManager</strong>.
</p></description>
		</item>
		<item>
			<title>itlgames on "AtlasSprite draw method"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1023#post-55720</link>
			<pubDate>Sat, 18 Sep 2010 22:36:05 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">55720@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, sorry to jump on this old thread, but I am trying to do exactly the same, I'm finally porting all my sprites to a sprite sheet, before on my sprites subclass I overwrote the draw method so I could draw a bouncing box around, note I'm working with isometric so the default cocos2d debug bouncing box is not what I needed, I do draw an isometric 3d rectangle enclosing my objects so I could debug the collision and stuff, like the image:</p>
<p><img src="http://www.itlgames.com/trace.jpg" alt="" /></p>
<p>So Steve, are you saying this is not possible to do? I am stuck on 0.8.2 so using old AtlasManager / AtlasSprite.
</p></description>
		</item>
		<item>
			<title>JohnM on "Low Resolution Display on Iphone 4"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/9685#post-55705</link>
			<pubDate>Sat, 18 Sep 2010 20:19:52 +0000</pubDate>
			<dc:creator>JohnM</dc:creator>
			<guid isPermaLink="false">55705@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I would like to run my game in low resolution (480x320) mode on Iphone 4.</p>
<p>I have following questions:<br />
<strong>1.</strong> Does Iphone 4 display this low resolution clearly?<br />
I know when we change resolution on LCD monitor, picture is not clear.</p>
<p>What are your experiences, is graphics clear or blurry?</p>
<p>I would like to avoid creating 2 graphics in game, as it takes more time and space in final build.</p>
<p>However, if it results in poor display, I will need to do support it.</p>
<p>Thanks in advance
</p></description>
		</item>
		<item>
			<title>Matt Rix on "Separating out game piece classes with Box2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2535#post-51419</link>
			<pubDate>Sat, 21 Aug 2010 02:02:09 +0000</pubDate>
			<dc:creator>Matt Rix</dc:creator>
			<guid isPermaLink="false">51419@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I know this thread is ridiculously old, but I just had a problem with this. I decided to put all the Box2D stuff in a library, but then I was getting a HUGE number of "visibility" warnings. </p>
<p>To solve it, I just had to turn ON a flag in the Box2D library target called "Symbols Hidden by Default(GCC_SYBMOLS_PRIVATE_EXTERN)
</p></description>
		</item>
		<item>
			<title>christophersisk on "Confusion on Sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8423#post-48909</link>
			<pubDate>Tue, 03 Aug 2010 20:01:05 +0000</pubDate>
			<dc:creator>christophersisk</dc:creator>
			<guid isPermaLink="false">48909@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Atlas sprites got folded into CCSprites together with normal sprites. Now the engine will make it an 'atlassprite' automagically if you define it from a sprite sheet, and a normal sprite if you define it from a standalone image, all behind the scenes.</p>
<p>edit: read this:  <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrating_to_0_9" rel="nofollow">http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrating_to_0_9</a></p>
<p>Specifically the 'Updating Sprites' section
</p></description>
		</item>
		<item>
			<title>Wayfarer on "Confusion on Sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8423#post-48907</link>
			<pubDate>Tue, 03 Aug 2010 19:57:54 +0000</pubDate>
			<dc:creator>Wayfarer</dc:creator>
			<guid isPermaLink="false">48907@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So, if you could help me out a little bit, where did Atlas Sprites go?  What happened to them, and should I be using CCSpriteBatchNodes over Atlas Sprites?
</p></description>
		</item>
		<item>
			<title>asinesio on "Confusion on Sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8423#post-48903</link>
			<pubDate>Tue, 03 Aug 2010 19:39:25 +0000</pubDate>
			<dc:creator>asinesio</dc:creator>
			<guid isPermaLink="false">48903@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yep, what @<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a> said.</p>
<p>Using CCSpriteBatchNode is the preferred option if you have more than 10-20 sprites on the screen since it will do all of them in 1 OpenGL batch call.</p>
<p>For initial prototyping, though, I wouldn't worry about CCSpriteBatchNode just yet.  It's extra complexity that you <em>may not</em> need. </p>
<p>You can probably get by with just using <code>[CCSprite spriteWithFile:]</code> until you run into performance issues, then switch over to using sprite batch nodes as needed.
</p></description>
		</item>
		<item>
			<title>skyhawk on "Confusion on Sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8423#post-48900</link>
			<pubDate>Tue, 03 Aug 2010 19:32:57 +0000</pubDate>
			<dc:creator>skyhawk</dc:creator>
			<guid isPermaLink="false">48900@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>CCSpriteSheet became CCSpriteBatchNodes
</p></description>
		</item>
		<item>
			<title>Wayfarer on "Confusion on Sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8423#post-48898</link>
			<pubDate>Tue, 03 Aug 2010 19:27:54 +0000</pubDate>
			<dc:creator>Wayfarer</dc:creator>
			<guid isPermaLink="false">48898@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Alright, so I am just so confused.  I've read a lot, but so far I haven't figured out how I should do sprites in my game.  From what I gather, I have 3 options,</p>
<p>CCSprite<br />
Atlas Sprites<br />
Sprite Sheets</p>
<p>However, when I was starting my new project, I was given a warning saying:</p>
<p><code>CCSpriteSheet *sheet; //This is deprecated</code></p>
<p>Well, in that case I can't use that.  Which must mean Atlas Sprites are the way to go.  But in the cocos2D test project, I didn't see the AtlasSpriteTest at all... and looking at some other tests (like the touches test) they just create a CCSprite using the Texture Cache.</p>
<p>So I am very confused at this point.  What is the best practice for making Sprites?  I've been using CCSprite for a while, but if Atlas Sprites are the better decision, where did the test file go?  Where can I learn about them to use them, because I don't know where to start.  Thanks.
</p></description>
		</item>
		<item>
			<title>briancps on "IPhone and IPod Touch memory"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7845#post-45926</link>
			<pubDate>Mon, 12 Jul 2010 22:58:55 +0000</pubDate>
			<dc:creator>briancps</dc:creator>
			<guid isPermaLink="false">45926@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You get 24MB for texture memory.  <a href="http://allseeing-i.com/Performance-tips-for-Cocos2d-for-iPhone">This site</a> has some tips of texture optimization.  According to that article, your 5 sprite sheets will be using 10MB total.  You can check the actual texture memory usage of your app with the OpenGL ES profiler tool.
</p></description>
		</item>
		<item>
			<title>JohnM on "IPhone and IPod Touch memory"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7845#post-45895</link>
			<pubDate>Mon, 12 Jul 2010 19:06:33 +0000</pubDate>
			<dc:creator>JohnM</dc:creator>
			<guid isPermaLink="false">45895@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I have 5 spritesheets, each of 1024x1024 size, with 16bit graphics. All graphics will be in memory at same time.</p>
<p>1. How much IPhone 3G has available memory for graphics? So I am asking for slowest Iphone model and IPod 2nd generation.<br />
2. Will I have an issue since graphics is spread out on 5 large spritesheets. </p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>Adam Allen on "Graphics preparing for tmx map"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7702#post-45149</link>
			<pubDate>Wed, 07 Jul 2010 23:00:48 +0000</pubDate>
			<dc:creator>Adam Allen</dc:creator>
			<guid isPermaLink="false">45149@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was able to use 32 x 32 tiles without any editing by rounding the animation calculation to the nearest pixel. Solution here:</p>
<p><a href="http://www.cocos2d-iphone.org/forum/topic/4219" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/4219</a>
</p></description>
		</item>
		<item>
			<title>araker on "Graphics preparing for tmx map"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7702#post-45090</link>
			<pubDate>Wed, 07 Jul 2010 13:05:27 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">45090@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Read the <a href="http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps">documentation</a>..
</p></description>
		</item>
		<item>
			<title>JohnM on "Graphics preparing for tmx map"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7702#post-45073</link>
			<pubDate>Wed, 07 Jul 2010 10:01:15 +0000</pubDate>
			<dc:creator>JohnM</dc:creator>
			<guid isPermaLink="false">45073@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>Making graphics for tmx maps can be teddious job.<br />
Moreover, I have read that some artifacts can happen.<br />
For example, we have tile size 32x32.</p>
<p>I have read that graphics picture must be adjusted, so that actuall size will be 34x34 and this one pixel from each side is added to prevent artifacts in game.<br />
1. How to prepare graphics for tmx map. Is there some easy solution? For example I have graphics in texture 1024x1024. Is there some way to automatically fix it?<br />
2. Do I have to manually edit each tile in png graphics and add this 1 pixel (so that I copy neighbouring pixels) or there is some automatic way to do it easily. If all has to be done manualy, it is painful process.<br />
3. This above questions were for game background. What about with sprites that are not part of tmx map graphcis? Are they also need to be fixed same way?</p>
<p>As far as I understand, this is very painfull process in preparing graphics for the game.<br />
Could you give some guidance in this and enlight the way how to do it?</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>edge17 on "CCSpriteSheet and zOrdering"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6986#post-41000</link>
			<pubDate>Wed, 09 Jun 2010 21:37:25 +0000</pubDate>
			<dc:creator>edge17</dc:creator>
			<guid isPermaLink="false">41000@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've been reading a lot of threads and come across lots of great info, but haven't been able to come up with a workable solution.</p>
<p>I have sprites from 2 different sprite sheets which need to be ordered in relation to eachother. Since they're children of different nodes, i'm going to have z-ordering issues.</p>
<p>Everything was fine initially because I was using normal CCSprites, not CCSpriteSheets but was having severe performance issues. The performance issues got addressed by porting everything to the CCSpriteSheet, but now I have ordering issues :)</p>
<p>According to this site -<br />
<a href="http://allseeing-i.com/Performance-tips-for-Cocos2d-for-iPhone" rel="nofollow">http://allseeing-i.com/Performance-tips-for-Cocos2d-for-iPhone</a></p>
<p>I can play around with the vertexZ property in a CCNode to affect the actual render order of the sprites, but I'm guessing this isn't recommended. I don't have any weird transparency though. (I did try to play with changing the vertexZ of a few random sprites, but it didn't appear to actually do anything)</p>
<p>My question is, given the ordering requirement I have, what are (if any) my options besides using CCSprites or CCSpriteSheets? If it makes any difference, I'm using v0.99.3 of cocos2d. I haven't really explored AtlasSprites yet, mainly because I don't think I understand how they differ from CCSpriteSheets.</p>
<p>As always, thanks in advance!
</p></description>
		</item>

	</channel>
</rss>

