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		<title>cocos2d for iPhone &#187; Tag: iphone - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/iphone</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:36:00 +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/tags/iphone" rel="self" type="application/rss+xml" />

		<item>
			<title>pacific_gamer on "[Game] Hangman Wild West"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29112#post-143432</link>
			<pubDate>Thu, 09 Feb 2012 11:45:16 +0000</pubDate>
			<dc:creator>pacific_gamer</dc:creator>
			<guid isPermaLink="false">143432@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>nice graphics! looks like one of those quiz games you find in a bar.
</p></description>
		</item>
		<item>
			<title>Buster2000 on "[Game] Hangman Wild West"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29112#post-143431</link>
			<pubDate>Thu, 09 Feb 2012 11:06:17 +0000</pubDate>
			<dc:creator>Buster2000</dc:creator>
			<guid isPermaLink="false">143431@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi Everyone.  I just finished developing Hangman Wild West using the cocos2D engine.  The game was developed for <a href="http://www.fatspanner.com/" rel="nofollow">http://www.fatspanner.com/</a> and <a href="http://www.bluechilligames.co.uk/" rel="nofollow">http://www.bluechilligames.co.uk/</a></p>
<p><strong>iTunes Link :</strong><br />
<a href="http://itunes.apple.com/gb/app/hangman-wild-west/id493921521?mt=8" rel="nofollow">http://itunes.apple.com/gb/app/hangman-wild-west/id493921521?mt=8</a></p>
<p><strong>YouTube Link:</strong><br />
<a href="http://www.youtube.com/watch?v=Nbmmx8OKfAw" rel="nofollow">http://www.youtube.com/watch?v=Nbmmx8OKfAw</a></p>
<p>Description:<br />
Yeeeehaaa!! Can y’all save Johnny from being hung at the Glory Hole Gallows? The classic Hangman Game is back with a wholesome southern twist. All y’all have to do is spell out the word that is being described in the hint, its’s easy! Now y’all can play it at home so there are no excuses not to help Johnny escape Sheriff Shiner.</p>
<p>Game Features:<br />
Fun sound effects and animations.<br />
Game Center Leaderboard<br />
In-App purchase extra content packs.</p>
<p>A few screenies:<br />
<img src="http://www.llanbu.pwp.blueyonder.co.uk/bluechilligames/images/games/large_game_icon/large_game_icon_classic_hangman.jpg" alt="Hangman Wild West" /></p>
<p>We've had some pretty good feedback so far and we have a few updates lined up.  There is a Lite version on the way which is currently in review by Apple.</p>
<p>Coming Soon:<br />
Multiplayer Game Mode<br />
More Content Packs
</p></description>
		</item>
		<item>
			<title>precious.logic on "Sprite remain on scene in cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29048#post-143244</link>
			<pubDate>Wed, 08 Feb 2012 10:44:28 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">143244@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have a problem with my game the problem is that i have plate sprite which load after some time the plate sprite is is in plate object which have many more objects like 1.percentage sprite 2.item sprite 3.OrdertextSprite</p>
<p>i the game working on the simulator fine but when i played that game on iphone it is doing little bug first after some time (no time is fixed) 1.plate Sprite created and moved but some time it left it's clone back i solved this issue by creating the plate sprite behind the scene but no good sloution 2.when the object moved to the plate then percentage calculated according to the object cooked but some time the percentage sprite left behind on the scene i am destroying and removing child also but the percentage sprite didn't remove can any body have this type of problem the below is the code of the plate create plate,Add Percentage,MovePlate,DestroyPlate so check that<br />
<pre><code>-(CCSprite *)CreatPlate:(Plate *)objPlate
{
    PlistReader *objPlistRead = [[PlistReader alloc] init];
    [objPlistRead initWithFileName:@&#34;Plates&#38;Order&#34;];
    CCSprite *PlateSprite = [[CCSprite alloc]init];
    if(objPlistRead.LengthOfPList&#62;0)
    {
        NSDictionary *PlatesInfo = [objPlistRead GetTheObjectById:@&#34;Plates&#34;]  ;
        NSString *Path = [[CommanMethods GetCompletePath:[PlatesInfo
                                                objectForKey:@&#34;PlateImage&#34;]] copy];
        int PositionX = [[PlatesInfo objectForKey:@&#34;PositionX&#34;] intValue];
        int PositionY = [[PlatesInfo objectForKey:@&#34;PositionY&#34;] intValue];
        PlateSprite = [CCSprite spriteWithFile:Path];
        PlateSprite.scale = .58;
        PlateSprite.position = ccp(PositionX, PositionY);
        [self addChild:PlateSprite];
        Path = [[CommanMethods GetCompletePath:[PlatesInfo
                                                          objectForKey:@&#34;WithImage&#34;]] copy];
        objPlate.WithSprite = [CCSprite spriteWithFile:Path] ;
        objPlate.WithSprite.scale = .58;
        objPlate.WithSprite.position = ccp(PositionX, PositionY);
        objPlate.WithSprite.visible = NO;
        objPlate.WithSound = [[PlatesInfo objectForKey:@&#34;WithSound&#34;] copy];
        [self addChild:objPlate.WithSprite];

        objPlate.PercentageArray = [NSMutableArray arrayWithArray:[PlatesInfo objectForKey:@&#34;Percentage&#34;]]  ;
        //Path = nil;
        //[PlatesInfo release];
        //PlatesInfo = nil;
        //[Path release];

    }
    [objPlistRead release];
    objPlistRead = nil;
    return PlateSprite;

}

-(void)MovePlate:(NSMutableArray *)ObjectsArray
{
    Plate * objPlate = [ObjectsArray objectAtIndex:0];
    CGPoint MovePosition = [[ObjectsArray objectAtIndex:1] CGPointValue];
    float Speed = [[ObjectsArray objectAtIndex:2] floatValue];

    [objPlate.PlateSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition ]];

    if(objPlate.ItemSprite!=NULL)
    {
        if(objPlate.IslectuaseLeave)
        {
            //[ObjItemSprite runAction:[CCRotateTo actionWithDuration:0 angle:90]];
            int x = MovePosition.x+7;
            int y = (MovePosition.y-15);
            [objPlate.ItemSprite runAction:[CCMoveTo actionWithDuration:Speed position:ccp(x,y)] ];
        }
        else
        {
            [objPlate.ItemSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition] ];
        }
    }
    if(objPlate.SecondItemSprite!=NULL)
    {
        if(objPlate.IslectuaseLeave)
        {
            //[ObjItemSprite runAction:[CCRotateTo actionWithDuration:0 angle:90]];
            int x = MovePosition.x+7;
            int y = (MovePosition.y-15);
            [objPlate.SecondItemSprite runAction:[CCMoveTo actionWithDuration:Speed position:ccp(x,y)] ];
        }
        else
        {
            [objPlate.SecondItemSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition] ];
        }
    }
    if(objPlate.WithSprite!=NULL &#38;&#38; objPlate.WithSprite.visible!=NO)
    {
         [objPlate.WithSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition] ];
    }
    if(objPlate.SecondOrderSprite!=NULL &#38;&#38; objPlate.SecondOrderSprite.visible)
    {
        float x = MovePosition.x;
        float y = MovePosition.y;
        if(objPlate.OrderTextSprite.visible)
        {
            [objPlate.OrderTextSprite runAction:[CCMoveTo actionWithDuration:Speed position:CGPointMake(x, y+15)] ];
            [objPlate.SecondOrderSprite runAction:[CCMoveTo actionWithDuration:Speed position:CGPointMake(x, y-15)] ];
        }
        else
        {
            [objPlate.SecondOrderSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition] ];

        }
    }
    else
    {
        [objPlate.OrderTextSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition] ];
    }
    if(objPlate.PercentageSprite!=NULL)
    {
         [objPlate.PercentageSprite runAction:[CCMoveTo actionWithDuration:Speed position:MovePosition] ];
    }
    else
    {
        objPlate.PercentageSprite.visible = NO;
    }
    [ObjectsArray removeAllObjects];
   // [ObjectsArray release];

}

-(void)showPercentage:(Plate *)objPlate
{
    NSString *FileName = @&#34;nill&#34;;
    NSString *Path;
    if(objPlate.TotalPlatePercentage&#62;=99)
    {
        FileName = [objPlate.PercentageArray objectAtIndex:3];
    }
    else if(objPlate.TotalPlatePercentage&#62;=95)
    {
         FileName = [objPlate.PercentageArray objectAtIndex:2];
    }
    else if(objPlate.TotalPlatePercentage&#62;=80)
    {
        FileName = [objPlate.PercentageArray objectAtIndex:1];
    }
    else if(objPlate.TotalPlatePercentage&#62;=70)
    {
        FileName = [objPlate.PercentageArray objectAtIndex:0];
    }
    if(![FileName isEqualToString:@&#34;nill&#34;])
    {
        Path = [[CommanMethods GetCompletePath:FileName] copy];
        objPlate.PercentageSprite = [CCSprite spriteWithFile:Path] ;
        objPlate.PercentageSprite.position = objPlate.Position;
        objPlate.PercentageSprite.scale = .58;
        [self addChild:objPlate.PercentageSprite];
    }
}

-(void)DestroyPlateObject:(NSMutableArray *)ObjectsArray
{

    [self CheckLevelUp];
    if([PlatesArray count]&#60;=0 &#38;&#38; topSeekBarStage &#62;2)
    {
        topSeekBarStage = 2;
    }
    if(Sound)
    {
        [[SimpleAudioEngine sharedEngine] playEffect:[[CommanMethods GetCompleteSoundPath:@&#34;ordercomplete.wav&#34;]copy]];

    }
    CompletedOrders += 1;
    if(CompletedOrders%10==0)
    {
        [self  CheckAcheivement];
    }
    [CompleteOrderLable setString:[NSString stringWithFormat:@&#34;%d&#34;,CompletedOrders ]];
    [CurrentEarningLable setString:[NSString stringWithFormat:@&#34;%.2f&#34;,CurrentEarning]];
    Plate  *objPlate =[[ObjectsArray objectAtIndex:0] retain];

    [self removeChild:objPlate.PlateSprite cleanup:YES];
    [self removeChild:objPlate.ItemSprite cleanup:YES];
    [self removeChild:objPlate.OrderTextSprite cleanup:YES];
    [self removeChild:objPlate.WithSprite cleanup:YES];

    if(objPlate.SecondOrderSprite!=NULL)
    {
        [self removeChild:objPlate.SecondOrderSprite cleanup:YES];
        [self removeChild:objPlate.SecondItemSprite cleanup:YES];
    }
    if(objPlate.PercentageSprite!=NULL)
    {
        [self removeChild:objPlate.PercentageSprite cleanup:YES];
    }
    //[objPlate.PercentageArray removeAllObjects];
    objPlate.PercentageArray = nil;
    [objPlate.PercentageArray release];

    [objPlate release];
    objPlate = nil;

    SelectedItemIndex = -1;
    PaneSelected = -1;
    //[ObjectsArray release];
    [ObjectsArray removeAllObjects];
    //[self ReArrangePlates];

}</code></pre></description>
		</item>
		<item>
			<title>precious.logic on "error on removing imagePathComponents in cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29042#post-143211</link>
			<pubDate>Wed, 08 Feb 2012 06:07:30 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">143211@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I found the problem this class is sound loading class so i was loading the sound mushroom.wav on playeffect but the sound file name was mashroom.wav that's why the imagePathComponents have no value b/c both files are different so i changed the name of the file
</p></description>
		</item>
		<item>
			<title>precious.logic on "error on removing imagePathComponents in cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/29042#post-143210</link>
			<pubDate>Wed, 08 Feb 2012 05:52:05 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">143210@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i developed a game and i am using the xcode 4 after playing some time the game crash and the IDE point to this function<br />
<pre><code>+(NSString*) fullPathFromRelativePath:(NSString*) relPath
{
    // do not convert an absolute path (starting with &#039;/&#039;)
    if(([relPath length] &#62; 0) &#38;&#38; ([relPath characterAtIndex:0] == &#039;/&#039;))
    {
        return relPath;
    }

    NSMutableArray *imagePathComponents = [NSMutableArray arrayWithArray:[relPath pathComponents]];
    NSString *file = [imagePathComponents lastObject];

    [imagePathComponents removeLastObject];
    NSString *imageDirectory = [NSString pathWithComponents:imagePathComponents];

    NSString *fullpath = [[NSBundle mainBundle] pathForResource:file ofType:nil inDirectory:imageDirectory];
    if (fullpath == nil)
        fullpath = relPath;

    return fullpath;
}</code></pre>
<p>and trying to remove the<br />
<pre><code>[imagePathComponents removeLastObject];</code></pre>
<p>but got error b/c it is not available it is in the "CocosDenshion.h" Class so can any body tell me that what type of thing this function is removing so i fixed that thing in my code thanks
</p></description>
		</item>
		<item>
			<title>atash55 on "Game crashing on iOS lower than 4.3 . &#039;NSInvalidArgumentException&#039; exception."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28983#post-142845</link>
			<pubDate>Mon, 06 Feb 2012 11:30:16 +0000</pubDate>
			<dc:creator>atash55</dc:creator>
			<guid isPermaLink="false">142845@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Fixed. The image file size had a problem fixed that it runs on old devices too.
</p></description>
		</item>
		<item>
			<title>atash55 on "Game crashing on iOS lower than 4.3 . &#039;NSInvalidArgumentException&#039; exception."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28983#post-142836</link>
			<pubDate>Mon, 06 Feb 2012 09:33:55 +0000</pubDate>
			<dc:creator>atash55</dc:creator>
			<guid isPermaLink="false">142836@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My game is running without problem on devices with ios 4.3 and above. When i first launched the game it only ran on ios 4.3 and above.<br />
I added the armv6 architecture manually by typing it out, to make the game run on ios below 4.3. The game is launching on devices with ios lower than 4.3 but it crashes when you select play. </p>
<p>It is throwing the following exception</p>
<p>"Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSMutableArray insertObject:atIndex:]: attempt to insert nil object at 0'"</p>
<p>at this code block on the fifth line.</p>
<p>'<br />
 [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"bushesfrontSheet.plist"];<br />
trees1 = [CCSprite spriteWithSpriteFrameName:@"bushesFront1.png"];<br />
trees2 = [CCSprite spriteWithSpriteFrameName:@"bushesFront2.png"];<br />
NSMutableArray *bushesFrames=[NSMutableArray array];<br />
[bushesFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"bushesFront1.png"]];<br />
[bushesFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@"bushesFront2.png"]];<br />
CCAnimation * sketchAnimationBushesFront=[CCAnimation animationWithFrames:bushesFrames delay:0.2f];<br />
CCAction *sketchActionBushesFront1=[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:sketchAnimationBushesFront restoreOriginalFrame:NO]];<br />
CCAction *sketchActionBushesFront2=[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:sketchAnimationBushesFront restoreOriginalFrame:NO]];</p>
<p>[trees1 runAction:sketchActionBushesFront1];<br />
[trees2 runAction:sketchActionBushesFront2];<br />
'</p>
<p>When running on ios 4.3 and above it has no problem and runs smoothly. Could some one tell me where i am going wrong please?
</p></description>
		</item>
		<item>
			<title>yadongliu on "Physics 21 HD - New Way To Play Blackjack [20 Promo Codes] [iPhone Game]"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28920#post-142722</link>
			<pubDate>Sun, 05 Feb 2012 07:42:08 +0000</pubDate>
			<dc:creator>yadongliu</dc:creator>
			<guid isPermaLink="false">142722@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>HY4M4MJ3HEKK </p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>riq on "Physics 21 HD - New Way To Play Blackjack [20 Promo Codes] [iPhone Game]"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28920#post-142720</link>
			<pubDate>Sun, 05 Feb 2012 07:01:02 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">142720@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks. I took RNHJTMT9AJW3
</p></description>
		</item>
		<item>
			<title>slembcke on "Is retina support now required ?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28932#post-142621</link>
			<pubDate>Sat, 04 Feb 2012 06:24:40 +0000</pubDate>
			<dc:creator>slembcke</dc:creator>
			<guid isPermaLink="false">142621@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Almost all new iPhones sold have retina displays, and there has to be a huge percentage of retina equipped iOS devices in use. Not supporting retina would be a little odd I think unless it was a pixel art game or something.
</p></description>
		</item>
		<item>
			<title>QcMat on "Is retina support now required ?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28932#post-142619</link>
			<pubDate>Sat, 04 Feb 2012 05:39:51 +0000</pubDate>
			<dc:creator>QcMat</dc:creator>
			<guid isPermaLink="false">142619@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I dont think apple will force anyone to do anything, but it's common sense to have it now...
</p></description>
		</item>
		<item>
			<title>Wayne on "Is retina support now required ?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28932#post-142617</link>
			<pubDate>Sat, 04 Feb 2012 05:29:44 +0000</pubDate>
			<dc:creator>Wayne</dc:creator>
			<guid isPermaLink="false">142617@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Today I went to update only the text description of a universal app I have on the Appstore, and it wouldn't accept the text change. The error message showed that the screenshots for iPhone must be one of 4 resolutions which were all above 480x320. Odd thing is, I had 480x320 screenshots for the iPhone there all along when the app was approved for the appstore. It's been on the store for over a week.</p>
<p>I wound up having to create 960x640 screenshots for iPhone just so I could update my text description. The 1024x768 iPad screenshots I didn't have to change.</p>
<p>Does this mean they're now going to force us to support retina for iPhone ?
</p></description>
		</item>
		<item>
			<title>akrep1899 on "Physics 21 HD - New Way To Play Blackjack [20 Promo Codes] [iPhone Game]"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28920#post-142536</link>
			<pubDate>Fri, 03 Feb 2012 18:31:59 +0000</pubDate>
			<dc:creator>akrep1899</dc:creator>
			<guid isPermaLink="false">142536@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>Here is my second app Physics 21 HD. </p>
<p><a href="http://itunes.apple.com/us/app/physics-21-hd/id474914790?mt=8" rel="nofollow">http://itunes.apple.com/us/app/physics-21-hd/id474914790?mt=8</a></p>
<p>Physics 21 HD for iPhone 3GS, iPhone 4, iPhone 4S, iPod touch (2nd generation), iPod touch (3rd generation), iPod touch (4th generation) and iPad on the iTunes App Store</p>
<p>★★★ 2011 Best Card Game Nominee #BestAppEver ★★★</p>
<p>★★★ Featured in "New and Noteworthy" and "What's Hot" sections of iTunes App Store USA ★★★</p>
<p>★ Placed in Top 30 Card Game of USA App Store</p>
<p>★ theiPhoneAppReview.com Review: Physics 21 HD Will Have you Yelling “Blackjack” All Day Long...."This game is seriously fun."</p>
<p>Physics 21 HD is "Featured App" in 138 different places in iTunes App Store including iTunes Home Page "New and Noteworthy" Category in 10+ countries.</p>
<p>Physics 21 HD is a physics based blackjack game for iPhone4, iPod Touch, or iPad2. Gamers have 2 game modes to pick from.</p>
<p>Timed-Mode; Game play consists of trying to make as many 21's as possible given a short period of time. As players make blackjacks or 21's, they are given more time to play.</p>
<p>Single-Deck Mode; Players try to get most point by making as many 21's or blackjacks as possible given a single deck.</p>
<p>Gamers will use their finger to shoot cards into baskets to make 21's to gain points and compete against each other in Game Center.</p>
<p><a href="http://a5.mzstatic.com/us/r1000/087/Purple/8e/f2/1a/mzl.qsfestcu.320x480-75.jpg" rel="nofollow">http://a5.mzstatic.com/us/r1000/087/Purple/8e/f2/1a/mzl.qsfestcu.320x480-75.jpg</a></p>
<p><a href="http://a2.mzstatic.com/us/r1000/081/Purple/7c/8a/58/mzl.ouabogbv.320x480-75.jpg" rel="nofollow">http://a2.mzstatic.com/us/r1000/081/Purple/7c/8a/58/mzl.ouabogbv.320x480-75.jpg</a></p>
<p>iPad Game-Play Video: My New iPhone Game Physics 21 - YouTube<br />
<a href="http://www.youtube.com/watch?v=Qc8K1doraO0" rel="nofollow">http://www.youtube.com/watch?v=Qc8K1doraO0</a></p>
<p>Promo-Codes:</p>
<p>HY4M4MJ3HEKK<br />
77JF3764EPNA<br />
6N9F4KXFXAEW<br />
7N699WJ3P4HK<br />
RNHJTMT9AJW3<br />
MFYYM39KA4A7<br />
NHJT7LNJMA6T<br />
LYLT6A6R7KKE<br />
JXL77M4AR49W<br />
NHWTF7LXWRAN<br />
XMMFJ74PFNRK<br />
KNYKPFNF3E3Y<br />
TL7J47R7W6JN<br />
RETJHT3HHEPX<br />
EKTYALWP6XKT<br />
MMHX6FXFFEMN<br />
NFXRLHFWEPN9<br />
X7AJFRM9TANE<br />
LR3MFTT7WXJP<br />
7KJFLH9KKLRR</p>
<p>Thanks,<br />
Batuhan Akalin<br />
<a href="http://batuhanakalin.com" rel="nofollow">http://batuhanakalin.com</a></p>
<p><a href="http://i1240.photobucket.com/albums/gg481/melontruck/qX.png" rel="nofollow">http://i1240.photobucket.com/albums/gg481/melontruck/qX.png</a>
</p></description>
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			<title>apino on "TouchT - Classics in a new way - Promo Codes"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28855#post-142171</link>
			<pubDate>Wed, 01 Feb 2012 17:21:37 +0000</pubDate>
			<dc:creator>apino</dc:creator>
			<guid isPermaLink="false">142171@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Developer: <a href="http://www.apinosoft.com/">Apino</a></p>
<p>Version: 1.0</p>
<p>Size: 25.3 MB</p>
<p>Requirements: Compatible with iPad.Requires iOS 3.2 or later</p>
<p>iTunes: <a href="http://itunes.apple.com/us/app/toucht/id496893421?mt=8">TouchT</a></p>
<p>That's incredible! Can imagine the tastiest food or the most beautiful sculpture? But you don't have to imagine the most gripping and interesting game. We've got it for you!</p>
<p>The mind blowing 72 level game will continue entice should you get some free time! Move blocks from cubes. Don't let the pits to be filled. Use bonuses. In all it's simplicity, you'll get unbelievable fun.</p>
<p>Having beaten all of the levels you will be thrilled by the game of a game of "Survival". Choose the right level of complexity, and the chance to impress fellow players around the world is yours! </p>
<p><a href="http://a5.mzstatic.com/us/r30/Purple/fc/24/a7/mzl.rphwqcug.480x480-75.jpg"></a></p>
<p><a href="http://youtu.be/w7IFXUJYREc">YouTube</a></p>
<p>Promo Codes</p>
<p>6YFKM37AARK3<br />
KJRL63REYK9L<br />
TE9RHFKWHAXT</p>
<p>Ready to have fun? Good luck!
</p></description>
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			<title>Andreas Loew on "side scrolling beat em up games on cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28782#post-141969</link>
			<pubDate>Tue, 31 Jan 2012 08:53:45 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">141969@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>bigubosu is right about his list.</p>
<p>The side scrolling thing is not a big issue. I use random generated floor &#38; background for my game -&#62; <a href="http://www.turtletrigger.com" rel="nofollow">http://www.turtletrigger.com</a><br />
Enemy waves are also random - since I think it makes a game more interesting than using a static setup.<br />
The game is controlled using accelerometer and not by joystick emulation.</p>
<p>I implemented the parallax scrolling myself - in the end it's quite simple to do: just multiply the background's x offset with a factor &#60; 1.0 that's all.</p>
<p>For collision detection and particles I use box2d. The particles and bodies bounce off the ground as you can see in the video.<br />
I've also created some simple wrapper which works well between box2d and cocos2d. It is part of a tutorial which while be on Ray Wanderlich's blog soon (maybe even tomorrow) =&#62; <a href="http://www.raywenderlich.com/monkeyjump" rel="nofollow">http://www.raywenderlich.com/monkeyjump</a>
</p></description>
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			<title>riq on "Will Cocos2d for iPhone Start Using ARC at Some Point?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28805#post-141951</link>
			<pubDate>Tue, 31 Jan 2012 07:08:12 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">141951@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>cocos2d v2.0-beta / v1.1-beta are ARC compatible.<br />
Please, follow these instructions: <a href="http://www.tinytimgames.com/2011/07/22/cocos2d-and-arc/" rel="nofollow">http://www.tinytimgames.com/2011/07/22/cocos2d-and-arc/</a>
</p></description>
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			<title>Leonne on "Will Cocos2d for iPhone Start Using ARC at Some Point?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28805#post-141930</link>
			<pubDate>Tue, 31 Jan 2012 04:31:31 +0000</pubDate>
			<dc:creator>Leonne</dc:creator>
			<guid isPermaLink="false">141930@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, and sorry if this is the wrong board, but this is something that has been bugging me for a while and the main thing that has stalled my game project for months now.</p>
<p>Ever since iOS 4, the iPhone has had the ability to support ARC. In iOS 5, it was more "integrated" and it's starting to become the "de-facto" setting for memory management when it comes to apps on the phone.</p>
<p>I know Cocos2d was built in such a way that we developers don't have to worry about manual memory management, but that's because Cocos2d is always looking after itself. Will it ever support ARC? I want to build most of my project with ARC settings from now.
</p></description>
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			<title>precious.logic on "side scrolling beat em up games on cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28782#post-141925</link>
			<pubDate>Tue, 31 Jan 2012 01:58:11 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141925@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i know all these thing i am developing the game chef cook mania but i didn't developed the side scrolling beat em up game till now so that is why i am asking for this how to make the control of this game and i have one issue in game how the enemy check the user character to go to him and punch him i want to know the little thing just nothing more
</p></description>
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			<title>bigubosu on "side scrolling beat em up games on cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28782#post-141922</link>
			<pubDate>Tue, 31 Jan 2012 01:31:56 +0000</pubDate>
			<dc:creator>bigubosu</dc:creator>
			<guid isPermaLink="false">141922@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'd say any game isn't easy to make after making my quiz game (sQuiz: Reel Trivia). Even if you think you've finished making the game there's still a whole lot of polishing to do until you're satisfied.</p>
<p>Just looking at the image in the video (haven't pressed play), you'd need:</p>
<p>Photoshop/Inkscape/Illustrator for the graphics/animation<br />
Particle system for hit detection<br />
Something similar to sneaky input for the virtual joypad<br />
Stat tracking - SQL Database, NSUserdefaults<br />
Parallax scrolling for the background<br />
Texture packer for all your images</p>
<p>Not only that you'd start designing your enemies, bosses, their special moves, then their AI, their characteristics (movespeed, attackspeed, health), the physics of their body when they're falling so you can juggle them, the levels, level progression difficulty. </p>
<p>You'd need to research how to do iPhone-to-iPhone gameplay, deal with network problems.</p>
<p>My god it's a long game to make, especially for someone new, if you're really good with graphics, animation, coding, AI, using a physics engine, but it's just cocos2d that you're new at then you should probably start making it otherwise make something smaller, much much smaller.
</p></description>
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			<title>hm50 on "side scrolling beat em up games on cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28782#post-141853</link>
			<pubDate>Mon, 30 Jan 2012 10:57:17 +0000</pubDate>
			<dc:creator>hm50</dc:creator>
			<guid isPermaLink="false">141853@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You want someone to tell you how to make the WHOLE GAME???? I doubt you'll find anyone will to do that. You can search google for 'cocos2d side scrolling' and will likely find a starting point. For the buttons, search this forum for dpad.
</p></description>
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			<title>precious.logic on "side scrolling beat em up games on cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28782#post-141822</link>
			<pubDate>Mon, 30 Jan 2012 07:24:18 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141822@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i am new on cocos2d and iphone also is any body can tell me how to make the side scrolling beat em up games (like double dragon,street of rage) on cocos2d or any other game engine in which these type of game will be easy to make And can any one tell me that how to make the buttons like this game <a href="http://www.youtube.com/watch?v=8LLvrgGLUek" rel="nofollow">http://www.youtube.com/watch?v=8LLvrgGLUek</a> on screen .
</p></description>
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			<title>LittleBitStudio on "Error [CCSprite visit]: message sent to deallocated instance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28733#post-141712</link>
			<pubDate>Sun, 29 Jan 2012 06:15:03 +0000</pubDate>
			<dc:creator>LittleBitStudio</dc:creator>
			<guid isPermaLink="false">141712@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just keep in mind, you'll have to do a release twice (or you should remove the retain, and just release one time):<br />
[objFriPane.currentItem release];<br />
[objFriPane.currentItem release];</p>
<p>You have a finite amount of memory ... and a leak causes it to be used but not freed. So depending on your leak, you'll likely see memory warnings occur more and more frequently over time. Besides eventually crashing, there can be sides effects like the iOS scheduler more often killing your app in the background when other apps trigger memory warnings because they need memory in the foreground app.
</p></description>
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			<title>precious.logic on "Error [CCSprite visit]: message sent to deallocated instance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28733#post-141711</link>
			<pubDate>Sun, 29 Jan 2012 06:00:57 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141711@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i know there this situation man i man also releasing that thing in my destroy objfripane item so that is no worry but can you explain me that what will be effect of memory leakage in game mean what is the reaction of memory leakage on my any game or application thanks
</p></description>
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			<title>LittleBitStudio on "Error [CCSprite visit]: message sent to deallocated instance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28733#post-141663</link>
			<pubDate>Sat, 28 Jan 2012 20:49:02 +0000</pubDate>
			<dc:creator>LittleBitStudio</dc:creator>
			<guid isPermaLink="false">141663@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You appear to have several leaks in your code though:</p>
<p>// with init, the retain count is already going to be 1, and the retain ups it to 2<br />
objFriPane.currentItem = [[[Items alloc]init] retain];</p>
<p>// again, with init, the new array is created with a retain count of 1, and then is lost by the 2nd assignment without releasing it<br />
objFriPane.currentItem.ItemProcessing =[[NSMutableArray alloc]init];<br />
objFriPane.currentItem.ItemProcessing = [objItem.ItemProcessing copy];</p>
<p>Are you seeing memory leaks occurring? Scott
</p></description>
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			<title>precious.logic on "Error [CCSprite visit]: message sent to deallocated instance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28733#post-141617</link>
			<pubDate>Sat, 28 Jan 2012 06:30:01 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141617@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks bro for reply i found the error i have two objects one is item and one is fripane so there is object of item is also available in fripane so when i do and there is two sprite in item one is item sprite it self and the other one is lable of that item so when i do this<br />
<pre><code>objfripane.currentitem = objitem;</code></pre>
<p>then in the item object lablesprite call its method to release so now i just copy the important data and leave the lablesprite data in fripane object now i am doing like this </p>
<pre><code>objFriPane.currentItem = [[[Items alloc]init] retain];
objFriPane.currentItem.ItemProcessing =[[NSMutableArray alloc]init];
objFriPane.currentItem.ItemProcessing = [objItem.ItemProcessing copy]  ;
objFriPane.currentItem.Name = objItem.Name;
objFriPane.currentItem.SpriteScale = objItem.SpriteScale;
objFriPane.currentItem.ItemPositionX = objItem.ItemPositionX;
objFriPane.currentItem.ItemPositionY = objItem.ItemPositionY;
objFriPane.currentItem.ItemProcessNum = 0;
objFriPane.currentItem.Cooked = objItem.Cooked;
objFriPane.cookingStage = 0;
objFriPane.CookingStatus = @&#34;Fresh&#34;;</code></pre>
<p>and now that is work fine
</p></description>
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			<title>LittleBitStudio on "Error [CCSprite visit]: message sent to deallocated instance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28733#post-141616</link>
			<pubDate>Sat, 28 Jan 2012 05:31:55 +0000</pubDate>
			<dc:creator>LittleBitStudio</dc:creator>
			<guid isPermaLink="false">141616@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Can you show the code on how you instance and add the CCSprite? in general, I stick to using the static members that return an autorelease instance of the objects. Then using the addChild: method, the object is then retained by its parent. In general you can avoid most explicit retain and release calls except in some special cases.
</p></description>
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			<title>precious.logic on "Error [CCSprite visit]: message sent to deallocated instance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28733#post-141613</link>
			<pubDate>Sat, 28 Jan 2012 05:21:41 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141613@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i am in game i have multiple item in my game i have problem that when i selected the same item again and again it crash but if i select the different items it remain good and no crash happen i enable the NSZombieEnabled and got this error and didn't understand what is that mean by i retain my each sprite but error is same this is error i got</p>
<p>-[CCSprite visit]: message sent to deallocated instance 0x5594c00</p>
<p>can any one help me in this case.i tried too much but didn't understand i am new on iphone game development so help me .
</p></description>
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			<title>ksjogo on "collision detection doesnt work as expected"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28723#post-141575</link>
			<pubDate>Fri, 27 Jan 2012 21:01:33 +0000</pubDate>
			<dc:creator>ksjogo</dc:creator>
			<guid isPermaLink="false">141575@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>There are 2 reasons this does not work:<br />
BoundingBox on the body is not updated to all the attached sprites.<br />
If if it is this way, it would not work, because boundingBox returns a rect. Thus it would crash in "caves" where it should not.</p>
<p>2 simple solutions:<br />
Loop through each sprite and check for intersects after movement, but this would be n^2, so could grow slow.<br />
Faster is a two-dimensional BOOL array. You just store the occupied fields and when a snake moves you check if the target is already occupied.
</p></description>
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			<title>arbitur on "collision detection doesnt work as expected"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28723#post-141571</link>
			<pubDate>Fri, 27 Jan 2012 20:04:20 +0000</pubDate>
			<dc:creator>arbitur</dc:creator>
			<guid isPermaLink="false">141571@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>im making a little more advanced snake game, and im making the worms body by adding CCSprites at the heads position eatch 0,02 sec.</p>
<p>that works fine but when i try to add collision detection between the first worms body and the second worms body it wont work.</p>
<p>it only works when the last "spawned" body parts are colliding.</p>
<p>im using CGRectIntersectsRect([body1 boundingBox], [body2 boundingBox])
</p></description>
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			<title>andrew on "cocos2d exit function"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28646#post-141471</link>
			<pubDate>Fri, 27 Jan 2012 03:02:20 +0000</pubDate>
			<dc:creator>andrew</dc:creator>
			<guid isPermaLink="false">141471@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm pretty sure Apple rejects apps if they have an exit button.
</p></description>
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