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		<title>cocos2d for iPhone &#187; Tag: iphone - Recent Topics</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 04:05:49 +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/topics" rel="self" type="application/rss+xml" />

		<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-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-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>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>
		</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>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>
		</item>
		<item>
			<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>
		</item>
		<item>
			<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>
		</item>
		<item>
			<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>
		</item>
		<item>
			<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>
		</item>
		<item>
			<title>precious.logic on "cocos2d exit function"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28646#post-141117</link>
			<pubDate>Wed, 25 Jan 2012 09:42:46 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141117@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i have exit button in my game . but i didn't find a way on net the about exit function in cocos2d or quit the game on the button exit touch . Can any one tell me that little thing
</p></description>
		</item>
		<item>
			<title>nicekhj1 on "[GAME] Our new game Neon Heroes is limited FREE !!!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28680#post-141321</link>
			<pubDate>Thu, 26 Jan 2012 07:31:41 +0000</pubDate>
			<dc:creator>nicekhj1</dc:creator>
			<guid isPermaLink="false">141321@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am indie iphone game programmer !</p>
<p>And I want to introduce our new game !</p>
<p><img src="http://nicekhj1.hubweb.net/iphone/neonheroes/1.png" /></p>
<p><img src="http://nicekhj1.hubweb.net/iphone/neonheroes/2.png" /></p>
<p><a href="http://itunes.apple.com/app/neon-heroes/id493840285">http://itunes.apple.com/app/neon-heroes/id493840285</a>
</p></description>
		</item>
		<item>
			<title>precious.logic on "cocos2d scene memory management"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28627#post-141013</link>
			<pubDate>Tue, 24 Jan 2012 15:10:25 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">141013@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i have a question about cocos2d i have 2 scene in my game both have a lot of sprites on the scene what happened when i replace the one scene and load another is all sprite removed automatically or it is taking memories and will be release when i release in dealloc of the scene i am unable to understand of this thing how the memory manage in this condition so can any one explain me that thing
</p></description>
		</item>
		<item>
			<title>Ricardo1980 on "How do you promote your new game?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8850#post-51274</link>
			<pubDate>Thu, 19 Aug 2010 22:32:03 +0000</pubDate>
			<dc:creator>Ricardo1980</dc:creator>
			<guid isPermaLink="false">51274@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all!</p>
<p>How do you promote your new game?</p>
<p>I have a list of websites, blogs (mac, games) and forums (programming, developmnet, game design) and what I do is just send them a review of my game.</p>
<p>There are other things I could make, for instance sending Promo codes.</p>
<p>I would like to know your ideas.<br />
Thanks.
</p></description>
		</item>
		<item>
			<title>Juri_Ukrajew on "New iphone app - Girlventory"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28516#post-140358</link>
			<pubDate>Fri, 20 Jan 2012 08:42:50 +0000</pubDate>
			<dc:creator>Juri_Ukrajew</dc:creator>
			<guid isPermaLink="false">140358@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you ever tried to remember what girls and how many of them you've been with? Then this is exactly app for you. Girlventory. Simple and nice design brings you perfect way to keep all informatinos about your exes at one place.</p>
<p>AppStore: <a href="http://itunes.apple.com/us/app/girlventory/id493295196?mt=8&#38;ign-mpt=uo%3D2">http://itunes.apple.com/us/app/girlventory/id493295196?mt=8&#038;ign-mpt=uo%3D2</a></p>
<p>Facebook page: <a href="http://www.facebook.com/pages/Girlventory/309636959075310" rel="nofollow">http://www.facebook.com/pages/Girlventory/309636959075310</a> </p>
<p>Twitter: <a href="https://twitter.com/#" rel="nofollow">https://twitter.com/#</a>!/Girlventory
</p></description>
		</item>
		<item>
			<title>FunVoltage on "iOS Game Developer @ FunVoltage, Bangalore"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28508#post-140335</link>
			<pubDate>Fri, 20 Jan 2012 05:30:35 +0000</pubDate>
			<dc:creator>FunVoltage</dc:creator>
			<guid isPermaLink="false">140335@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello folks,</p>
<p>We are a mobile gaming company based out of Bangalore, India. We have openings for Game developers with 1+ yrs of experience. For applying, please email ur CV to poke@<a href='http://www.cocos2d-iphone.org/forum/profile/75851'>funvoltage</a>.com.</p>
<p>Thanks,</p>
<p>- Ram<br />
<a href="http://www.funvoltage.com" rel="nofollow">http://www.funvoltage.com</a>
</p></description>
		</item>
		<item>
			<title>precious.logic on "how to generate random numbers in range in xcode"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28378#post-139696</link>
			<pubDate>Mon, 16 Jan 2012 14:06:49 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">139696@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i tried a lot examples but didn't get the answer right i tried this<br />
<pre><code>(int)from + arc4random() % to;</code></pre>
<p>and this<br />
<pre><code>(int)from + arc4random() % (to-from+1);</code></pre>
<p>and this<br />
<pre><code>(arc4random() % to)from;</code></pre>
<p>but nothing of this is generating numbers in range can any one tell me
</p></description>
		</item>
		<item>
			<title>JMarx on "Box2D gravity question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6032#post-35581</link>
			<pubDate>Tue, 27 Apr 2010 23:01:37 +0000</pubDate>
			<dc:creator>JMarx</dc:creator>
			<guid isPermaLink="false">35581@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all, I just want to preface this with me stating that I'm very very new to programming as well as cocos2d and box2d.  I've spend a few weeks doing nothing but research in regards to learning objective-c as well as cocos2d and I have downloaded and read tons of tutorials on building simple games just to get myself used to everything.  I've been making some pretty good headway with my game (surprisingly to me) and I've run into a snag the past couple of days regarding the gravity in my game.  As stated, I'm working on a very basic game which has a player character and blocks.  Basically, a 50 pixel wide block will randomly spawn from somewhere off screen and move from the bottom of the screen to the top and off screen.  This goes on forever with a new block randomly spawning every second.  That's all fine and good.  Now I'm working on the physics of the game because I need some collision so that my character can stand on the blocks and then fall off onto the next platform.  When I implement box2d to create bodies for my characters, my player works just fine and has defined properties and moves around no problem at all.  When I try to define a body for my blocks, it causes all sorts of problems with the gravity in the game.  Essentially, the blocks stop randomly spawning only to spawn from one spot right on top of each other and then the game crashes.  When I remove any definitions to the blocks, everything goes back to normal, no problem.  This leads me to believe that the gravity in the world which pulls the player down is affecting the blocks.  My question is, how would I go about creating a gravity that's specific only to the randomly spawning blocks so they can continue moving upwards on their own without affecting the players gravity pulling the player down?  Again, I'm very new to this whole process and I've spend 2 days searching for help online through these forums as well as other websites.  If this would be easier to do in Chipmunk, I'm game, but again I was having difficulty getting that to work as well.  Thanks for any help/input that any of you may have.
</p></description>
		</item>
		<item>
			<title>kanchana.anil on "Collision Detection_with  out Box2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28477#post-140168</link>
			<pubDate>Thu, 19 Jan 2012 07:44:48 +0000</pubDate>
			<dc:creator>kanchana.anil</dc:creator>
			<guid isPermaLink="false">140168@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi to all,</p>
<p>             Am developing a Game using Cocos2D, for that i need Collision Detection of Two Sprites. in my game some sprites falling down from top to bottom  with different    speeds and one Character sprite moving left to right at bottom. i set all sprites Anchor point to (0,0) .my code detecting collisions of sprites which are having low speed, but not with high speed. And also it's not detecting when both overlap side by side. </p>
<p>Falling Sprites Shapes:Rectangular,circles,polygons etc</p>
<p>NOTE:i don't want use Box2D.here my code</p>
<p>(<br />
     -(void) findwhatisTouched<br />
{</p>
<p>    CGRect loMan_Rect=CGRectMake(Gman_image.position.x, Gman_image.position.y,                          //Character sprite<br />
                                                         Gman_image.contentSize.width,<br />
                                                         Gman_image.contentSize.height);</p>
<p>    for(int i=0;i&#60;[[Gbackground_image children] count];i++)                                                                  //collecting sprites which are add to my Background_image_view<br />
    {     </p>
<p>        CCSprite* loimage=[[Gbackground_image children] objectAtIndex:i];</p>
<p>        CGRect loTarget_Rect=CGRectMake(loimage.position.x,loimage.position.y,<br />
                                                                loimage.contentSize.width,<br />
                                                                loimage.contentSize.height);</p>
<p>        if(CGRectIntersectsRect(loTarget_Rect, loMan_Rect))<br />
        {<br />
            NSLog(@"equal");<br />
            score=score+10;<br />
            [self spriteMoveFinished:loimage atindex:i];                                                                            // a method which removes sprite when they collide with Character<br />
         }</p>
<p>      }<br />
}  </p>
<p>-(void)spriteMoveFinished:(id)sender atindex:(int)i<br />
{<br />
    NSLog(@"spriteMoveFinish: atindex:");<br />
    CCSprite *sprite = (CCSprite *)sender;<br />
   [Gbackground_image removeChild:[[Gbackground_image children] objectAtIndex:i] cleanup:YES]; </p>
<p>} </p>
<p>)</p>
<p>i serched in Cocos2D forum and also in some sites but those methods are not working for me</p>
<p>Any help guy's plz.........</p>
<p>Thanks Beforehand
</p></description>
		</item>
		<item>
			<title>johntmcintosh on "Restart Level with Box2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19159#post-107371</link>
			<pubDate>Wed, 27 Jul 2011 15:48:30 +0000</pubDate>
			<dc:creator>johntmcintosh</dc:creator>
			<guid isPermaLink="false">107371@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all,</p>
<p>I'm working on a cocos2d and box2d game and have been having some trouble implementing the ability to restart a level. First, here's my conceptual understanding of the correct approach:</p>
<p>I'm storing the data for my levels in XML files, so I have a single scene which loads which ever level is appropriate. The app delegate is in charge of replacing scenes whenever necessary. I have a menu scene which lets me choose which level to play. If I choose level 2, the app delegate replaces the scene with GameScene, which allows me to play that level. In GameScene I have the following methods (among others):</p>
<p>- init - which performs the first initialization<br />
- reset - which resets the values to an initial state and loads the data relevant to the current<br />
- dealloc - for the final deallocation</p>
<p>In my app delegate, I have a single instance of GameScene. Each time a level is selected, I call reset on that scene, that call replaceScene to make that the current scene.</p>
<p>Now, let's say I start on the menu to select a level. I press level 1, which calls nextLevel in my app delegate:<br />
<code><br />
- (void)nextLevel {<br />
    [_mainScene.layer reset];<br />
    [[CCDirector sharedDirector] replaceScene:_mainScene];<br />
}<br />
</code></p>
<p>The levels plays correctly. From here I can replaceScene to go back to the menu, and then back to a level with no problem. However, things do not work when I try to restart a level. To restart, I call:<br />
<code><br />
[appDelegate nextLevel];<br />
</code></p>
<p>This should reset the scene, and start it again. However, what I see is the scene in its initial state, but there is no physics behavior, and my <code>tick:</code> function only gets called once. For example, I have a ball that should fall when the level starts. When I restart, the ball is at the top of the screen but never falls.</p>
<p>So, I have a world, my sprites, and my bodies. I suspect I am not handling them correctly between the init, reset, and dealloc methods.</p>
<p>For example, right now, in init, I am simply adding a menu to the scene.<br />
In reset, I am removing the sprites and bodies and setting them to nil. Then I delete the world, then recreate the world and add the sprites and bodies to it.<br />
In dealloc, I remove the sprites and bodies and set them to nil, then delete the world.</p>
<p> Can anyone offer some insight into how this should be handled? I have seen some examples of resetting levels with cocos2d, but not when box2d is used as well.</p>
<p>Thanks so much.
</p></description>
		</item>
		<item>
			<title>purplelilgirl on "BulletML"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8266#post-48087</link>
			<pubDate>Wed, 28 Jul 2010 02:52:02 +0000</pubDate>
			<dc:creator>purplelilgirl</dc:creator>
			<guid isPermaLink="false">48087@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, </p>
<p>Just wondering...<br />
Has anyone tried using BulletML (<a href="http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html" rel="nofollow">http://www.asahi-net.or.jp/~cs8k-cyu/bulletml/index_e.html</a>) with Cocos2D?</p>
<p>:D
</p></description>
		</item>
		<item>
			<title>precious.logic on "how to push the running scene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28372#post-139653</link>
			<pubDate>Mon, 16 Jan 2012 05:27:08 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">139653@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i don't have any idea how to push the current scene in stack can some body tell me the syntax of that i tried this<br />
<pre><code>[[CCDirector sharedDirector] pushScene:self];</code></pre>
<p>but it is giving incompatible pointer my class is cclayer where i am calling this so what to do can any one tell me plz
</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>precious.logic on "how to write data in plist"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28202#post-138733</link>
			<pubDate>Mon, 09 Jan 2012 10:40:43 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">138733@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i have a plist with Dictionary at root and in that dictionary there is array list in that array list there is again dictionary and in dictionary there is a Boolean value so i want to change the Boolean value how can i do this<br />
the path XML</p>
<pre><code>&#60;?xml version=&#34;1.0&#34; encoding=&#34;UTF-8&#34;?&#62;
&#60;!DOCTYPE plist PUBLIC &#34;-//Apple//DTD PLIST 1.0//EN&#34; &#34;http://www.apple.com/DTDs/PropertyList-1.0.dtd&#34;&#62;
&#60;plist version=&#34;1.0&#34;&#62;
&#60;dict&#62;
    &#60;array&#62;
	&#60;dict&#62;
		&#60;key&#62;Image&#60;/key&#62;
		&#60;string&#62;stove0.png&#60;/string&#62;
		&#60;key&#62;Purchased&#60;/key&#62;
		&#60;true/&#62;
		&#60;key&#62;Price&#60;/key&#62;
		&#60;integer&#62;0&#60;/integer&#62;
	&#60;/dict&#62;
	&#60;dict&#62;
		&#60;key&#62;Image&#60;/key&#62;
		&#60;string&#62;stove1.png&#60;/string&#62;
		&#60;key&#62;Purchased&#60;/key&#62;
		&#60;false/&#62;
		&#60;key&#62;Price&#60;/key&#62;
		&#60;integer&#62;250&#60;/integer&#62;
	&#60;/dict&#62;
	&#60;dict&#62;
		&#60;key&#62;Image&#60;/key&#62;
		&#60;string&#62;stove2.png&#60;/string&#62;
		&#60;key&#62;Purchased&#60;/key&#62;
		&#60;false/&#62;
		&#60;key&#62;Price&#60;/key&#62;
		&#60;integer&#62;500&#60;/integer&#62;
	&#60;/dict&#62;
	&#60;dict&#62;
		&#60;key&#62;Image&#60;/key&#62;
		&#60;string&#62;stove3.png&#60;/string&#62;
		&#60;key&#62;Purchased&#60;/key&#62;
		&#60;false/&#62;
		&#60;key&#62;Price&#60;/key&#62;
		&#60;integer&#62;750&#60;/integer&#62;
	&#60;/dict&#62;
	&#60;dict&#62;
		&#60;key&#62;Image&#60;/key&#62;
		&#60;string&#62;stove5.png&#60;/string&#62;
		&#60;key&#62;Purchased&#60;/key&#62;
		&#60;false/&#62;
		&#60;key&#62;Price&#60;/key&#62;
		&#60;integer&#62;1000&#60;/integer&#62;
	&#60;/dict&#62;
	&#60;dict&#62;
		&#60;key&#62;Image&#60;/key&#62;
		&#60;string&#62;stove8.png&#60;/string&#62;
		&#60;key&#62;Purchased&#60;/key&#62;
		&#60;false/&#62;
		&#60;key&#62;Price&#60;/key&#62;
		&#60;integer&#62;1250&#60;/integer&#62;
	&#60;/dict&#62;
   &#60;/array&#62;
&#60;/dict&#62;

&#60;/plist&#62;</code></pre>
<p>  i want to change the purchased value so can any one help me in that
</p></description>
		</item>
		<item>
			<title>SeruK on "Universal iOS App - iPad scaling issues"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28065#post-137995</link>
			<pubDate>Wed, 04 Jan 2012 17:49:16 +0000</pubDate>
			<dc:creator>SeruK</dc:creator>
			<guid isPermaLink="false">137995@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I am currently working on a universal app with Cocos2D and I have some questions about scaling. I have already dealt with the positioning issue thanks to this guy (<a href="http://michaelgilkes.info/cocos2d-using-hd-images-for-ipad-in-a-universal-app/" rel="nofollow">http://michaelgilkes.info/cocos2d-using-hd-images-for-ipad-in-a-universal-app/</a>), but I want to stretch the -hd textures to cover up the iPad window.</p>
<p>i.e. for my 'root' class (which inherits CCSprite) I do this after initializing:<br />
<pre><code>if(IS_IPAD())
        {
            self.scaleX = kIpadScaleXRatio;
            self.scaleY = kIpadScaleYRatio;
        }</code></pre>
<p>I already know the bounding box method fails to take scaling into account so I overrode it:<br />
<pre><code>- (CGRect)boundingBox
{
    CGRect rect = CGRectMake(self.position.x, self.position.y, self.contentSize.width*self.scaleX, self.contentSize.height*self.scaleY);

    CGRect returnRect = CGRectApplyAffineTransform(rect, [self nodeToParentTransform]);

    return CC_RECT_PIXELS_TO_POINTS(returnRect);
}</code></pre>
<p>None of this seems to work perfectly, since my 640x960 texture doesn't actually cover up the entire window. I really want to avoid a third set of textures for the iPad version.</p>
<p>Would this approach even work? Or am I making a total arse of myself? If it actually would work, is there anything else to consider but the boundingBox method?</p>
<p>Thanks in advance.
</p></description>
		</item>
		<item>
			<title>tetna on "Sprites not showing on 3GS"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28269#post-139032</link>
			<pubDate>Wed, 11 Jan 2012 09:46:24 +0000</pubDate>
			<dc:creator>tetna</dc:creator>
			<guid isPermaLink="false">139032@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>the sprites that are made are working well on the simulator but in the device it is not showing</p>
<p>but i can get its NSLog</p>
<p>whats seems to be the problem? O_O</p>
<p>PS: i have checked everything..</p>
<p>here is the method of the 2 sprites that are not showing:<br />
<pre><code>-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
	AtlasSpriteManager *spriteManager = (AtlasSpriteManager*)[self getChildByTag:kSpriteManager];
	AtlasSprite *bird = (AtlasSprite*)[spriteManager getChildByTag:kBird];

	UITouch *touch = [touches anyObject];
	CGPoint location = [touch locationInView:[touch view]];
	location = [[Director sharedDirector]convertCoordinate:location];

	Sprite *projectile = [Sprite spriteWithFile:@&#34;bullet.png&#34;];
	projectile.position = ccp(bird.position.x,bird.position.y);

	CGSize winSize = [[Director sharedDirector]winSize];

	int offX = location.x - projectile.position.x;
	int offY = location.y - projectile.position.y;

	[self addChild:projectile];

	float scalarX = 1.0f;
	if(offX &#60; 0.0f) scalarX = -1.0f;
	int realX = scalarX * (winSize.width + (projectile.contentSize.width/2));
	float ratio = (float) offY / (float) offX;
	int realY = (realX *ratio) +projectile.position.y;
	CGPoint realDest = ccp(realX,realY);

	int offRealX = realX - projectile.position.x;
	int offRealY = realY - projectile.position.y;
	float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY));
	float velocity = 480/1;
	float realMoveDuration = length/velocity;

	[projectile runAction:[Sequence actions:[MoveTo actionWithDuration:realMoveDuration position:realDest],
						   [CallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]];
	NSLog(@&#34;Shoot!&#34;);
	projectile.tag = 2;
	[_projectiles addObject:projectile];

}</code></pre>
<p>and this one:<br />
<pre><code>-(void)addTarget {

	Sprite *target = [Sprite spriteWithFile:@&#34;him.png&#34;];

	CGSize winSize = [[Director sharedDirector]winSize];
	int minX = winSize.width/6;
	int maxX = winSize.width - target.contentSize.width/2;
	int rangeX = maxX - minX;
	int actualX = (arc4random() % rangeX) + minX;

	target.position = ccp(actualX,500);
	NSLog(@&#34;Location:%f&#34;,target.position);
	[self addChild:target];

	int minDuration = 2.0; int maxDuration = 4.0;
	int rangeDuration = maxDuration - minDuration;
	int actualDuration = (arc4random() % rangeDuration)+minDuration;

	id actionMove = [MoveTo actionWithDuration:actualDuration position:ccp(actualX, -target.contentSize.height/2)];
	id actionMoveDone = [CallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)];
	[target runAction:[Sequence actions:actionMove,actionMoveDone, nil]];

	target.tag = 1;
	[_targets addObject:target];
}</code></pre>
<p>thanks
</p></description>
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			<title>appsolutecreations on "Looking for cocos2d programmer SERIOUS PROGRAMMERS ONLY!!!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28247#post-138952</link>
			<pubDate>Tue, 10 Jan 2012 19:39:58 +0000</pubDate>
			<dc:creator>appsolutecreations</dc:creator>
			<guid isPermaLink="false">138952@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yup I'm here again.  It seems I can't find anyone reliable.  I really don't understand what in the world is wrong with people.  Here is a copy of the email I just got today from the guy I was working with this last month....</p>
<p>Hey man - been at my GF's since saturday, and my phone died sometime over the weekend. </p>
<p>I'm starting more and more to realize how hopeless it is to develop stuff for the mobile platforms - but then again I might just be lacking motivation temporarily. As of the now, all iOS projects of mine have been put on hold. </p>
<p>Why I've lost motivation? A gaming experience on your cellphone is brain dead entertainment. You never flip our your iPhone or iPad to fully immerse yourself in an epic gaming experience. You do it when you're going #<a href='http://www.cocos2d-iphone.org/forum/tags/2'>2</a> or waiting for the bus. I think I've failed to realize that up until now. Most of all, I want - nay, need - to make a gaming experience so epic, immersive and thorough that you fire up the game not because you're bored, but because the gaming experience is that good.</p>
<p>I might get the motivation needed to finish up the iOS projects I current am involved in, but chances are I'm cancelling the ones I have started on myself, and also bailing out of Balloon Fighters. I hope you understand I never planned to bail on this project when I first accepted it, but when the motivation is lacking, it's a really huge burden to bear to work 3-5 hours a day on a hobby basis with the quite big risk of never earning a single dime off of it. For this reason I am also discaring some 400+ hours of my own work. </p>
<p>I feel sorry that I'm just another lame-ass programmer that bails on you, but at the end of the day I view my work as art, and as an artist it's meaningless to keep doing something if you've lost belief in the project - which is this case is the entire iOS platform in general. </p>
<p>Until you have to make actual quality applications for them to be accepted onto the AppStore, I'm probably going to stay far away from it. Spending 400 hours on a project only to be outsold by a fart-app is about as fun as an ear infection. The platform is broken.</p>
<p>What in the world is wrong with people and why is there no one reliable out there???<br />
Why commit to something then totally bail..  This guy was working on the game like it would be done in a month and then he just quit! LOL WTF!???</p>
<p>So back to square one.....here is my initial job post.  Please respond again with interest but ONLY IF YOU ARE SERIOUS!!!  PLEASE DO NOT WASTE MY TIME!!!!  I have put alot of work into this and so far I have wasted a year with people who quite frankly have 0 interest in becoming successful.  I have dealt with many people in my life doing business online since 2003....I have never met such unreliable people in my life.  This is crazy!</p>
<p>My previous job post:</p>
<p>I have put alot of time in developing this idea and all the aspects involved in the game....music, art, animations, concept, and some programming even....<br />
The game is loosely based on an old VERY SUCCESSFUL game from the 80s. The game is perfect for Ipad and Iphone and can quite possibly be the super mario quality game for the iphone. And I have no hesitation in saying that! I also have resources for advertising the game, because the game doesn't just make you millions over night. I have already in place a ton of web traffic, and plan on shooting commercials, creating bumper stickers, just to name some of the wild ideas I have in place to move forward on as soon as I have someone reliable and trustworthy working with me.</p>
<p>I also have planned to update the game each month with new characters, new levels, and best of all NEW GAMEPLAY MODES, that are all sure to keep people coming back. I am an avid gamer with thorough understanding of the concepts that make a game popular. I'm not just in it for the money but also for the love and passion I have for gaming.</p>
<p>I need a trust worthy programmer who can take this journey with me as an equal share partner who will make this concept come to life once and for all. The programming would take about 2 months to complete at MOST and can quite possibly be done by someone without much experience. Most important is I need someone I can trust who wont bail on the project. I am putting 7 months of work (from my side) in your hands!</p>
<p>I know you will love the concept and once you see it on the screen you will be hooked. Please message me at <a href="mailto:catalin918@gmail.com">catalin918@gmail.com</a> to provide me with any questions you may have as well as a bio about yourself. This game literally has MORE potential than angry birds and I can't wait to show you why!</p>
<p>What is done:<br />
Animation sprites<br />
Level Design / Art (45 levels in 9 worlds to start)<br />
Particles (particle generator files)<br />
Some basic coding for the hero character<br />
Facebook/ twitter implementation<br />
Music (Each world has its own score and menus have separate music as well. I also have sound files for Fx like falling, popping, etc.</p>
<p>What is left to complete?<br />
Clean up and repair of some animation bugs in the coding side<br />
Figuring out how some joints (to be vague only for the protection of the idea) will interact with the world<br />
Some simple AI or implementing the enemies<br />
Inputting level coordinates into program (maps are done in tiled)<br />
Power ups (functionality and implementation)<br />
Achievements (you just need to make my list of 25 of them work)<br />
Gamecenter</p>
<p>Yes there is alot to complete but there is also alot done.<br />
I'm sure there are a few more loose ends here and there but this is the bulk of the work remaining.</p>
<p>AND YES NOW I HAVE A GAME DESIGN DOCUMENT :) Please DO NOT contact me to waste my time!!! This offer is for someone as serious as I am in creating something successful and someone who has the ability to do it both technically and personally. I don't want excuses of new girlfriends, new jobs, etc. If you don't have the time to dedicate or technical knowledge please do not reply. I am taking this game up against Angry Birds full force.</p>
<p>Please contact me by email <a href="mailto:catalin918@gmail.com">catalin918@gmail.com</a><br />
I want to get started right away. These last 4 programmers did nothing but waste my time with empty promises.
</p></description>
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			<title>precious.logic on "how to store the scene info"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28197#post-138710</link>
			<pubDate>Mon, 09 Jan 2012 06:13:07 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">138710@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i want to know that how to pause the one scene and load another then and from that menu restore the last scene again with the same setting which was happened in that like i have a scene 1 which is performing action  then i want to upgrade some thing then i press the upgrade button it take to the next scene so when i upgrade some thing i will take back to the same scene in which i was last time with same point and position but with upgrade so can any one help me in that case
</p></description>
		</item>
		<item>
			<title>precious.logic on "how to pass two or more parameters in selector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28082#post-138085</link>
			<pubDate>Thu, 05 Jan 2012 05:54:23 +0000</pubDate>
			<dc:creator>precious.logic</dc:creator>
			<guid isPermaLink="false">138085@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi i have a function<br />
<pre><code>-(void) MoveItemTo:(Fripan *)objFriPane Item:(Items *)objItem</code></pre>
<p>i am doing this </p>
<pre><code>id itemMovmentFunction = [CCCallFunc actionWithTarget:self selector:@selector(MoveItemTo: Item:) MoveItemTo:objPane Item:objItem];</code></pre>
<p>but it is not working so how can i send the two arguments or if i do this </p>
<pre><code>-(void) MoveItemTo:(Fripan *)objFriPane Item:(Items *)objItem sprite:(int)value</code></pre>
<p>then how to send three arguments can any one help me plz and by the way thanks in advance
</p></description>
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