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		<title>cocos2d for iPhone &#187; Tag: loops - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/loops</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 01:32:03 +0000</pubDate>
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		<item>
			<title>cesarvargas00 on "I need some help making this game. Game Loops, Events."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/15863#post-89702</link>
			<pubDate>Sun, 24 Apr 2011 02:19:30 +0000</pubDate>
			<dc:creator>cesarvargas00</dc:creator>
			<guid isPermaLink="false">89702@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>slhertz,</p>
<p>Thank you very much! That`s what i needed!!</p>
<p>Thank you guys!</p>
<p>Cesar
</p></description>
		</item>
		<item>
			<title>slhertz on "I need some help making this game. Game Loops, Events."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/15863#post-89696</link>
			<pubDate>Sun, 24 Apr 2011 01:52:52 +0000</pubDate>
			<dc:creator>slhertz</dc:creator>
			<guid isPermaLink="false">89696@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you setup your game using the provided cocos2d template? If that's the case then it is really easy:</p>
<p>In your HelloWorld class, find the init method. This is where you do relevant initialization for your game layer. In your case, you want to setup an infinite game loop. So place the following code at the end of init:</p>
<p><code>[self schedule:@selector(gameLoop:)];</code></p>
<p>Now, somewhere else in your HelloWorld class, add the following:</p>
<pre><code>-(void)gameLoop:(ccTime)dt
{
//do stuff here
}</code></pre>
<p>This will setup a loop that updates as many times as it can a second, (which in the case of cocos2d is 60 times, or 60 frames per second).</p>
<p>When I first got started with cocos2d, I found the following tutorial very very helpful:</p>
<p><a href="http://www.raywenderlich.com/352/how-to-make-a-simple-iphone-game-with-cocos2d-tutorial" rel="nofollow">http://www.raywenderlich.com/352/how-to-make-a-simple-iphone-game-with-cocos2d-tutorial</a>
</p></description>
		</item>
		<item>
			<title>cesarvargas00 on "I need some help making this game. Game Loops, Events."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/15863#post-89695</link>
			<pubDate>Sun, 24 Apr 2011 01:37:27 +0000</pubDate>
			<dc:creator>cesarvargas00</dc:creator>
			<guid isPermaLink="false">89695@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Kinglsulgard,</p>
<p>Thank you for your reply; but I still have a question:<br />
How can I do this everlasting loop? is it just a <strong>while</strong> block? Or do I have a specific class for it?<br />
Thank you for your patience and replies.</p>
<p>Cesar
</p></description>
		</item>
		<item>
			<title>KingIsulgard on "I need some help making this game. Game Loops, Events."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/15863#post-89621</link>
			<pubDate>Sat, 23 Apr 2011 16:08:16 +0000</pubDate>
			<dc:creator>KingIsulgard</dc:creator>
			<guid isPermaLink="false">89621@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Make an everlasting loop and check for pressed keys. Do the required action when the key you want to check is pressed.</p>
<p>Or create a listener for the buttons if such thing is possible in cocos2D mac.
</p></description>
		</item>
		<item>
			<title>cesarvargas00 on "I need some help making this game. Game Loops, Events."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/15863#post-89596</link>
			<pubDate>Sat, 23 Apr 2011 13:16:10 +0000</pubDate>
			<dc:creator>cesarvargas00</dc:creator>
			<guid isPermaLink="false">89596@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi!<br />
Im a complete beginner when it comes to programming OO and game making.</p>
<p>This is the game im trying to make: It`s about a forest and an explorer. He has to cross the forest without dying.<br />
<a href="https://github.com/cesarvargas00/NoSoEnchantedForest" rel="nofollow">https://github.com/cesarvargas00/NoSoEnchantedForest</a> &#60;&#60;&#60; SourceCode</p>
<p>This game is just for me to learn... The problem is that i`m stuck on some stuff...</p>
<p>What I want to do: When i push left cursor on the keyboard the explorer has to go left.<br />
How can I do that? I heard about game loops and events. but i`m not sure how they work.</p>
<p>Thank you for your time!</p>
<p>Cesar
</p></description>
		</item>
		<item>
			<title>ruben301 on "Access variables of objects created in loops?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12405#post-69832</link>
			<pubDate>Fri, 07 Jan 2011 07:07:22 +0000</pubDate>
			<dc:creator>ruben301</dc:creator>
			<guid isPermaLink="false">69832@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>So i should basically create an NSMutableArray right? And then in the loop add each object to that array and then i can later access it?</p>
<p>Thanks for your help, i will try this asap ;)
</p></description>
		</item>
		<item>
			<title>Benihana on "Access variables of objects created in loops?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12405#post-69811</link>
			<pubDate>Thu, 06 Jan 2011 23:53:51 +0000</pubDate>
			<dc:creator>Benihana</dc:creator>
			<guid isPermaLink="false">69811@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You need to keep pointers to the objects in an array. The objects don't really have the same variable name, they just happen to have a pointer you're reusing. Or to put it more clearly, you are the newspaper delivery boy, and you only keep the address of the most recent house you delivered to. You could simply bike down the street (iterate the array) and access all of those houses.</p>
<p>Something like<br />
<pre><code>NSObject *myObject;
for (int i=0;i&#60;10;i++) {
    myObject = [[[NSObject alloc] init] autorelease];
    [myArray addObject:myObject];
}
// myObject currently points to the last object you created

for (id anObject in myArray) {
    // do stuff to your objects here, one at a time
}</code></pre>
<p>Hope that puts you on the right track. It'll be a little different with cpshapes but that should get you started.
</p></description>
		</item>
		<item>
			<title>ruben301 on "Access variables of objects created in loops?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12405#post-69805</link>
			<pubDate>Thu, 06 Jan 2011 22:30:24 +0000</pubDate>
			<dc:creator>ruben301</dc:creator>
			<guid isPermaLink="false">69805@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>When i have created say like 500 objects in a for loop, how can i later acces these objects variables like postition and others. The problem is that all the objects (infact cpshapes) have the same variable name.</p>
<p>Thanks in advance!
</p></description>
		</item>
		<item>
			<title>MandarX on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-53895</link>
			<pubDate>Mon, 06 Sep 2010 16:52:32 +0000</pubDate>
			<dc:creator>MandarX</dc:creator>
			<guid isPermaLink="false">53895@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just updated to the latest version! It works fine,</p>
<p>thanks!</p>
<p>MandarX
</p></description>
		</item>
		<item>
			<title>abitofcode on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50970</link>
			<pubDate>Tue, 17 Aug 2010 22:45:23 +0000</pubDate>
			<dc:creator>abitofcode</dc:creator>
			<guid isPermaLink="false">50970@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>btw: wrapping you're code in backticks  ( ` ) makes it a lot easier to read :)
</p></description>
		</item>
		<item>
			<title>chrisco on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50964</link>
			<pubDate>Tue, 17 Aug 2010 21:57:35 +0000</pubDate>
			<dc:creator>chrisco</dc:creator>
			<guid isPermaLink="false">50964@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You should also keep what @<a href='http://www.cocos2d-iphone.org/forum/profile/133'>Mark</a> said in mind as well - I'm not really up on Chipmunk stuff, so I don't want to lead you too far astray :) A good rule of thumb in general though is to watch what you do with a collection when iterating through it. Very easy to shoot yourself in the foot :)
</p></description>
		</item>
		<item>
			<title>G-Ram on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50959</link>
			<pubDate>Tue, 17 Aug 2010 21:24:36 +0000</pubDate>
			<dc:creator>G-Ram</dc:creator>
			<guid isPermaLink="false">50959@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks so much Chrisco and Mark. I think I will try to do what Chrisco said and the objects I want to remove to an array and then final remove them using something like LastObject.
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50896</link>
			<pubDate>Tue, 17 Aug 2010 15:51:23 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">50896@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/2844'>G-Ram</a>,</p>
<p>I think it's recommended to remove Chipmunk shapes and bodies in a postStepCallback. <a href="http://files.slembcke.net/chipmunk/release/ChipmunkLatest-Docs/examples.html#CollisionCallbacks">Chipmunk Collision Callbacks</a></p>
<p>-Mark
</p></description>
		</item>
		<item>
			<title>chrisco on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50859</link>
			<pubDate>Tue, 17 Aug 2010 13:20:22 +0000</pubDate>
			<dc:creator>chrisco</dc:creator>
			<guid isPermaLink="false">50859@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I don't think it's safe to remove anything from a collection within a loop that iterates the collection unless you iterate backwards. You could try adding the objects you want to remove to a separate array and then remove those after your initial loop.</p>
<p>Also (unrelated to your problem) you should add your code between backticks - makes it easier to read.
</p></description>
		</item>
		<item>
			<title>G-Ram on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50857</link>
			<pubDate>Tue, 17 Aug 2010 13:13:27 +0000</pubDate>
			<dc:creator>G-Ram</dc:creator>
			<guid isPermaLink="false">50857@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Oh and by the way I have run a loop to remove unused sprites and it works here is the code:<br />
	for (Tile *tile in BuildingBuilder) {<br />
		if (snazzy.position.x-360 &#62;= tile.sprite.position.x) {<br />
			cpSpaceRemoveStaticShape(space, tile.shape);<br />
			cpShapeFree(tile.shape);<br />
			tile.shape = nil;<br />
			[self removeChild:tile.sprite cleanup:YES];<br />
			[BuildingBuilder removeObjectAtIndex:0];<br />
			[tile release];<br />
		}<br />
	}<br />
Thanks again for any help.
</p></description>
		</item>
		<item>
			<title>G-Ram on "Weird Loops and Cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8780#post-50856</link>
			<pubDate>Tue, 17 Aug 2010 13:10:53 +0000</pubDate>
			<dc:creator>G-Ram</dc:creator>
			<guid isPermaLink="false">50856@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I really love cocos2d and everything has worked out perfectly until now. I am making a game using runtime procedural generation and every time the step function is called I run loops, going through each of my arrayed sprites. This has worked fine, but when I added in a loop call which was based on time(doe below) the loop runs and adds the explosion, but then does not remove the sprite or tile(subclass of CCSprite, which includes CCSprite, cpShape, cpBody ). The weird thing about this is it will let me run other functions on the tile, such as repositioning it, but won't let me remove it. Sometimes it gives me the error that I am removing the chipmunk static shape twice. When I remove this, however, it still quits on the "[self removeChild: tile.sprite...];. I would appreciate any help.<br />
Here is the code:<br />
	for (Tile *tile in BridgeBuilder) {<br />
		if (snazzy.position.x+160 &#62;= tile.sprite.position.x &#38;&#38; snazzy.position.x+120 &#60;= tile.sprite.position.x) {<br />
			for (CCSprite *sprite in DynamiteBuilder) {<br />
				if (sprite.position.x == tile.sprite.position.x) {<br />
					int timeremove = (arc4random()%4+1);<br />
					int delaytimeremove = timeremove*4;<br />
					x1 = tile.sprite.position.x;<br />
					CCAnimation * animation2 = [[CCAnimation alloc] initWithName:@"Explode" delay:timeremove/6.0];<br />
					for ( int n=1; n &#60; 5; ++n )<br />
					{<br />
						NSString * fname2 = [NSString stringWithFormat:@"Explosion%i.png", n];<br />
						[animation2 addFrame:[explosioncache spriteFrameByName: fname2]];<br />
					}<br />
//I have tried CCCallFunc and it leaves me with the same result<br />
					id explosionAnimo = [CCSequence actions: [CCSpawn actions:[CCAnimate actionWithAnimation:animation2],<br />
															  [CCDelayTime actionWithDuration:delaytimeremove/6.0], nil],<br />
										 //[CCSpawn actions:[CCCallFunc actionWithTarget:self selector:@selector(explosion:)],<br />
										 //[CCCallFunc actionWithTarget:self selector:@selector(Dynamiteexplosion:)],nil],<br />
										 nil];<br />
					[sprite runAction:explosionAnimo];<br />
					[self performSelector:@selector(explosion:) withObject:nil afterDelay:delaytimeremove/6.0];<br />
				}<br />
			}<br />
		}<br />
	}<br />
Then it calls this function:<br />
//It would really helpful if someone could show my a how to make a function that removes and sprite when called.<br />
-(void)explosion:(id)sender{<br />
	for (Tile *tile1 in BridgeBuilder) {<br />
		if (tile1.sprite.position.x == x1) {<br />
			CCParticleExplosion *explosion = [CCParticleExplosion node];<br />
			explosion.position = cpv(x1,tile1.sprite.position.y+60);<br />
			explosion.gravity = cpv(0, -300);<br />
			[self addChild:explosion];<br />
			cpSpaceRemoveStaticShape(space, tile1.shape);<br />
			cpShapeFree(tile1.shape);<br />
			[BuildingBuilder removeObjectAtIndex:0];<br />
			[self removeChild: tile1.sprite cleanup:YES];<br />
			[tile1 release];<br />
		}<br />
	}<br />
	for (CCSprite *sprite1 in DynamiteBuilder){<br />
		if (sprite1.position.x == x1) {<br />
			[DynamiteBuilder removeObjectAtIndex:0];<br />
			[self removeChild:sprite1 cleanup:YES];<br />
		}<br />
	}<br />
}<br />
Thanks,
</p></description>
		</item>
		<item>
			<title>Steve Oldmeadow on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-48089</link>
			<pubDate>Wed, 28 Jul 2010 03:21:44 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">48089@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It is not necessary to import CDAudioManager.h as that is already imported by SimpleAudioEngine.h.</p>
<p>Could it be a version problem?  Maybe, I have had people not update their CocosDenshion code even though they have updated cocos2d.  It should be pretty easy to check though, look in SimpleAudioEngine.h - if the soundSourceForFile method is not defined then obviously you have the wrong version.</p>
<p>You have the source code and an example (FadeToGrey), you should be able to work it out.  If you can't maybe try XCode 4.0 - that will tell you how to fix your problems.
</p></description>
		</item>
		<item>
			<title>MandarX on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-48041</link>
			<pubDate>Tue, 27 Jul 2010 17:55:32 +0000</pubDate>
			<dc:creator>MandarX</dc:creator>
			<guid isPermaLink="false">48041@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>very strange</p>
<p>I include</p>
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;cocos2d.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;SimpleAudioEngine.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;CDAudioManager.h&#34;</code></pre>
<p>but I still get the error.</p>
<p>is it a version problem, maybe?</p>
<p>I'm using cocos2d-iphone-0.99.2</p>
<p>MandarX
</p></description>
		</item>
		<item>
			<title>Paul on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-47835</link>
			<pubDate>Mon, 26 Jul 2010 14:30:22 +0000</pubDate>
			<dc:creator>Paul</dc:creator>
			<guid isPermaLink="false">47835@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think you need the CDAudioManager.h-header file.
</p></description>
		</item>
		<item>
			<title>MandarX on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-47815</link>
			<pubDate>Mon, 26 Jul 2010 08:17:21 +0000</pubDate>
			<dc:creator>MandarX</dc:creator>
			<guid isPermaLink="false">47815@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I did but I get the error</p>
<p>MandarX
</p></description>
		</item>
		<item>
			<title>Steve Oldmeadow on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-46876</link>
			<pubDate>Tue, 20 Jul 2010 01:58:00 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">46876@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You should include SimpleAudioEngine.h.
</p></description>
		</item>
		<item>
			<title>MandarX on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-46830</link>
			<pubDate>Mon, 19 Jul 2010 17:55:06 +0000</pubDate>
			<dc:creator>MandarX</dc:creator>
			<guid isPermaLink="false">46830@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>When I add a CDSoundSource * object I get the error:</p>
<p>expected specifier-qualifier-list before 'CDSoundSource'</p>
<p>should I import some library??</p>
<p>thanks</p>
<p>MandarX
</p></description>
		</item>
		<item>
			<title>MandarX on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-44946</link>
			<pubDate>Tue, 06 Jul 2010 10:41:38 +0000</pubDate>
			<dc:creator>MandarX</dc:creator>
			<guid isPermaLink="false">44946@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks I'll try!!!
</p></description>
		</item>
		<item>
			<title>Steve Oldmeadow on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-44944</link>
			<pubDate>Tue, 06 Jul 2010 09:23:09 +0000</pubDate>
			<dc:creator>Steve Oldmeadow</dc:creator>
			<guid isPermaLink="false">44944@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You can have up to 32 simultaneous loops if you want.  The best way is to create a CDSoundSource object for each loop, set the looping property to YES and then call the play method to get the loop to start.</p>
<pre><code>-(CDSoundSource *) soundSourceForFile:(NSString*) filePath;</code></pre></description>
		</item>
		<item>
			<title>MandarX on "two loops"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7680#post-44943</link>
			<pubDate>Tue, 06 Jul 2010 09:07:13 +0000</pubDate>
			<dc:creator>MandarX</dc:creator>
			<guid isPermaLink="false">44943@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello, I hope it's not a FAQ...</p>
<p>is it possible to play two loops at the same time?</p>
<p>thanks</p>
<p>MandarX
</p></description>
		</item>
		<item>
			<title>Fedcis on "Need Music for your Game?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7642#post-44758</link>
			<pubDate>Mon, 05 Jul 2010 03:44:29 +0000</pubDate>
			<dc:creator>Fedcis</dc:creator>
			<guid isPermaLink="false">44758@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi. It's a starter page, but yes the link is below. It has two short samples up. We plan to release an iTunes release shortly.</p>
<p><a href="http://www.leatherneckgames.com/Leatherneck_Games/Music.html" rel="nofollow">http://www.leatherneckgames.com/Leatherneck_Games/Music.html</a>
</p></description>
		</item>
		<item>
			<title>Pearapps on "Need Music for your Game?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7642#post-44755</link>
			<pubDate>Mon, 05 Jul 2010 02:39:27 +0000</pubDate>
			<dc:creator>Pearapps</dc:creator>
			<guid isPermaLink="false">44755@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You have a website?
</p></description>
		</item>
		<item>
			<title>Fedcis on "Need Music for your Game?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7642#post-44754</link>
			<pubDate>Mon, 05 Jul 2010 02:34:01 +0000</pubDate>
			<dc:creator>Fedcis</dc:creator>
			<guid isPermaLink="false">44754@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi. If your looking for great music for your next game, please let us help. We offer original prearranged loops for $1.99 per track, with unlimited use in your game projects as long as you guarantee us credit in your release. If you want an original composition, please contact PM us for details. Prices range from $25 - $50 per original composition.
</p></description>
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		<item>
			<title>indy2005 on "[Game] Zoo Lasso"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3125/page/2#post-21912</link>
			<pubDate>Mon, 28 Dec 2009 17:32:53 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">21912@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>Great if you could add a shake option, to move the animals around a bit if you have a bad arrangement......</p>
<p>Regards</p>
<p>i
</p></description>
		</item>
		<item>
			<title>Tim Knauf on "[Game] Zoo Lasso"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3125/page/2#post-21666</link>
			<pubDate>Thu, 24 Dec 2009 00:59:31 +0000</pubDate>
			<dc:creator>Tim Knauf</dc:creator>
			<guid isPermaLink="false">21666@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for the nice comments everyone. I'm currently on holiday, but I'll definitely have a crack at some further articles when I get home. Merry Christmas and happy new year to all. :^)
</p></description>
		</item>

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