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		<title>cocos2d for iPhone &#187; Tag: physics - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/physics</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 04:09:08 +0000</pubDate>
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			<title><![CDATA[Search]]></title>
			<description><![CDATA[Search all topics from these forums.]]></description>
			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/physics/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>vishesh.l on "[FREE GAME] Puchka"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28810#post-141949</link>
			<pubDate>Tue, 31 Jan 2012 07:00:28 +0000</pubDate>
			<dc:creator>vishesh.l</dc:creator>
			<guid isPermaLink="false">141949@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hey ppl,<br />
i just released my 1st cocos2d game,</p>
<p><a href="http://itunes.apple.com/us/app/puchka/id494559951" rel="nofollow">http://itunes.apple.com/us/app/puchka/id494559951</a></p>
<p>AppName : Puchka</p>
<p>Description<br />
puchka have escaped, get them back in their boxes before they succeed in their plan to take over the world.<br />
Puchka is a fun physics puzzler,the goal is to pack the puchkas in the boxes.</p>
<p>app support : <a href="http://vishesh-app-support.blogspot.in/p/puchka.html" rel="nofollow">http://vishesh-app-support.blogspot.in/p/puchka.html</a></p>
<p>facebook : <a href="http://www.facebook.com/pages.puchka" rel="nofollow">http://www.facebook.com/pages.puchka</a></p>
<p>please rate the game and leave your comments,<br />
also if you have any suggestions and/or feedback<br />
leave it on the facebook page</p>
<p>thanks and regards</p>
<p>vishesh</p>
<p>my sincere appreciation and gratitude to this wonderful community who help and support new developers
</p></description>
		</item>
		<item>
			<title>n8burba on "[Book] Cocos2d for iPhone 1 Game Development Cookbook"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28114#post-138225</link>
			<pubDate>Thu, 05 Jan 2012 19:46:12 +0000</pubDate>
			<dc:creator>n8burba</dc:creator>
			<guid isPermaLink="false">138225@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey everyone, this is long-time forum lurker Nathan Burba.</p>
<p>After a year of writing and development I am proud to say that Cocos2d for iPhone 1 Game Development Cookbook is now in print!</p>
<p><img src="http://cocos2dcookbook.com/wp-content/uploads/2011/12/cover_image_250w.jpg" /></p>
<p>This book is designed to be the ultimate 2D game development book. It includes the full code of over 100 recipes built using XCode 4 and iOS 5. Every major area of game development is covered.</p>
<p>Recipes are designed to be modular. Get the book, download the code and plug them into your project.</p>
<p>Here are some of the stand-out recipes:</p>
<ul>
<li>Texture filled polygons</li>
<li>Realistic 2D lighting</li>
<li>Performing gestures</li>
<li>Creating a vehicle</li>
<li>Simulating bullets</li>
<li>Creating a top-down isometric game engine</li>
<li>Creating a loading screen with indicator</li>
<li>Using positional audio in a game</li>
<li>Recording audio</li>
<li>Speech recognition and text-to-speech</li>
<li>Firing projectiles at moving targets</li>
<li>AI flocking using Boids</li>
<li>A* pathfinding in a side-scroller</li>
<li>Using Lua for dialogue trees</li>
<li>Bluetooth/Wi-Fi voice chat without GKPeerPicker</li>
<li>Wi-Fi client/server chat using CFNetwork</li>
</ul>
<p>.<br />
Go to the book website here: <a href="http://cocos2dcookbook.com/" rel="nofollow">http://cocos2dcookbook.com/</a> and you can download the first chapter (17 recipes) for free (PDF + XCode project).</p>
<p>You can also explore the entire book, watch videos explaining each recipe and download free apps to test the recipe demos on your device.</p>
<p>Here is the video for Chapter 7: AI and Logic:</p>
<p><object width="540" height="390"><embed src="http://www.youtube.com/v/7S--gnUwgg8?fs=1&#38;hl=en_US" type="application/x-shockwave-flash" width="540" height="390" /></object></p>
<p>You can purchase the book on Amazon or from Packt Publishing:</p>
<ul>
<li>Amazon Paperback: <a href="http://www.amazon.com/Cocos2d-iPhone-Game-Development-Cookbook/dp/1849514003" rel="nofollow">http://www.amazon.com/Cocos2d-iPhone-Game-Development-Cookbook/dp/1849514003</a></li>
<li>Amazon Kindle: <a href="http://www.amazon.com/Cocos2d-iPhone-Development-Cookbook-ebook/dp/B006MGDIAA/" rel="nofollow">http://www.amazon.com/Cocos2d-iPhone-Development-Cookbook-ebook/dp/B006MGDIAA/</a></li>
<li>Packt Paperback and/or eBook: <a href="http://www.packtpub.com/cocos2d-for-iphone-1-game-development-cookbook/book" rel="nofollow">http://www.packtpub.com/cocos2d-for-iphone-1-game-development-cookbook/book</a></li>
</ul>
<p>.<br />
If you have any questions you can send me an email at <a href="mailto:cocos2dcookbook@gmail.com">cocos2dcookbook@gmail.com</a>.</p>
<p>I would like to thank everyone who has contributed to cocos2d-iphone. Without such a great framework and community to support it I wouldn't have the opportunity to write this book.
</p></description>
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		<item>
			<title>cocos2der on "advanced cocos2d physics question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28485#post-140199</link>
			<pubDate>Thu, 19 Jan 2012 13:31:33 +0000</pubDate>
			<dc:creator>cocos2der</dc:creator>
			<guid isPermaLink="false">140199@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I want to make a 2D game with advanced graphics and physics like Cut the Rope and Angry birds. I've been working with Cocos2D but have not been able to achieve this. All the Cocos2D tutorials and apps I've found don't really teach the advanced stuff. Could someone please help me, with advice, tutorials or anything that will help me develop high quality Cocos2D games.
</p></description>
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		<item>
			<title>sirguy on "Ray Wings"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28441#post-139970</link>
			<pubDate>Wed, 18 Jan 2012 07:58:59 +0000</pubDate>
			<dc:creator>sirguy</dc:creator>
			<guid isPermaLink="false">139970@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was taking a look at ray' s tiny wings remake tutorial. Upon running it I noticed that the seal seems to stick to the ground (move rather slowly) before taking off (kind of like when a rock is released from a sling shot). I thought it was odd since the friction is set so low. I even set it to 0, and the same result. Does anyone know why this is?</p>
<p>source:<br />
<a href="http://www.raywenderlich.com/3913/how-to-create-a-game-like-tiny-wings-part-2" rel="nofollow">http://www.raywenderlich.com/3913/how-to-create-a-game-like-tiny-wings-part-2</a>
</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>SimzStudios on "Correct way to &quot;PAUSE&quot; game using cocos2d + spacemanager"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28430#post-139932</link>
			<pubDate>Wed, 18 Jan 2012 00:03:21 +0000</pubDate>
			<dc:creator>SimzStudios</dc:creator>
			<guid isPermaLink="false">139932@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My understanding is that when attempting to pause a game using cocos2d + spacemanager, the following lines would suffice..</p>
<p>[[CCDirector sharedDirector] pause];<br />
[smgr stop];</p>
<p>These work well to pause the game, but on resume button being clicked I use the following lines and my app freezes..</p>
<p>[[CCDirector sharedDirector] resume];<br />
[smgr start];</p>
<p>I am not sure why this is happening :(. Any help would be appreciated, thanks in advance!</p>
<p>S. Studios
</p></description>
		</item>
		<item>
			<title>x0661t on "Box2D lagging as hell"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21763#post-120881</link>
			<pubDate>Wed, 12 Oct 2011 16:08:17 +0000</pubDate>
			<dc:creator>x0661t</dc:creator>
			<guid isPermaLink="false">120881@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello everyone, i have nearly 30 bodies in my box2d world and it lags as hell, is there any way of optimizing this?</p>
<p>Regards, Vadimka.
</p></description>
		</item>
		<item>
			<title>Andreas Loew on "PhysicsEditor is here!!!!!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13456#post-75498</link>
			<pubDate>Thu, 10 Feb 2011 19:29:50 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">75498@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>many of you might already know me from TexturePacker - now I have a new high quality tool for you:</p>
<p><a href="http://www.physicseditor.de/features">PhysicsEditor</a></p>
<p><em>Stop copy and paste!</em><br />
           <em>Stop worrying about ccw or cw!</em><br />
                      <em>Stop worrying about convex or not.</em></p>
<p>Features:</p>
<ul>
<li>Automated shape tracing(!!!)</li>
<li>Automated handling of convex polygons(!!!)</li>
<li>Automated handling of polygon oriantation(!!!)</li>
<li>Anchorpoint editor(!!!)</li>
<li>Support for Box2D and Chipmunk</li>
<li>plilst files for cocos2d</li>
<li>box2d loader code included</li>
<li>Demo</li>
</ul>
<p>The main advantage is that you can use the exporters already shipped with PhysicsEditor or simply create your own! A flexible template engine lets you export what ever text format you need.</p>
<p>The download includes a fully working demo.</p>
<p>How to use it in your code? Forget about copy and pasting vertex lists!</p>
<p>This is for box2d users:</p>
<p>Load the plist file<br />
<pre><code>[[GB2ShapeCache sharedShapeCache]   addShapesWithFile:@&#34;shapedefs.plist&#34;];</code></pre>
<p>Add the polygons to a shape<br />
<pre><code>[[GB2ShapeCache sharedShapeCache]  addFixturesToBody:body
                                   forShapeName:@&#34;shapename&#34;];</code></pre>
<p>Set the anchor point:<br />
<pre><code>[sprite setAnchorPoint:[[GB2ShapeCache sharedShapeCache]
    anchorPointForShape:@&#34;shapename&#34;]];</code></pre>
<p>Done!</p>
<p>Since I am not so familiar with chipmunk I could use some help in setting up a loader in the best way for it.</p>
<p>Cheers<br />
Andreas
</p></description>
		</item>
		<item>
			<title>doensn on "[GAME] iSkiJump"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22024#post-122427</link>
			<pubDate>Fri, 21 Oct 2011 16:30:19 +0000</pubDate>
			<dc:creator>doensn</dc:creator>
			<guid isPermaLink="false">122427@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey<br />
I've developed a very simple 2D-Skijumping game. It has also a wind simulation included (I think it's the only Skijumping game on the App Store that has this) which is implemented with the Box2D physics engine.</p>
<p>This first release includes six different hills to play and more there will be more in the future.<br />
Till November 1st it will be available for free on the App Store: <a href="http://itunes.apple.com/us/app/iskijump/id472436244?l=de&#38;ls=1&#38;mt=8/">Link</a></p>
<p><a href="http://iskijump.blogspot.com/">More Information</a></p>
<p>Special thanks to the developers of cocos2d and the great community!
</p></description>
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		<item>
			<title>lipfroy on "Jump on platform like in Doodle Jump with Cocos2d +Box2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25764#post-134182</link>
			<pubDate>Mon, 19 Dec 2011 13:39:27 +0000</pubDate>
			<dc:creator>lipfroy</dc:creator>
			<guid isPermaLink="false">134182@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all!!!<br />
Can anyone help me with realising hero flyint through platform and than saying on the it's top.<br />
I've managed the collision.<br />
My fail is cheking function:</p>
<p>if ((spriteA == _hero &#38;&#38; spriteB.tag == GROUND) &#124;&#124;<br />
        (spriteB == _hero &#38;&#38; spriteA.tag == GROUND))<br />
    {</p>
<p>        if (_heroBody-&#62;GetLinearVelocity().y &#60; 0) {<br />
            _heroBody-&#62;SetLinearVelocity(b2Vec2(0,0.99));</p>
<p>    }<br />
Hero just shaking all the time....What am I doing wrong???Please explain in words or code.Thank you all!!!
</p></description>
		</item>
		<item>
			<title>timrwood on "Critter Chaos - by Infinite Beta. Like boogers? Then try this physics puzzler!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28043#post-137835</link>
			<pubDate>Tue, 03 Jan 2012 22:41:27 +0000</pubDate>
			<dc:creator>timrwood</dc:creator>
			<guid isPermaLink="false">137835@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Critter Chaos - Goo Flinging Fun</p>
<p><a href="http://www.youtube.com/watch?v=kDhLY-T1UjY" rel="nofollow">http://www.youtube.com/watch?v=kDhLY-T1UjY</a></p>
<p>This was the first game I made using Cocos2D. We used Cocos2D mostly for scene management and texture loading, as I found it easier to write my own openGL for things like the gears and background machine wall.</p>
<p>The physics engine is Box2D, and the goo is just a mess of small b2CircleShape bodies and b2DistanceJoints.</p>
<p>I haven’t been posting in the forums much, as I was still new to the library, but now that the game is out and I have a little more experience under my belt, hopefully I can be more active.</p>
<p>Anyway, let me know what you think! Download and rate it if you like it!</p>
<p>Tim Wood<br />
Game Developer - Infinite Beta</p>
<p>--------------</p>
<p>Introduction:<br />
While living their blissful lives, playful woodland critters are thrown into chaos when their prized possessions are mercilessly stolen by a menacing machine. In order to return to their happy way of life, the critters must do battle against the mechanical monstrosity and get their jewels back!!</p>
<p>Critter Chaos Features:</p>
<ul>
<li>Sharp and engaging visuals including 8 unique and adorable forest critters</li>
<li>Beautifully arranged original music featuring live instruments</li>
<li>Clever and fiendish levels, culminating in epic boss battles!</li>
<li>Follow the critter’s saga with captivating animations</li>
<li>Intuitive and natural touch controls</li>
<li>Full range of addicting achievements</li>
<li>Bite-sized levels perfect for quick gaming sessions</li>
</ul>
<p>Here are some great screenshots of Critter Chaos:</p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/4.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/1.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/2.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/3.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/5.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/6.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/7.jpg" alt="Critter Chaos Screenshots" /></p>
<p><img src="http://critterchaos.infinitebeta.com/img/ss/8.jpg" alt="Critter Chaos Screenshots" /></p>
<p>You can read more about Critter Chaos at Infinite Beta:<br />
<a href="http://critterchaos.infinitebeta.com/" rel="nofollow">http://critterchaos.infinitebeta.com/</a><br />
<a href="http://infinitebeta.com/" rel="nofollow">http://infinitebeta.com/</a></p>
<p>You can download Critter Chaos from iTunes here:<br />
iPhone - <a href="http://itunes.apple.com/us/app/critter-chaos/id480491346?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/critter-chaos/id480491346?ls=1&#038;mt=8</a><br />
iPad - <a href="http://itunes.apple.com/us/app/critter-chaos-hd/id486467274?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/critter-chaos-hd/id486467274?ls=1&#038;mt=8</a><br />
Lite Version (FREE) - <a href="http://itunes.apple.com/us/app/critter-chaos-lite/id486467884?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/critter-chaos-lite/id486467884?ls=1&#038;mt=8</a>
</p></description>
		</item>
		<item>
			<title>Albert Latacz on "[GAME] Little Caveman Free"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28169#post-138561</link>
			<pubDate>Sat, 07 Jan 2012 21:37:04 +0000</pubDate>
			<dc:creator>Albert Latacz</dc:creator>
			<guid isPermaLink="false">138561@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello, </p>
<p>We have just released a free version of our latest game - Little Caveman. </p>
<p><strong>About Little Caveman Free</strong></p>
<p>HAVE FUN WITH SPECIAL FREE VERSION OF THE LITTLE CAVEMAN FEATURING 20 UNIQUE LEVELS</p>
<p>Little Caveman is here and this time absolutely FREE! Help him remove blocks and solve 20 unique puzzles not found in the full game.</p>
<p>Free version features:<br />
• 20 unique levels not found in a full version<br />
• Beautiful graphics<br />
• Vibrant music and sounds<br />
• Responsive physics simulation </p>
<p><strong>AppStore</strong></p>
<p><a href="http://itunes.apple.com/us/app/little-caveman/id492067521?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/us/app/little-caveman/id492067521?ls=1&#038;mt=8</a></p>
<p><strong>Full game trailer</strong></p>
<p><object width="640" height="480"></p>
<param name="movie" value="http://www.youtube.com/v/VP4tMNchO6c?version=3&#38;hl=en_US&#38;rel=0" />
<param name="allowFullScreen" value="true" />
<param name="allowscriptaccess" value="always" />
<embed src="http://www.youtube.com/v/VP4tMNchO6c?version=3&#38;hl=en_US&#38;rel=0" type="application/x-shockwave-flash" width="640" height="480" /><br />
</object></p>
<p>If you liked Little Caveman Free, please like us on Facebook - <a href="http://www.facebook.com/dnagamelab" rel="nofollow">http://www.facebook.com/dnagamelab</a>!<br />
We will be sending out updates, promo codes and much more free goodies.</p>
<p>Let me know what you think or if you have any questions about implementation, assets, etc.</p>
<p>Cheers,<br />
Albert
</p></description>
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		<item>
			<title>kippo on "moving character like in Squids"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28052#post-137906</link>
			<pubDate>Wed, 04 Jan 2012 07:35:10 +0000</pubDate>
			<dc:creator>kippo</dc:creator>
			<guid isPermaLink="false">137906@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,</p>
<p>I<code>m working on a game that will be in some parts similar to Squids (moving character). I have an object (2D, top-down) that moves like character in Squids - you pull a &#34;slingshot&#34; from object (like Angry birds), while slighshot i pulled you can rotate the character. Is anybody doing something like that, can you please send me some code? I</code>m using Cocos2D and Box2D.</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>pauljaimovich on "Dynamic to Static"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27907#post-137029</link>
			<pubDate>Wed, 28 Dec 2011 00:12:50 +0000</pubDate>
			<dc:creator>pauljaimovich</dc:creator>
			<guid isPermaLink="false">137029@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi!<br />
We are dragging an object with touch, but when touchs-ended we want the object to become static (not moving at all)<br />
How can We do this?<br />
We have been trying this the whole day. Please help us out
</p></description>
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		<item>
			<title>spyderkid on "--- Monsters fall ---"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25608#post-133323</link>
			<pubDate>Wed, 14 Dec 2011 13:14:56 +0000</pubDate>
			<dc:creator>spyderkid</dc:creator>
			<guid isPermaLink="false">133323@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Up is down and down is up<br />
mix your hands and don't give up.<br />
If you are green watch out! Don't fall!<br />
If you're blue just touch the floor.<br />
Red and scary always right,<br />
yellow and left would be all right.<br />
Have some fun breaking the Law<br />
lead your monsters to the door! </p>
<p>Our friends are 4 monsters!. Each one with its own law of gravity. </p>
<p>The blue monster falls downwards<br />
The green monster falls upwards<br />
The red monster falls to the right<br />
The yellow monster falls to the left </p>
<p>Opposite movements are not allowed </p>
<p>Finish a level before night falls! </p>
<p>Lead all monsters to the doors of the same color in order to finish the levels. </p>
<p>Warning: ALL levels can be solved! </p>
<p>Enjoy freeing the monsters in every level! </p>
<p>Have fun!
</p></description>
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		<item>
			<title>adamjamescuz on "[GAME] Flick The Frog - addictive physics based action puzzler"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25734#post-134092</link>
			<pubDate>Sun, 18 Dec 2011 19:12:33 +0000</pubDate>
			<dc:creator>adamjamescuz</dc:creator>
			<guid isPermaLink="false">134092@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, my new cocos2d powered iphone game 'Flick the Frog' is available on the app store now (paid and lite versions available).<br />
The game is an addictive, physics based action puzzle leap em up - 'flick' the frog over the 64 levels, jumping on lilypads, water sprinklers and ducks to collect as many waterlilies in as few moves as possible and gain up to 3 stars per level. Uses box2d and cocos2d, really enjoyed using the framework to make this, well done to Riq and co. for such an awesome engine. Thanks for checking it out!</p>
<p>Trailer of the game:<br />
<a href="http://www.youtube.com/watch?v=usW8DKhRaCM" rel="nofollow">http://www.youtube.com/watch?v=usW8DKhRaCM</a></p>
<p>Screenshots:<br />
<img src="http://www.adamcousins.com/blogimages/teaser.jpg" /></p>
<p>App store links:<br />
<a href="http://itunes.apple.com/gb/app/flick-the-frog/id479851618?ls=1&#038;mt=8" rel="nofollow">http://itunes.apple.com/gb/app/flick-the-frog/id479851618?ls=1&#038;mt=8</a>   (Full version - $0.99)</p>
<p><a href="http://itunes.apple.com/gb/app/flick-the-frog-lite/id484031034?mt=8" rel="nofollow">http://itunes.apple.com/gb/app/flick-the-frog-lite/id484031034?mt=8</a>    (Lite version - free)</p>
<p>Facebook page:<br />
<a href="http://www.facebook.com/pages/Flick-The-Frog/124434207668362?sk=wall" rel="nofollow">http://www.facebook.com/pages/Flick-The-Frog/124434207668362?sk=wall</a>
</p></description>
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			<title>flightless on "[GAME] AnimalBlocks for iPad released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/13809#post-77795</link>
			<pubDate>Mon, 21 Feb 2011 23:51:53 +0000</pubDate>
			<dc:creator>flightless</dc:creator>
			<guid isPermaLink="false">77795@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Flightless has just released its third title and first iPad game, 'AnimalBlocks', to the App Store. Following the launch of our first game 'Top Dog: Farmyard Adventures' (<a href="http://www.cocos2d-iphone.org/forum/topic/5791" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/5791</a>) and app 'What Cocktail?' (<a href="http://www.cocos2d-iphone.org/forum/topic/11489" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/11489</a>) we wanted to make something fun for the iPad. AnimalBlocks is a casual, fun spelling app for kids.</p>
<p>Thanks again to Riq, Steve and the other cocos contributors, and to Robert from Zwopple. Here are some details;</p>
<p>AnimalBlocks (US$1.99, Rated 4+)</p>
<p>Introduction:<br />
AnimalBlocks is a casual, fun spelling app for kids. Drag blocks into place to spell words correctly from the AnimalBlocks dictionary. The dictionary contains nearly one thousand common words, including sight words, colours, fruit &#38; vegetables, animals and much more!</p>
<p>AnimalBlocks features two sets of letter blocks: one wooden set in lowercase for legibility, and another illustrated animal set for fun. There is also a selection of custom backgrounds, including a beautifully illustrated set of animals by award-winning illustrator Ali Teo.</p>
<p>The screen is a true multi-touch surface - great for collaborating with many hands!</p>
<p>Why developers will find it interesting:<br />
AnimalBlocks looks fairly harmless but there's a lot of work under the hood to make things work sweetly and intuitively. It supports all 11 iPad touches simultaneously within the interface and Box2D physics world, and uses a fixed-timestep physics implementation to keep the simulation running smoothly. The touches/interaction can be any combination of touches on blocks or fingers just sweeping over the table. The interface also supports any iPad orientation and the sound effects pan correctly depending on the orientation as well. There's also some settings to enable the user to change the friction and magnetism of the blocks, amongst other things.</p>
<p>Why users will find it interesting:<br />
AnimalBlocks is beautifully designed and illustrated, intuitive to use and fun to play. It contains about a thousand words, supporting US and UK English dictionaries. It's a casual, fun game for kids, but has some grown up design sensibilities.</p>
<p>You can read more about AnimalBlocks here:<br />
<a href="http://www.flightless.co.nz/animalblocks" rel="nofollow">http://www.flightless.co.nz/animalblocks</a></p>
<p>You can download AnimalBlocks from iTunes here:<br />
<a href="http://www.flightless.co.nz/animalblocks/animalblocks-itunes-appstore" rel="nofollow">http://www.flightless.co.nz/animalblocks/animalblocks-itunes-appstore</a></p>
<p>Sorry, we're not posting promo codes directly to the forum this time as they seem to be leeched by randoms. If you'd like one of the promo codes we're giving away just email animalblocks@<a href='http://www.cocos2d-iphone.org/forum/profile/9831'>flightless</a>.co.nz and we'll see what we can do. Apologies if we run out!</p>
<p>Here are some screenshots of AnimalBlocks:</p>
<p><img src="http://www.flightless.co.nz/animalblocks/gallery/AnimalBlocks_1_wood.jpg" alt="AnimalBlocks - Wood, Inch" title="Wood, Inch" /><br />
<img src="http://www.flightless.co.nz/animalblocks/gallery/AnimalBlocks_2_grass_complete.jpg" alt="AnimalBlocks - Grass, Completed!" title="AnimalBlocks - Grass, Completed!" /><br />
<img src="http://www.flightless.co.nz/animalblocks/gallery/AnimalBlocks_4_bear_complete.jpg" alt="AnimalBlocks - Bear, Complete!" title="AnimalBlocks - Bear, Complete!" /></p>
<p>cheers,</p>
<p>Flightless<br />
<a href="http://www.flightless.co.nz" rel="nofollow">http://www.flightless.co.nz</a></p>
<p><a href="http://www.flightless.co.nz/animalblocks" rel="nofollow">http://www.flightless.co.nz/animalblocks</a><br />
<a href="http://www.flightless.co.nz/whatcocktail" rel="nofollow">http://www.flightless.co.nz/whatcocktail</a><br />
<a href="http://www.flightless.co.nz/topdog" rel="nofollow">http://www.flightless.co.nz/topdog</a>
</p></description>
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			<title>QcMat on "Box 2d + TMX Maps"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3099#post-19088</link>
			<pubDate>Fri, 20 Nov 2009 02:58:37 +0000</pubDate>
			<dc:creator>QcMat</dc:creator>
			<guid isPermaLink="false">19088@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is it possible to create walls with all the non empty tiles from the layer of a TMX map?  I'd like to create levels for a game using Tiled. I could then add other bodies manually by placing them at a specific tile. </p>
<p>I'd like to create a static box2d body that covers a layer called "walls" in the map.</p>
<p>Thanks
</p></description>
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			<title>indy2005 on "[LevelSVG] Placing physics objects at tilemap positions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/14339#post-81174</link>
			<pubDate>Wed, 09 Mar 2011 23:00:18 +0000</pubDate>
			<dc:creator>indy2005</dc:creator>
			<guid isPermaLink="false">81174@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I am using LevelSVG and have followed the instructions of taking a png of the TMX tilemap and placing it at 0,0 in InkScape, so I can trace the physics world around it.</p>
<p>This is working great, but what I would like to do is detect whether certain types of collisions are happening in certain tiles with specific properties.  For example, if a collision with a bullet happens in a tile with a property of "isStalectite" I can place some particle effects and some crumbling physics bodies at that tile location.</p>
<p>Also, I would like to parse the tilemap for tiles with a property set, such as "isRockSpawner" and then periodically create physics objects at that position.  But I am not sure how to swap between tile positions and physics co-ordinates.</p>
<p>I am also not sure how the instructions to position a bitmap in LevelSVG at (0,0) in Inkscape works...unless TMX tilemaps are created with an anchor at the bottom left (0,0), rather than in the centre...</p>
<p>Any advice appreciated.</p>
<p>Regards</p>
<p>i
</p></description>
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			<title>mster50 on "(Spacemanager) Issue with resting shapes &quot;floating&quot; after a removal."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25309#post-131574</link>
			<pubDate>Sun, 04 Dec 2011 21:29:03 +0000</pubDate>
			<dc:creator>mster50</dc:creator>
			<guid isPermaLink="false">131574@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello all, been a while.</p>
<p>Having an unfortunate issue I can't seem to combat - it's an inconsistent problem.  After making a simple shape removal call, if there are resting shapes above that which was removed, shapes that are stacked will not react to the removal.  They will stay motionless and dormant.  </p>
<p>My hunch is that it has something to do with sleeping bodies, but I can't be certain.  Not much to really trace back on.</p>
<p>Does anyone have any ideas?  Thank you in advance for your help, I appreciate it greatly and will award cookies to my helpers.</p>
<p>Kind regards,<br />
Mster50
</p></description>
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			<title>AlexW_GS on "[GAME] ToyStackers"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25248#post-131495</link>
			<pubDate>Sun, 04 Dec 2011 18:26:52 +0000</pubDate>
			<dc:creator>AlexW_GS</dc:creator>
			<guid isPermaLink="false">131495@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>ToyStackers is now available on the App Store!<br />
The physics puzzler for on the go, for iPhone and iPod Touch<br />
In Toystackers you stack toys and several other weird objects.<br />
Don't let them drop unless you want to start over! </p>
<p><strong>Features</strong></p>
<ul>
<li>48 levels and 3 themes, more levels and themes will be added with each mayor update</li>
<li>Stack many different items: trucks, bears and even a fridge!</li>
<li>Stackable stuff include: Toys, Kitchen hardware and Office stuff</li>
<li>Use your stacking skills to finally stack your fridge properly in your kitchen</li>
<li>$0.99 at the App Store</li>
</ul>
<p><a href="http://itunes.apple.com/app/toystackers/id480755824?mt=8">http://itunes.apple.com/app/toystackers/id480755824?mt=8</a></p>
<p><strong>Version 1.1</strong><br />
This update (which I have uploaded to Apple, 29 november 2011). Contains the Christmas update, which make the total of level go from 48 to 64. With new stackable stuff like: Santa, presents and Christmas trees.</p>
<p><a href="http://www.youtube.com/watch?v=fYIxl9a5hbI" rel="nofollow">http://www.youtube.com/watch?v=fYIxl9a5hbI</a></p>
<p><strong>Developer comments</strong><br />
This is actually my first game for iPhone, and my fifth game I created on my own.<br />
I originally created flash games and done some stuff at several professional game studios. Currently I work as a mobile developer at a mobile and web development company.</p>
<p>Toystackers used to be a flash game which I created in Flash and was sold last year to a sponsor.<br />
Many things I didn't like about the design and mechanics of the game.<br />
So I decided to do a remake for the iPhone. Interesting about this version of Toystackers is that I delegate some of Apple's UIKit to create a better GUI.<br />
For example I delegated the touch events of the UIScrollview to create a bouncing theme selection menu.</p>
<p>Other stuff that the game does is that some of the objects that you place are actually rag-dolls. I created an editor in Adobe Air to properly create vertexes for each rag-doll. After that I manually created the joints in static C++. All of the objects that contain physics are statically generated using a Factory Pattern in C++ using Box2d.</p>
<p>The art work I have drawn by hand using a Wacom Bamboo, Pixelmator and Adobe Flash</p>
<p>Other things added in Toystackers: Sharekit (only Twitter), Google analytics (I use this to track if the levels are too difficult).</p>
<p><strong>Credits</strong></p>
<ul>
<li>Cocos2d people for created a nice framework, which saved time (normally I would create my own game engine)</li>
<li>Box2d people for the physics engine</li>
<li>Kevin MacLeod for music</li>
<li>Opuzz.com for music</li>
<li>FreeSound.org for sound effects</li>
</ul>
<p>If you played the game, please leave some feedback. If you liked the game please leave a review at the App Store.
</p></description>
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			<title>Drozes on "physics Characters?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24761#post-130550</link>
			<pubDate>Thu, 01 Dec 2011 14:23:01 +0000</pubDate>
			<dc:creator>Drozes</dc:creator>
			<guid isPermaLink="false">130550@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys,<br />
I'm new to iPhone Game development but developed plenty of java and flash games in the past.<br />
Few quick questions I'd appreciate greatly if anyone can provide feedback:</p>
<p>1: I've only ever used png sequences for characters - anyone have suggestions on how to make a character who's sprites reacts to physics?  Any good visual programs to use?  At the moment I draw and animate my character in Flash and export into png sequences and code in each action.  Not the best for what my target is.<br />
2: I've installed cocos2d-iphone - Should I maybe just use cocos2d-x ?  Read the home page about it being the same stuff just able to export to android.  any suggestions?</p>
<p>Thanks for any feedback! Looking forward to working with cocos2d.
</p></description>
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			<title>wybielacz on "Chipmunk physics + replay system"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22984#post-127040</link>
			<pubDate>Sun, 20 Nov 2011 13:23:06 +0000</pubDate>
			<dc:creator>wybielacz</dc:creator>
			<guid isPermaLink="false">127040@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I'm trying to implement a replay system in my current wip game which will allow to the user to view his/hers best run on each level. I'm using chipmunk for the physics with a fixed time step.<br />
I figured out that I have to save the position of the player at each frame and then when I want to play a replay just load and set the position of the player at each frame in the update method.<br />
The problem starts here since the above method works but not always. Sometimes it happens that the player movement  on the replay is slight different then it should be. The time between start and goal is sometimes different then it should be and sometimes even the player doesn't touch the goal point which doesn't end the replay. I even tried to save the velocity of the player instead the position but still the result are the same. </p>
<p>So my question is how to properly save and load replays of a scene using a physics engine? Should I save velocity or position or maybe something different? Is an NSMutableArray a good container to store each frame? I want to have the replay always the same as the player played. It would nice if someone with experience would help me or point me in the right direction.
</p></description>
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		<item>
			<title>Streel88 on "Box2D Maze Generation Issue"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22330#post-123936</link>
			<pubDate>Tue, 01 Nov 2011 05:15:17 +0000</pubDate>
			<dc:creator>Streel88</dc:creator>
			<guid isPermaLink="false">123936@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi there</p>
<p>Im making a proof of concept app which is creates a maze from an Image file.</p>
<p>So i load in the Image, search for the walls (using a grid search)<br />
Load the walls and their locations into an Array.<br />
Next i iterate through the Array and place the walls in the correct locations<br />
(Each grid is 13x13 so each wall has a length of 13)</p>
<p>Now the issue im having is a Scaling issue using a PTM_RATIO of 32.0f, my generated maze is slightly bigger then my Maze I've drawn up.</p>
<p>Length of each wall is 0.4062f in the box2D "World"</p>
<p>Box2d Length  = 13 / 32.0f;<br />
Box2d Length == 0.4062f;<br />
Pixel Length = Box2d Length * 32.0f;<br />
Pixel Length = 12.9984f</p>
<p>I've narrowed this down to PTM_RATIO being the cause, my reason for thinking so is that when i changed it to 1024 (width of iPad in landscape) it lines up almost perfectly<br />
Box2d Length  = 13 / 1024.0f;<br />
Box2d Length == 0.01269f;<br />
Pixel Length = Box2d Length * 32.0f;<br />
Pixel Length = 12.99999*f</p>
<p>.....but it broke the physics something horrible.</p>
<p>The reason this is important is i want to hide the Box2D objects so that the player can hit the "walls" in the picture. I dont want to create individual CCSprites for each wall, this is a memory overhead i want to avoid.</p>
<p>So does anyone have any idea how i can "scale down" the maze so it lines up with the picture I've drawn up.
</p></description>
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			<title>ArphixGames on "Ultimate Ball (physics game using Cocos2D and Box2D)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22890#post-126595</link>
			<pubDate>Thu, 17 Nov 2011 21:35:28 +0000</pubDate>
			<dc:creator>ArphixGames</dc:creator>
			<guid isPermaLink="false">126595@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm very proud of announce my newest iOS game for iPhone and iPad - Ultimate Ball!</p>
<p>Link: <a href="http://itunes.apple.com/us/app/ultimate-ball/id438106216?mt=8" rel="nofollow">http://itunes.apple.com/us/app/ultimate-ball/id438106216?mt=8</a></p>
<p>Trailer:<br />
<a href="http://www.youtube.com/watch?v=LNuS7jJMBeQ" rel="nofollow">http://www.youtube.com/watch?v=LNuS7jJMBeQ</a></p>
<p>Ultimate Ball is a super addicting slingshot and bouncing physics-based game where you must use your finger to throw a ball into the destination vortex.</p>
<p>+ Explore 72 beautiful and challenging levels!<br />
+ Discover and deal with portals, accelerators, gates, explosives boxes and much more!<br />
+ Be rewarded with the unlocking of new balls by collecting stars during your journey.<br />
+ One simple touch control. Simple to play, hard to master!<br />
+ Beautiful and impressive retina display graphics.<br />
+ Addictive and exciting play for both novice and advanced gamers.</p>
<p>Watch the trailer, gameplay videos and see more screens at <a href="http://www.arphix.com" rel="nofollow">http://www.arphix.com</a></p>
<p>Link: <a href="http://itunes.apple.com/us/app/ultimate-ball/id438106216?mt=8" rel="nofollow">http://itunes.apple.com/us/app/ultimate-ball/id438106216?mt=8</a>
</p></description>
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			<title>pareshrathod on "Paper Toss like Game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22665#post-125701</link>
			<pubDate>Sat, 12 Nov 2011 10:18:39 +0000</pubDate>
			<dc:creator>pareshrathod</dc:creator>
			<guid isPermaLink="false">125701@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi All,</p>
<p>I need to create a game which is similar to Paper Toss.<br />
Can somebody guide me from where i should start?</p>
<p>Do i need to use Box2D or Chipmunk for that? Or it can be achieved with Cocos2D only?<br />
The main things i would like to know is:<br />
1. How the FLICK of the ball will happen?<br />
2. Predict and Drawing travel path of ball, which will be arc.</p>
<p>Hope you guys will help me.. thanks in advance.
</p></description>
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			<title>AurelienRibon on "Box2D Editor"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19665#post-110050</link>
			<pubDate>Thu, 11 Aug 2011 09:00:22 +0000</pubDate>
			<dc:creator>AurelienRibon</dc:creator>
			<guid isPermaLink="false">110050@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p><img src="http://i1194.photobucket.com/albums/aa367/Obligen/box2d-editor-logo.jpg" /></p>
<p>Hello everybody!</p>
<p>I'm not an iphone developer, more an android guy (since I don't own anything to develop on a mac for now). However, I recently built a desktop tool which aim is to help developers to easily create complex physics bodies for their games, and I think that it can interest everyone.</p>
<p>It features many useful things, like a customizable visual grid, a built-in real-time collision tester, different polygonization algorithms, help messages everywhere, etc.</p>
<p>Since I don't own anything to develop for iphone currently, I couldn't write a loader implementation for cocos2d. However, the output format is documented at the bottom of the project page, and an implementation is present for the android library libgdx. It should be a breeze to port it to cocos2d.</p>
<p><strong>Note1:</strong> <em>if someone makes a working loader, I would love to include it in the project. That would be an awesome addition. Thanks :)</em></p>
<p><strong>Note2:</strong> <em>of course, I called it Box2D Editor, but it should be useful for Chipmunk and others as well.</em></p>
<p><img src="http://i1194.photobucket.com/albums/aa367/Obligen/Box2DEditor.jpg" /></p>
<p>The project is free and open-source. Suggestions are more than welcome of course ;-)</p>
<p><strong>Blog post with information (don't mind the android logos :p):</strong><br />
<a href="http://aurelienribon.wordpress.com/2011/08/09/application-box2d-editor-1-0/" rel="nofollow">http://aurelienribon.wordpress.com/2011/08/09/application-box2d-editor-1-0/</a></p>
<p><strong>The google code project page:</strong><br />
<a href="http://code.google.com/p/box2d-editor/" rel="nofollow">http://code.google.com/p/box2d-editor/</a></p>
<p><strong>Screenshots</strong></p>
<p>Main ui, with "show grid" enabled:<br />
<img src="http://i1194.photobucket.com/albums/aa367/Obligen/Sanstitre-18-1.jpg" /></p>
<p>Using the built-in collision tester:<br />
<img src="http://i1194.photobucket.com/albums/aa367/Obligen/Sanstitre-19-1.jpg" />
</p></description>
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			<title>gametreesnet on "Using Cocos2d with small physics function, not Box2d or Chipmunk"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22766#post-126052</link>
			<pubDate>Mon, 14 Nov 2011 22:56:21 +0000</pubDate>
			<dc:creator>gametreesnet</dc:creator>
			<guid isPermaLink="false">126052@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello!<br />
I'm here to get some opinions on using cocos2d as a small physics function.<br />
I've spent using objective c for a bit of time and now hooked into it.<br />
Also, Cocos2d made it even more fascinating and fun!<br />
However, when I am creating my game, I found I need to add some physic functions to my game.<br />
Well, the ones i'm thinking about is not very hard ones, so i was thinking, is it ok to use cocos2d as a small physics function?<br />
I've heard about Box2d and Chipmunk, but they are written in C and C++, which I'm not really into (even though i did a bit of C#).</p>
<p>So my question is, is it still effective to use a normal Cocos2d Engine as a small physics tool?<br />
Thanks.
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			<title>gemzapps on "iSoaker App just released - Made with Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22647#post-125634</link>
			<pubDate>Fri, 11 Nov 2011 21:23:22 +0000</pubDate>
			<dc:creator>gemzapps</dc:creator>
			<guid isPermaLink="false">125634@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Watch iSoaker video (2 min) - <a href="http://goo.gl/CvCQk" rel="nofollow">http://goo.gl/CvCQk</a><br />
Download iSoaker here - <a href="http://goo.gl/xpMBn" rel="nofollow">http://goo.gl/xpMBn</a><br />
-------------------------------------------------</p>
<p>Picture yourself at a carnival and the man at the booth is screaming, “Step right up! Step right up! Be the first to squirt the monkey to the top. Win a prize! Win a prize!"</p>
<p>Relive your childhood carnival experience in the palm of your hand with no mess. iSoaker brings back those memories of releasing all that energy to reach your goal of getting that stuffed animal grand prize.</p>
<p>Take aim at the target, build up pressure, aim your squirt gun and release all that you can in order to rack up points. iSoaker will keep you and your hands occupied for hours with this highly addictive game.</p>
<p>iSoaker, do you?!</p>
<p>** Game Directions **<br />
1) Drag crosshair over target area<br />
2) Shake/pump to build up pressure<br />
3) Press and hold psi gauge to fire<br />
4) Admire your hard work<br />
5) Swipe liquid reservoir to refill and to start a new game</p>
<p>** iSoaker Game Features **<br />
- Multi-touch capability allowing for aiming while shooting<br />
- Ability to modify liquid<br />
- Ability to change target picture<br />
- Save top 10 highest scores</p>
<p>** Disclaimer **<br />
- GemzApps will not be held responsible for dropped or thrown devices due to the shaking nature of the game<br />
- GemzApps is not responsible for unequal arm muscle development due to continued game play</p>
<p>Please rate and comment with your game feedback and suggestions for future game features!  Thanks for enjoying iSoaker!</p>
<p>Contact: <a href="mailto:GemzApps@Gmail.com">GemzApps@Gmail.com</a><br />
<a href="http://www.GemzApps.com" rel="nofollow">http://www.GemzApps.com</a>
</p></description>
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			<title>dgtheman on "How to fully implement Game Center with cocos2d?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22392#post-124274</link>
			<pubDate>Wed, 02 Nov 2011 23:20:38 +0000</pubDate>
			<dc:creator>dgtheman</dc:creator>
			<guid isPermaLink="false">124274@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Game center is amazing and I would really like to learn how to implement it inside cocos2d. I have seen ray's tutorial on it, and I sort of understand the concept. However, I don't care as much for the leaderboards/achievements as I do for the random multiplayer and the assignment of a player. See I would like to know how you can create something like a map (CCLayer) that all the players can play in. Moreover, I would like to figure out if there is a way to attach a player to lets say a ccsprite, and have a player see the map with the view of only his CCSprite, so the camera is set only on the ccsprite. Pretty much each player has his own sprite or character and can only view the world from his own character's view (third person). And also I would like to know if the layer can incorporate the Box2d physics engine so each player would essential be playing in a b2World and they would all be inside the same map. Also, I would like to know how one can make teams...it sort of hints at the possibility in the apple documentation but doesn't really explain. </p>
<p>Thanks for any suggestions!!</p>
<p>Also, if its possible please try to provide source code or a good website I can go to and learn about this. I have seen ray's tutorial and it didnt really cover this. Also, apple's documentation is great and I will probably use it to gain a deeper understanding of Game Center, but I really want to know how you can incorporate SPECIFIC cocos2d data inside Game Center because that would make things soooooo much easier!!
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