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		<title>cocos2d for iPhone &#187; Tag: release - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/release</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 04:08:37 +0000</pubDate>
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			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>andi on "[Game] Tweet Land: Route 140"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28914#post-142515</link>
			<pubDate>Fri, 03 Feb 2012 15:22:12 +0000</pubDate>
			<dc:creator>andi</dc:creator>
			<guid isPermaLink="false">142515@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Introduction:<br />
What would happen if what people share on Twitter turns real? And best of all, if you could play with that? Welcome to the first game that turns tweets into reality. Get ready to jump into your race-car, drive on Route 140 and live the most innovative adventure of the moment, escape from tsunamis, zombies, meteorites, motorcycle gangs, and many more events that are really happening on this precise moment. </p>
<p>But, you are not alone!<br />
You will also be able to defend yourself with powerful weapons and cool events that will get you out of trouble and let you arrive safely to your destination. All of the events will be generated by people around the world that will create a new experience every time you play!</p>
<p>Why developers will find my game interesting:<br />
Very interesting way to create events based on real tweets.</p>
<p>Why gamers will find my game interesting:<br />
It uses real life tweets to schedule content, so it's pretty cool when you can see social networking being used as an input to a game.</p>
<p>Screenshots:<br />
<img src="http://i.imgur.com/RhzNw.png" /><br />
<img src="http://i.imgur.com/UqWAq.png" /><br />
<img src="http://i.imgur.com/CSn8a.png" /><br />
<img src="http://i.imgur.com/qjv8Y.png" /><br />
<img src="http://i.imgur.com/ctF0U.png" /><br />
<img src="http://i.imgur.com/zWtyd.png" /><br />
<img src="http://i.imgur.com/EgAwe.png" /><br />
<img src="http://i.imgur.com/PKlS2.png" /></p>
<p>Tweet Land Trailer:<br />
<a href="http://www.youtube.com/watch?v=6PXibEMngTM" rel="nofollow">http://www.youtube.com/watch?v=6PXibEMngTM</a></p>
<p>You can read more about Tweet Land here:<br />
<a href="http://www.tweetlandgame.com" rel="nofollow">http://www.tweetlandgame.com</a></p>
<p>Development: Tree Interactive</p>
<p>Publishing: Why Ideas</p>
<p>You can download Tweet Land from iTunes here:<br />
<a href="http://itunes.apple.com/app/tweet-land/id491102570?mt=8" rel="nofollow">http://itunes.apple.com/app/tweet-land/id491102570?mt=8</a></p>
<p>Please write an honest review on the app store and report directly back here about any bugs.
</p></description>
		</item>
		<item>
			<title>Duckwit on "[?] Accessing NSMutableArray* from external class confusion"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28911#post-142492</link>
			<pubDate>Fri, 03 Feb 2012 11:41:15 +0000</pubDate>
			<dc:creator>Duckwit</dc:creator>
			<guid isPermaLink="false">142492@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've been implementing a File &#62; Save/Open menu into my Cocos2d-MAC iPhone game level editor. </p>
<p>I created a class called 'SaveController' of which I created an instance variable in my 'HelloWorldScene'<br />
<pre><code>SaveController* saveController;</code></pre>
<p>.m init method -<br />
<pre><code>blocks = [NSMutableArray arrayWithCapacity:60];
[blocks retain];

saveController = [[[SaveController alloc] initWithBlocks:blocks] autorelease];
[saveController retain];</code></pre>
<p>'blocks' is supposedly a pointer to the NSMutableArray that stores the level editor 'block' (tile) data.<br />
<pre><code>NSMutableArray* blocks;</code></pre>
<p>So I instantiate 'saveController' with a pointer to the array, and make sure it is retained. (and released is dealloc). </p>
<p>Inside the SaveController .m :<br />
<pre><code>-(id)initWithBlocks:(NSMutableArray *)b{
if ( (self = [super init]) ) {
blocks = b;
[blocks retain];
}
return self;}</code></pre>
<p>In another method of the save controller, the one that responds to the NSSavePanel, there is a method I wrote to parse the data into JSON:<br />
<pre><code>for (int i = 0;i &#60; [blocks count];i++) {
MovableBlock* block = [blocks objectAtIndex:i];
... }</code></pre>
<p>Despite the array of objects 'blocks' in HelloWorldLayer being full (e.g. 27 objects), when I access them through this loop the array is always blank. </p>
<p>Any clues as to what is going on?
</p></description>
		</item>
		<item>
			<title>NOG on "Some confusion about CCLabelTTF"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28883#post-142343</link>
			<pubDate>Thu, 02 Feb 2012 17:35:45 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">142343@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>In my game now I have plenty of CCLabelTTF's.  Names of labels point to it in my header file, and that design makes sense to me.  I'm at a point now where I sometimes have a menu display over the paused game, and it will have x amount of labels. There may up to 40-50 of them, who knows.  I'm not really sure how to proceed with this in the most organized way, but I'm confused whether or not CCLabelTTF's could ever be temporary and then all be released when that menu goes away.  The way I handle getting rid of the labels now is just setting the string to a space " " which I know is probably really ghetto and not the proper procedure. Furthermore, those labels still exist. I know they don't take up a lot of resources, but if I'm going to have an upward of 200 of them or more (not all displaying all at once of course), I don't just want them hanging around.
</p></description>
		</item>
		<item>
			<title>moomy on "hud layer release question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28848#post-142141</link>
			<pubDate>Wed, 01 Feb 2012 13:32:35 +0000</pubDate>
			<dc:creator>moomy</dc:creator>
			<guid isPermaLink="false">142141@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi there,  I have made a hud layer.<br />
In my action layer I make reference to the hud layer...</p>
<p>HudLayer *hud;<br />
}<br />
@property (nonatomic, retain) HudLayer *hud;</p>
<p>Everything seems to work perfectly.</p>
<p>The problem is that when I look in dealloc of my actonLayer.mm it says "on "dealloc" you need to release all your retained objects"  I then notice that I have retained hud.</p>
<p>I have tried adding self.hud = nil;  and [hud release];  into the actionLayer dealloc....  but the app crashes with both of these.</p>
<p>I have added a checker of CCLOG(@"dealloc:%@", self); in my dealloc which does get called when I exit actionLayer.</p>
<p>Just wondered... do I need to release hud, or is there a way to not retain it??</p>
<p>sorry if the solution is obvious, I'm not too experienced with this.<br />
thanks<br />
moomy
</p></description>
		</item>
		<item>
			<title>meno on "app for mac deployed but crashes on some computers"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28794#post-141885</link>
			<pubDate>Mon, 30 Jan 2012 17:48:02 +0000</pubDate>
			<dc:creator>meno</dc:creator>
			<guid isPermaLink="false">141885@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hey guys<br />
so we made this awesome game during the global game jam this weekend with kobold2d for mac which is sort of a wrapper for cocos2d.</p>
<p>video of our game here: <a href="http://vimeo.com/35831115" rel="nofollow">http://vimeo.com/35831115</a></p>
<p> it works great on our computers.<br />
2x - works from ide and release - lion<br />
1x - works from release, has only Xcode 3 installed so never tried the release - snow leopard</p>
<p>the problem is that some of the people we send it respond with crash reports.<br />
1x snow leopard (no dev tools) - crash<br />
1x lion (dev tools installed) - crash<br />
1x lion (unknown) - works</p>
<p>its always a black screen when the game starts and does not work.<br />
one tried to start it directly from the console</p>
<p>$ ./TeaArena-Mac<br />
2012-01-30 12:23:07.793 TeaArena-Mac[586:507] *** -[__NSPlaceholderDictionary initWithObjects:forKeys:count:]: attempt to insert nil object from objects[0]</p>
<p>i tried to search for initWithObjects in our project but we never use it nor do the kobold/cocos libs attached (well they use it but the breakpoints don't activate)</p>
<p>there is another crash report here: <a href="http://pastie.org/3281685" rel="nofollow">http://pastie.org/3281685</a></p>
<p>We are trying to find more people to test, but it does not look good. How can we find the problem? Did we forget some things that need to be packaged as well?  I just did product/archive in Xcode.</p>
<p>You can dl the game incl. source (without kobold2d etc) here:<br />
direct: <a href="http://globalgamejam.org/sites/default/files/uploads/2012/2551/Tea%20Arena_0.zip" rel="nofollow">http://globalgamejam.org/sites/default/files/uploads/2012/2551/Tea%20Arena_0.zip</a><br />
overview: <a href="http://globalgamejam.org/2012/tea-arena" rel="nofollow">http://globalgamejam.org/2012/tea-arena</a></p>
<p>We appreciate any help very much :)<br />
thanks for reading and have a nice day :D
</p></description>
		</item>
		<item>
			<title>Bahamut on "About release and retain..."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28629#post-141029</link>
			<pubDate>Tue, 24 Jan 2012 17:40:55 +0000</pubDate>
			<dc:creator>Bahamut</dc:creator>
			<guid isPermaLink="false">141029@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think im a bit confused about how it works.<br />
What is a "reference count"? What is release and retain?<br />
Do i have to release the object everytime i "use" it?</p>
<p>Where can i read more about properties? (@property (nonatomic, retain), etc.)
</p></description>
		</item>
		<item>
			<title>bailster on "Once your game is released. What next?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28076#post-138048</link>
			<pubDate>Thu, 05 Jan 2012 01:09:51 +0000</pubDate>
			<dc:creator>bailster</dc:creator>
			<guid isPermaLink="false">138048@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all,</p>
<p>I released my first game (Rainbow Waterfalls) a few months ago and to be honest the number of downloads is rather poor. I created a full and lite version of the game but even the free version isn't receiving many downloads. Ok, my game isn't the best out there, but there seems to be some very basic games that still 1000's of free downloads.</p>
<p>I'm curious if any of you guys have had the same thing happen and if you have any success fixing this?</p>
<p>I should add I sent my game away to several web sites prior to release and most asked for a fee to review the game (which I have declined thus far). I'm not sure i trust these sites.... it seems more like an ad rather than a review but has anyone tried this route?</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>riq on "cocos2d v2.0-beta released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24362#post-129572</link>
			<pubDate>Mon, 28 Nov 2011 06:18:50 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">129572@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, I am happy to announce that cocos2d v2.0-beta is available for download:</p>
<p> * <a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-2.0-beta.tar.gz">cocos2d-iphone-2.0-beta.tar.gz </a></p>
<p>Highlights from v2.0-alpha:<br />
 - Forward-ported changes from v1.1 (batched particles, faster reorder, ARC compatible, and more)<br />
 - Improved  <code>draw</code> internal API<br />
 - Added alignment + multiline in <code>LabelBMFont</code><br />
 - Added "Milliseconds per frame" in Director<br />
 - Improved internal GL cache<br />
 - and more</p>
<p>Full Changelog:  <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-2.0-beta/CHANGELOG" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/blob/release-2.0-beta/CHANGELOG</a></p>
<p>v2.0 Mini FAQ:</p>
<p><strong>Q: Should I use v2.0 or v1.0</strong><br />
<strong>A</strong>: It depends on your requirements, and varies from case to case.<br />
<strong>A</strong>: If you need to support older devices (1st &#38; 2nd generation iPhones) you should use cocos2d v1.x<br />
<strong>A</strong>: v2.0 is about supporting new technologies (blocks, OpenGL ES 2.0, etc) and improving the current API, while cocos2d v1.x is about backward compatibility.</p>
<p><strong>Q: How stable is v2.0-beta</strong><br />
<strong>A</strong>: From a code point of view, it is pretty stable. At Zynga, we have just released a game using cocos2d v2.0 (<a href="http://www.cocos2d-iphone.org/forum/topic/24324">DreamZoo</a>)<br />
<strong>A</strong>: But from an API point of view, you should know that the API is still not stable. It might change a bit until v2.0-final is released.</p>
<p><strong>Q: When v2.0-final will be released</strong><br />
<strong>A:</strong>Most probably during Q1 2012, perhaps in February.
</p></description>
		</item>
		<item>
			<title>love2script12 on "Want to clarify memory crashes - please help"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22627#post-125538</link>
			<pubDate>Fri, 11 Nov 2011 13:40:53 +0000</pubDate>
			<dc:creator>love2script12</dc:creator>
			<guid isPermaLink="false">125538@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My game sprites take up memory when they are created, and seem to keep hold of that memory. They do not take up additional memory if I allocate them again.<br />
My problem is that I get memory warnings in the first level itself, and from my understanding, the game needs at least that much memory to work.</p>
<p>I wanted to know if my sprite sheets have to be a particular size, or whether i don't release the sprites properly(they can be simple images in sprites also).</p>
<p>Right now I do this :<br />
[&#60;parent&#62; removeChild:&#60;child&#62; cleanup:YES];</p>
<p>I also do this:<br />
[&#60;child&#62; release];<br />
&#60;child&#62; = nil;</p>
<p>The deallocate methods are called for sure (even checked by tracing it in dealloc of CCSprite).<br />
Any comments are appreciated. Anything can be useful. Thanks! :/
</p></description>
		</item>
		<item>
			<title>xemus on "Adding UIGestureRecognizer support in cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8929#post-51655</link>
			<pubDate>Sun, 22 Aug 2010 20:19:31 +0000</pubDate>
			<dc:creator>xemus</dc:creator>
			<guid isPermaLink="false">51655@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I wanted to share some code I've written to allow using UIGestureRecognizer classes with cocos2d.  This code has saved me a tremendous amount of time handling touch events, so hopefully it will help some others out I can get some feedback on them in the process.  The main goal  was to be able to get the gesture recognizers to act as close to original design as possible without a lot of setup work to use them.</p>
<p>This major design change I did to accomplish this was to move touches from CCLayer based to CCNode based, this way can be seen as each node being a view.   Handling touches this way gives you a lot of flexibility and control to test for touches on individual objects of a scene or a layer like a sprite instead of just knowing the layer was touched somewhere.  This change was only for gesture recognizers, I left the way cocos handles individual touch events intact.  My other goal was the gesture recognizers should handle touches across nodes,  but a touch on a particular node can only be handled by itself and it's children, this mimics the way gesture recognizers normally work with subviews.</p>
<p>Note:<br />
Not all code changes are in this post, I made some changes to CCNode such as moving the isTouchEnabled from CCLayer and the code to retain its gesture recognizers and handle the actual attachment to the view.  If this post generates enough interest I will post a full patch.</p>
<p>Example initialization:<br />
<pre><code>CCGestureRecognizer* recognizer = [CCGestureRecognizer CCRecognizerWithRecognizerTargetAction:[[[UIRotationGestureRecognizer alloc]init] autorelease] target:self action:@selector(rotate:node:)];</code></pre>
<p>Example usage:<br />
Usage is very straightforward, the callback function that occurs once a gesture is recognized just needs to take a  UIGestureRecognizer and a CCNode as a parameter.  Normally you can tell what view was touched from the gesture recognizer, but since we only have one view the CCNode that was touched gets passed to the callback function as well.<br />
<pre><code>- (void) rotate:(UIGestureRecognizer*)recognizer node:(CCNode*)node
{
  UIRotationGestureRecognizer* rotate = (UIRotationGestureRecognizer*)recognizer;
  float r = node.rotation;
  node.rotation += CC_RADIANS_TO_DEGREES(rotate.rotation) -r;
}</code></pre>
<p>Here is the source:<br />
CCGestureRecognizer.h<br />
<pre><code>#ifndef __CCGestureRecognizer_H__
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> __CCGestureRecognizer_H__

#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;ccTypes.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;CCNode.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;UIKit/UIKit.h&#62;

@class CCNode;

@interface CCGestureRecognizer : NSObject &#60;UIGestureRecognizerDelegate&#62;
{
  UIGestureRecognizer* m_gestureRecognizer;
  CCNode* m_node;

  id&#60;UIGestureRecognizerDelegate&#62; m_delegate;

  id m_target;
  SEL m_callback;
}

@property(nonatomic,readonly) UIGestureRecognizer* gestureRecognizer;
@property(nonatomic,assign) CCNode* node;
@property(nonatomic,assign) id&#60;UIGestureRecognizerDelegate&#62; delegate;
@property(nonatomic,assign) id target;
@property(nonatomic,assign) SEL callback;

- (id) initWithRecognizerTargetAction:(UIGestureRecognizer*)gestureRecognizer target:(id)target action:(SEL)action;
+ (id) CCRecognizerWithRecognizerTargetAction:(UIGestureRecognizer*)gestureRecognizer target:(id)target action:(SEL)action;

- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch;
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer;
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer;

// this is the function the gesture recognizer will callback and we will add our CCNode onto it
- (void) callback:(UIGestureRecognizer*)recognizer;
@end

#endif  // end of __CCGestureRecognizer_H__</code></pre>
<p>CCGestureRecognizer.m<br />
It looks m_node isn't retained or released, but when you attach a gesture recognizer to a CCNode the node sets this value and also unsets this value when it is released.   Since CCNode keeps track of gesture recognizers attached to it doing a retain would mean both objects would never get released.<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;CCGestureRecognizer.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;CCDirector.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;ccMacros.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;CGPointExtension.h&#34;

@implementation CCGestureRecognizer

-(void)dealloc
{
  [m_delegate release];
  [super dealloc];
}

- (UIGestureRecognizer*)gestureRecognizer
{
  return m_gestureRecognizer;
}

- (CCNode*)node
{
  return m_node;
}

- (void)setNode:(CCNode*)node
{
  // we can&#39;t retain the node, otherwise a node will never get destroyed since it contains a
  // ref to this.  if node gets unrefed it will destroy this so all should be good
  m_node = node;
}

- (id&#60;UIGestureRecognizerDelegate&#62;)delegate
{
  return m_delegate;
}

- (void) setDelegate:(id&#60;UIGestureRecognizerDelegate&#62;)delegate
{
  [m_delegate release];
  m_delegate = delegate;
  [m_delegate retain];
}

- (id)target
{
  return m_target;
}

- (void)setTarget:(id)target
{
  [m_target release];
  m_target = target;
  [m_target retain];
}

- (SEL)callback
{
  return m_callback;
}

- (void)setCallback:(SEL)callback
{
  m_callback = callback;
}

- (id)initWithRecognizerTargetAction:(UIGestureRecognizer*)gestureRecognizer target:(id)target action:(SEL)action
{
  if( (self=[super init]) )
  {
    m_gestureRecognizer = gestureRecognizer;
    [m_gestureRecognizer retain];
    [m_gestureRecognizer addTarget:self action:@selector(callback:)];

    // setup our new delegate
    m_delegate = m_gestureRecognizer.delegate;
    m_gestureRecognizer.delegate = self;

    m_target = target;
    [m_target retain];
    m_callback = action;
  }
  return self;
}

+ (id)CCRecognizerWithRecognizerTargetAction:(UIGestureRecognizer*)gestureRecognizer target:(id)target action:(SEL)action
{
  [[[self alloc] initWithRecognizerTargetAction:gestureRecognizer target:target action:action] autorelease];
}

- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
  CGPoint pt = [[CCDirector sharedDirector] convertToGL:[touch locationInView: [touch view]]];

  BOOL rslt = [m_node isPointInArea:pt];

  if( rslt )
  {
    // still ok, now check children of parents after this node
    CCNode* node = m_node;
    CCNode* parent = m_node.parent;
    while( node != nil &#38;&#38; rslt)
    {
      CCNode* child;
      BOOL nodeFound = NO;
      CCARRAY_FOREACH(parent.children, child)
      {
        if( !nodeFound )
        {
          if( !nodeFound &#38;&#38; node == child )
            nodeFound = YES;  // we need to keep track of until we hit our node, any past it have a higher z value
          continue;
        }

        if( [child isNodeInTreeTouched:pt] )
        {
          rslt = NO;
          break;
        }
      }

      node = parent;
      parent = node.parent;
    }
  }

  if( rslt &#38;&#38; m_delegate )
    rslt = [m_delegate gestureRecognizer:gestureRecognizer shouldReceiveTouch:touch];

  return rslt;
}

- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
  if( !m_delegate )
    return YES;
  return [m_delegate gestureRecognizer:gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:otherGestureRecognizer];
}

- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer
{
  if( !m_delegate )
    return YES;
  return [m_delegate gestureRecognizerShouldBegin:gestureRecognizer];
}

- (void)callback:(UIGestureRecognizer*)recognizer
{
  if( m_target )
    [m_target performSelector:m_callback withObject:recognizer withObject:m_node];
}
@end</code></pre>
<p>Here are some of the changes to CCNode<br />
<pre><code>-(BOOL) isPointInArea:(CGPoint)pt
{
  if( !visible_ )
    return NO;

  /*  convert the point to the nodes local coordinate system to make it
   easier to compare against the area the node occupies*/
  pt = [self convertToNodeSpace:pt];

  // we have to take the anchor point into account for checking
  CGRect rect;
  /*  we should be able to use touchableArea here, even if a node doesn&#39;t set
   this, it will return the contentArea.  */
  rect.size = self.touchableArea;
  CGPoint anchor = anchorPoint_;

  // we pretty much need to undo the anchor to get our rect to start at the lower left
  anchor.x = 0.5f - anchor.x;
  anchor.y = 0.5f - anchor.y;

  rect.origin = CGPointMake( -(rect.size.width*anchor.x), -(rect.size.height*anchor.y) );

  if( CGRectContainsPoint(rect,pt) )
    return YES;
  return NO;
}

-(BOOL) isNodeInTreeTouched:(CGPoint)pt
{
  if( [self isPointInArea:pt] )
    return YES;

  BOOL rslt = NO;
  CCNode* child;
  CCARRAY_FOREACH(children_, child )
  {
    if( [child isNodeInTreeTouched:pt] )
    {
      rslt = YES;
      break;
    }
  }
  return rslt;
}

-(CGSize) touchableArea
{
  // we use content size if touchable area is 0
  if( touchableArea_.width != 0.0f &#38;&#38;
      touchableArea_.height != 0.0f )
    return touchableArea_;
  else
    return contentSize_;
}

-(void) setTouchableArea:(CGSize)area
{
	touchableArea_ = area;
}</code></pre></description>
		</item>
		<item>
			<title>araker on "Cocos2d v1.1 beta released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21724#post-120693</link>
			<pubDate>Tue, 11 Oct 2011 19:54:27 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">120693@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I am happy to announce that cocos2d v1.1 beta is available for download:<br />
<a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.1-beta.tar.gz">cocos2d-iphone-v1.1-beta.tar.gz</a></p>
<p><strong>Highlights</strong></p>
<p>* Particles: CCParticleBatchNode, batches multiple particle systems in one OpenGL draw call<br />
* Node/Sprite: much faster reordering, adding and removing of nodes and sprites in batchnodes<br />
* Scheduler: support for delay and repeat of selectors<br />
* Textures: support for RGB888 textures<br />
* TileMap: TMX map supports flipped tiles</p>
<p>Full Changelog: <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.1-beta/CHANGELOG" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/blob/release-1.1-beta/CHANGELOG</a></p>
<p>Release Notes:  <a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_1_0" rel="nofollow">http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_1_0</a> (includes example usage of new functionality)</p>
<p>I would appreciate if you can test this beta release in your games and report any possible bug that you might find. Thank you.
</p></description>
		</item>
		<item>
			<title>dgtheman on "How to properly release my (or really any almost) NSObject"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21912#post-121785</link>
			<pubDate>Tue, 18 Oct 2011 00:36:51 +0000</pubDate>
			<dc:creator>dgtheman</dc:creator>
			<guid isPermaLink="false">121785@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have an NSObject call GatherQuest which is allocated like this:<br />
<code>[[self alloc]initQuestWithRoom:houseRoom andName:(NSString*)name andTarget:(CCLayer*)target andTime:(int)seconds specialLoot:(BOOL)special];</code></p>
<p>When [GatherQuest newQuestWithRoom: andName: andTargert: andTime: specialLoot:] is called. However I do not know when to release this and unscheldule its update (which I use CCScheduler for). I pretty much want it to act like a CCNode, so it can be autoreleased whenever the scene is changed. However, I also want to be able to release it whenever the quest is completed. Now I was thinking of doing that in the update but I cannot do [self release] without getting an error. </p>
<p>All in all, my question really asks on how to release and dealloc an NSObject which has an update. I have tried releasing it manually but this does not get rid of the update (Im not even sure it will release it) even though I have [[CCScheduler sharedScheduler]unscheduleUpdateForTarget:self] in the dealloc...
</p></description>
		</item>
		<item>
			<title>Aorata on "My App was approved by Apple today (right now)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21622#post-120170</link>
			<pubDate>Sat, 08 Oct 2011 03:51:02 +0000</pubDate>
			<dc:creator>Aorata</dc:creator>
			<guid isPermaLink="false">120170@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was wondering, should I add it to the App Store now or wait?<br />
I want to wait BUT I've read that some people had a release date that was a few days after the approval date. And their app didn't appear on the "new" apps list because the date assigned to them was the approval date by the App Store...</p>
<p>Please help me with this, give me your recommendations or knowledge if you have beeb through this !</p>
<p>Thanks a lot, this community has been great!
</p></description>
		</item>
		<item>
			<title>Aorata on "Some advice from experienced developers"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21107#post-117315</link>
			<pubDate>Wed, 21 Sep 2011 23:48:57 +0000</pubDate>
			<dc:creator>Aorata</dc:creator>
			<guid isPermaLink="false">117315@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys, soon I'll be releasing my first game (finalizing some details in design and code optimization ;) )</p>
<p>So I wanted to ask for some advice from those of you who have already published their games, free or paid!</p>
<p>Here are some questions:</p>
<p>1 - I will not be paying one dime for advertising, since I don't have any money. So what did you do to advertise your game? ideas that were free! <br />
2 - This one is related to #<a href='http://www.cocos2d-iphone.org/forum/tags/1'>1</a>, what strategies did you use to increase downloads once the game was published? (example, lite version, changing price, etc) <br />
3 - How are you doing on sales (if it's not a secret) and how do you think you got there? Numbers will be greatly appreciated<br />
 4 - How many games have you released, what did you do differently in terms of advertising and what difference did it make on sales (I know I'm being kind of repetitive, but I want to learn as much as possible) <br />
5 - When did you release the game, why did you choose that date?<br />
6 - ... still thinking some other questions....</p>
<p>Im asking this questions because they are of real interest and value to me. I also think that they can help a lot of people with their projects, so please don't hold back and share your experiences, good and bad will work!</p>
<p>I'll do the same for you once the game is released! sharing is caring hehe</p>
<p>THANKS in advance!
</p></description>
		</item>
		<item>
			<title>love2script12 on "Memory issues - where to deallocate?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21310#post-118528</link>
			<pubDate>Wed, 28 Sep 2011 04:08:27 +0000</pubDate>
			<dc:creator>love2script12</dc:creator>
			<guid isPermaLink="false">118528@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My game runs fine when I run the first scene.  I use something called 'getAvailableMegaBytes' to trace the memory available on the device.<br />
So when I play the second level which uses the same scene all over again, the available memory reduces and the game is ultimately going to give memory warnings or crash when it runs out of memory.</p>
<p>Any pointers on what I should do to deallocate properly? Could there be any other reason for this to happen?</p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>chiodo80 on "CCAction and NSZombie"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21303#post-118490</link>
			<pubDate>Tue, 27 Sep 2011 22:24:04 +0000</pubDate>
			<dc:creator>chiodo80</dc:creator>
			<guid isPermaLink="false">118490@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, i've a problem with a retained action. In the loading phase i do this:<br />
<pre><code>obj = [layer.factory objectFromClassName:[[BookActor class]description]];
			obj.onClickAction = [BookActor shake:cocosLayer.position];</code></pre>
<p>where onClickAction is<br />
<code>@property(nonatomic,retain)id onClickAction;</code></p>
<p>Now, i start an action like that:</p>
<pre><code>+(id)backFlip:(CGPoint)anchorPoint
{
	id jump = [CCJumpBy actionWithDuration:0.6 position:anchorPoint height:150 jumps:1];
	id flip = [CCRotateBy actionWithDuration:0.4 angle:360];
	id action = [CCSpawn actions:jump,flip,nil];
	return action;
}</code></pre>
<p>called by this method:</p>
<pre><code>-(void)onClickAt:(CGPoint)p
{
	float rnd = CCRANDOM_0_1();

	if([sprite numberOfRunningActions] == 0)
	{
		if(rnd&#60;0.4)
			onClickAction = [BookActor jump:self.position];
		else if(rnd&#60;0.7)
			onClickAction = [BookActor backFlip:self.position];
		else
			onClickAction = [BookActor frontFlip:self.position];
	}
	[super onClickAt:p];
}</code></pre>
<p>If i call a replaceScene the app crash because of<br />
-[CCSpawn release]: message sent to deallocated instance 0x3d3620</p>
<p>My cleanup code is:<br />
<pre><code>-(void)onExit
{
	[self stopAllActions];
	[super onExit];
}

-(void)dealloc
{
	self.onClickAction = nil;
	[super dealloc];
}</code></pre>
<p>When the debugger reach self.onClickAction = nil; i can see a NSZombie on onClickAction.<br />
Enabling cocos2d log i get this message</p>
<p>cocos2d: deallocing &#60;CCSpawn = 003D3620 &#124; Tag = -1&#62;</p>
<p>BEFORE reaching the dealloc method.<br />
It's like cocos deallocing onClickAction no matter what i set on property but it should have retained the action.<br />
If i don't release onClickAction everything is fine but i don't understand why.<br />
Any ideas?
</p></description>
		</item>
		<item>
			<title>mikemellor11 on "how to stop app being released straight after review?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21177#post-117788</link>
			<pubDate>Fri, 23 Sep 2011 21:28:59 +0000</pubDate>
			<dc:creator>mikemellor11</dc:creator>
			<guid isPermaLink="false">117788@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys, the last app i made was simply released the second it got approved by apple, i was just wondering if theres a way to stop this happening so that i can time the release with my marketing.
</p></description>
		</item>
		<item>
			<title>bigubosu on "Dilemma with release"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20764#post-115464</link>
			<pubDate>Mon, 12 Sep 2011 03:37:54 +0000</pubDate>
			<dc:creator>bigubosu</dc:creator>
			<guid isPermaLink="false">115464@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm wondering what you would do as a new developer who wants to make the best impact as he/she can.</p>
<p>Currently the programming/gfx is at 60%, I think i could finish it within the week if I work full bolt on it. However even if I do finish the programming I still have a lot of questions to write (i'm making a trivia game). </p>
<p>Would you release early with 3 levels thats about 900 unique questions which we already have ready to go with a quickplay mode also 1000 unique questions seperate from singleplayer?</p>
<p>Or delay it a little longer and release 6 levels with 1800 unique questions with quickplay and multiplayer each with their own unique questions (1000 each)? Though multiplayer just playing on the same device. Similar to a board game
</p></description>
		</item>
		<item>
			<title>butr0s on "[GAME] color + shape"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20680#post-114960</link>
			<pubDate>Thu, 08 Sep 2011 14:38:18 +0000</pubDate>
			<dc:creator>butr0s</dc:creator>
			<guid isPermaLink="false">114960@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>color + shape is a matching game that requires quick thinking and fast reflexes. Move the puzzle blocks around the grid with your finger, and try to line up four or more blocks that have the same color or same shape. Chain multiple matches to increase your score multiplier and recharge your "move" meter! Compare high scores with your friends using Game Center. </p>
<p><strong>How To Play</strong><br />
Touch anywhere on the puzzle grid and drag your finger to move blocks. If you move a block off one side of the grid, it will reappear on the other side, so use this to your advantage. Match four or more blocks of the same color or same shape to make them disappear. Sequential matches will boost your "chain" counter, giving you more points per match. Each time you move a block, your "move" meter will decrease. When it is empty, that means game over! Keep it charged by making quick matches.</p>
<p><strong>Screenshots</strong><br />
<img src="http://a2.mzstatic.com/us/r1000/082/Purple/5d/e4/ab/mzl.oqzjafdw.320x480-75.jpg" alt="" /><br />
<img src="http://a5.mzstatic.com/us/r1000/097/Purple/37/c8/28/mzl.ntwdvhtk.320x480-75.jpg" alt="" /><br />
<img src="http://a1.mzstatic.com/us/r1000/111/Purple/84/5f/53/mzl.iasqhzey.320x480-75.jpg" alt="" /><br />
<img src="http://a5.mzstatic.com/us/r1000/063/Purple/ed/25/49/mzl.ztlszteg.320x480-75.jpg" alt="" /></p>
<p><a href="http://itunes.apple.com/us/app/color-shape/id446369157?mt=8"><strong>Check it out on iTunes!</strong></a></p>
<p>Here are some promo codes for those who are interested, but don't have a dollar:<br />
<pre><code>FYMRYEMK4XH3
3LJRMARWPFPT
3PTWE77WEXH3
J9WWXMAM76WM
MHL3MLFWEEAA
HP9YFKMRME9J
LMRPNKTTN7AH
TT34LRNY9M4W
9JW9X3T6NFXH
JYWTYXA7EMMR</code></pre></description>
		</item>
		<item>
			<title>nexen on "Particles Issue on Retina Display (Release configuration only)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17308#post-97392</link>
			<pubDate>Sun, 05 Jun 2011 20:17:53 +0000</pubDate>
			<dc:creator>nexen</dc:creator>
			<guid isPermaLink="false">97392@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all guys,  I have all day trying to figure out an strange issue using particles.</p>
<p>In my game every amount of time, let's say 10 sec a particle emitter will appear, if I run on device in DEBUG configuration the game works fine and around 60fps, but if I run the game on RELEASE everything go fine until the particle appears and the frames drop to 40 and the gameplay is affected by lag. I'm really frustrated :-S</p>
<p>This happen only on my iPhone 4, I tested on an iPod touch 3rg and the problem do not appear.</p>
<p>The particle is generated on a plist file using Particle Designer. I'm using cocos2d rc2.</p>
<p>The particle has maxparticle value set to 30 .</p>
<p>Any hint would be appreciated :)
</p></description>
		</item>
		<item>
			<title>riq on "cocos2d v1.0.0-rc3 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17164#post-96648</link>
			<pubDate>Wed, 01 Jun 2011 10:08:20 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">96648@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I'm happy to announce that v1.0.0-rc3 is available for <strong>download</strong>:<br />
<a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.0.0-rc3.tar.gz">cocos2d-iphone-1.0.0-rc3.tar.gz</a></p>
<p><strong>Highlights</strong>:<br />
 * Skew transformations<br />
 * Debug info in TextureCache<br />
 * Bug fixes</p>
<p><strong>Release Notes</strong> (MUST READ)<br />
 * <a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_0_0">Release Notes 1.0.0</a> (Includes detailed description of the new features)</p>
<p><strong>Full Changelog</strong><br />
 * <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.0.0-rc3/CHANGELOG">CHANGELOG</a></p>
<p><strong>API Reference</strong><br />
 * <a href="http://www.cocos2d-iphone.org/api-ref/1.0.0/">API Reference v1.0.0</a></p>
<p>If your game reorders more than object per frame, it is recommended to use the <em>reorderSprite</em> version:<br />
 * <a href="https://github.com/cocos2d/cocos2d-iphone/zipball/release-1.0.0-rc3-reorderSprite">cocos2d-iphone-1.0.0-rc3-reorderSprite.zip</a></p>
<p><strong>What's next:</strong><br />
  * Unless we find some critical bugs, the next release will be 1.0.0 and will only include minor bug fixes<br />
  * Expect a cocos2d 2.0-alpha in the short term. It is like v1.0.0 but with OpenGL ES 2.0 support.</p>
<p>If you find a bug in 1.0.0-rc3, please, let us know! Thank you.
</p></description>
		</item>
		<item>
			<title>cacaty on "circular reference found in layer/scene with schedule?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/314#post-1777</link>
			<pubDate>Fri, 26 Jun 2009 02:35:59 +0000</pubDate>
			<dc:creator>cacaty</dc:creator>
			<guid isPermaLink="false">1777@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I found circular reference under some condiction.<br />
When add schedule in layer/scene , the schedule retain its target ,<br />
this could cause the layer/scene not release after replaceScene</p>
<p>why and how to solve?
</p></description>
		</item>
		<item>
			<title>spamcube on "CCCallFunc and retainCount not working with callback"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8409#post-48834</link>
			<pubDate>Tue, 03 Aug 2010 06:17:24 +0000</pubDate>
			<dc:creator>spamcube</dc:creator>
			<guid isPermaLink="false">48834@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm trying to make a callback layer that will execute a function when it is about to be removed.  The problem is that the retainCount on the CCCallFunc never reaches zero.</p>
<p>The pause menu is using this in the code below (very bottom).  Every time the pause menu is created, the retainCount for the parent layer's CCCallFunc increases by one extra.  Because of this, the parent layer never can be dealloc'ed.</p>
<p>The extra increase comes from [CCCallFunc actionWithTarget:self selector:@selector(pauseDone)].</p>
<p>Digging deeper, the _callback retainCount never reaches zero.  When the extra release is added in, everything seems to work with no problems but this shouldn't be needed. </p>
<pre><code>@interface CCCallbackLayer : CCLayer {
	CCCallFunc* _callback;
}
-(void) enableCallback:(CCCallFunc*) func;
@end

@implementation CCCallbackLayer
-(id) init
{
	if( (self=[super init]))
	{
		_callback = nil;
	}
	return self;
}

-(void) enableCallback:(CCCallFunc*) func
{
	_callback = func;
	[_callback retain];
}

-(void) dealloc
{
	// Trigger the callback before we get deleted
	if (_callback) {  // _callback retainCount=1
		[self runAction: _callback];  //_callback retainCount=2
		[_callback release];     // _callback retainCount=1
	}
	[super dealloc];
}
@end

------------------

// Open up the new pause menu which is derived from CCCallbackLayer
// 

-(void) pauseTapped:(id)sender {
	PauseLayer* pause = [PauseLayer node];
	[pause enableCallback:[CCCallFunc actionWithTarget:self selector:@selector(pauseDone)]];  // CCCallFunc retainCount increases
	[[self parent] addChild: pause];
}</code></pre></description>
		</item>
		<item>
			<title>riq on "cocos2d v1.0.1 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19207#post-107691</link>
			<pubDate>Fri, 29 Jul 2011 02:14:35 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">107691@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>cocos2d for iphone v1.0.1 is available for download.</p>
<p><strong>Download</strong>: <a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.0.1.tar.gz">cocos2d-iphone-v1.0.1.tar.gz</a></p>
<p>This is a bug-fix release. Not new features were added since v1.0.0.</p>
<p><strong>Changelog:</strong></p>
<p>. [FIX] All: Implicit atomic properties converted to nonatomic<br />
. [FIX] All: Removed deprected code<br />
. [FIX] CCArray: copyWithZone fixed<br />
. [FIX] Director: renamed frames -&#62; totalFrames. It works as expected, value is not being reset.<br />
. [FIX] Menu: If any ancestor is invisible, then touches won’t be accepted<br />
. [FIX] Node: vertexZ returns points, not “pixels”<br />
. [FIX] LabelTTF: don’t crash when calling description after dealloc<br />
. [FIX] Tests: [window release] instead of [window dealloc]<br />
. [FIX] Texture: TextureCache#<a href='http://www.cocos2d-iphone.org/forum/tags/dump'>dump</a> reports the right info (issue #1205)<br />
. [FIX-MAC] CocosDenshion: Cleanup buffers to prevent noise
</p></description>
		</item>
		<item>
			<title>nexen on "Memory not released!! getting crazy."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19018#post-106663</link>
			<pubDate>Sat, 23 Jul 2011 19:28:05 +0000</pubDate>
			<dc:creator>nexen</dc:creator>
			<guid isPermaLink="false">106663@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi , I have around one week trying to figure out why the memory of my help scene is not released. I can't see anything, I was searching in the whole forum to check other informations about this kind of problems with no luck.</p>
<p>This is the complete code of my Help Scene:</p>
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;Help.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;SoundMenuItem.h&#34;
#<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;CCScrollLayer.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;MainMenuNode.h&#34;

@implementation Help

+(CCScene*) scene
{
	CCScene *s = [CCScene node];

	id help = [Help node];
	[s addChild:help];

	return s;
}

#pragma mark Help - Init &#38; Creation

//
// Return the list of needed images
// These images are going to be async-loaded
//
+(NSArray*) textureNames
{
	return [NSArray arrayWithObjects:
			@&#34;helpscreens.png&#34;,
			nil];
}

-(id) init
{
	if( (self=[super init] ) ) {

		[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@&#34;helpscreens.plist&#34;];

		CGSize s = [[CCDirector sharedDirector] winSize];

		CCMenu *menu;

		CCMenuItem* item1 = [SoundMenuItem itemFromNormalSpriteFrameName:@&#34;btn_back_normal.png&#34; selectedSpriteFrameName:@&#34;btn_back_press.png&#34; target:self selector:@selector(backCallback:)];	

		menu = [CCMenu menuWithItems:item1, nil];
		menu.position = ccp(0,0);
		[self addChild:menu z:5];
		[item1 setPosition:ccp(s.width - 25,s.height-22)];

	}

	return self;
}

-(void) backCallback:(id) sender {
	[[CCDirector sharedDirector] replaceScene: [CCTransitionFade transitionWithDuration:0.5f scene:[MainMenuNode scene] ]];
}

-(void) dealloc
{
	[self unscheduleUpdate];
	[self unscheduleAllSelectors];
	[self stopAllActions];

	[self removeAllChildrenWithCleanup:YES];

	[[CCSpriteFrameCache sharedSpriteFrameCache] removeSpriteFramesFromFile:@&#34;helpscreens.plist&#34;];
	[[CCTextureCache sharedTextureCache] removeTextureForKey:@&#34;helpscreens.png&#34;];
	[[CCTextureCache sharedTextureCache] removeUnusedTextures];
	[super dealloc];
}

@end</code></pre>
<p>As you can see is very simple, the dealloc method is already called, but the memory is not release, helpscreens.png is preloaded in Async way from the main menu.</p>
<p>Activity monitor show around 20.56 MB before call the help scene.</p>
<p>After the Help Scene is called memory show 22.80 MB.</p>
<p>The problem comes when I back to the main menu, the memory stay in 22.80 MB</p>
<p>In fact I quit all sprites that use the helpscreens.plist, just load and try to release and it didn't help.</p>
<p>Any Hint would be very appreciated, I'm getting crazy with this.
</p></description>
		</item>
		<item>
			<title>Paul on "[GAME + PROMO CODES] Blocarde - A new addicting arcade game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11638#post-65699</link>
			<pubDate>Fri, 03 Dec 2010 21:20:01 +0000</pubDate>
			<dc:creator>Paul</dc:creator>
			<guid isPermaLink="false">65699@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My name is Paul Engstler and I'm one of the youth developers (14) and I just released my first App in the App Store which is powered by Cocos2D and Chipmunk. First of all thanks to everybody who helped me. Thanks riq and slembcke for creating this to great frameworks! It would be great if you could provide some feedback so that I can improve me. Thank you! :)</p>
<p><strong>Game idea</strong>:</p>
<p>Basically your job is to "kick out" the red blocks by tapping. When you tap a blue block appears. Your goal is to do this not by killing your device but rather by creating a blue block at the right place. The time is running so hurry up! This is a really challenging in different stages in the Chipmunk world. Can you master it?</p>
<p><strong>The whole App Store Description</strong>:</p>
<blockquote><p>Get ready for Blocarde, one of the most challenging arcade games. It‘s fast and relaxing at the same time. Tap to create blue blocks and stop the red blocks from taking over! Extremely addicting without being too hard. </p>
<p>What players say about it: </p>
<p>- "I truly love Blocarde!" </p>
<p>- "Blocarde is the most addicting game I‘ve ever played." </p>
<p>- "It‘s really challenging and funny." </p>
<p>This is inside Blocarde: </p>
<p>• Two single player modes: the stacking and the physics challenge mode. </p>
<p>• A unique mode to create your own challenge. </p>
<p>• Five different stages with different soundtracks. </p>
<p>• Bluetooth mode to play it with a friend. </p>
<p>• A challenge sharing service to send your challenges via Twitter. </p>
<p>• Record system to determine who is best in the challenge you created. </p>
<p>• Beautiful graphics and animated backgrounds. </p>
<p>• Eight achievements and two leaderboards in Game Center. </p>
<p>Ready for the challenge?</p>
</blockquote>
<p><strong>Some Screenshots</strong>:</p>
<p><img src="http://blocar.de/PR/stages.png" /></p>
<p><img src="http://blocar.de/PR/banner.png" /></p>
<p><img src="http://blocar.de/PR/cgm.png" /></p>
<p><img src="http://blocar.de/PR/custom.png" /></p>
<p><img src="http://blocar.de/PR/menu.png" /></p>
<p><img src="http://blocar.de/PR/stages.png" /></p>
<p><strong>Promotion Codes</strong> (PM me if all are gone but you still want one):</p>
<pre><code>FYP64NRA7AXX
W7FN9TAL4T34
AAETMTYNMMM3
TFKK3XXL6693
TFK69AJ4WK99</code></pre>
<p><strong>Please leave a review!</strong></p>
<p>iTunes Link: <a href="http://bit.ly/g19GDH" rel="nofollow">http://bit.ly/g19GDH</a></p>
<p>A huge "Thank you!" to my beta testers. You helped me making this game good.</p>
<p>Thank <strong>you</strong> for reading, writing feedback and leaving a review. I really appreciate it.</p>
<p>Paul Engstler :)
</p></description>
		</item>
		<item>
			<title>riq on "cocos2d v1.0.0 released!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18658#post-104686</link>
			<pubDate>Thu, 14 Jul 2011 01:26:45 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">104686@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p><img src="http://www.cocos2d-iphone.org/blog/wp-content/uploads/2011/07/cocos2d_2.png" alt="" /></p>
<p><a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.0.0.tar.gz">cocos2d-iphone-1.0.0.tar.gz</a></p>
<p>I’m happy to announce that:<br />
  * after 3 years, 2 months and 4 days (<a href="http://code.google.com/p/cocos2d-iphone/source/detail?r=1">1st commit</a>)<br />
  * with more than <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.0.0/AUTHORS">140 contributors</a><br />
  * after more than <a href="https://github.com/cocos2d/cocos2d-iphone/commits/develop">2600 commits</a><br />
  * after <a href="http://code.google.com/p/cocos2d-iphone/downloads/list">63 releases</a>  (~41 commits per release)<br />
  * with more <a href="http://code.google.com/p/cocos2d-iphone/wiki/GamesUsingCocos2d">than</a> <a href="http://www.cocos2d-iphone.org/games/">2500</a> <a href="http://www.cocos2d-iphone.org/forum/forum/1">games</a> in the AppStore (many games in the <a href="http://www.cocos2d-iphone.org/archives/category/cocos2d/games">Top #<a href='http://www.cocos2d-iphone.org/forum/tags/1'>1</a>0</a>, and some Top #<a href='http://www.cocos2d-iphone.org/forum/tags/1'>1</a>)</p>
<p>cocos2d for iPhone v1.0.0 is available for <a href="http://cocos2d-iphone.googlecode.com/files/cocos2d-iphone-1.0.0.tar.gz">download</a>!</p>
<p>Many thanks to all the <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.0.0/AUTHORS">developers</a>, <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.0.0/AUTHORS">contributors</a>, testers, <a href="http://code.google.com/p/cocos2d-iphone/issues/list">bug reporters</a>, and the <a href="http://www.cocos2d-iphone.org/forum/">cocos2d community</a>. Thank you for making this happen!</p>
<p>Release Notes: cocos2d <a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_0_0">v1.0.0 release notes</a></p>
<p>API Reference: <a href="http://www.cocos2d-iphone.org/api-ref/1.0.0/">v1.0.0 API Reference</a></p>
<p>Full Changelog: <a href="https://github.com/cocos2d/cocos2d-iphone/blob/release-1.0.0/CHANGELOG">v1.0.0 Changelog</a></p>
<p>If your game reorders more than 1 sprite per frame, try the reorder branch: <a href="https://github.com/cocos2d/cocos2d-iphone/zipball/release-1.0.0-reorderSprite">cocos2d-iphone-1.0.0-reorderSprite.zip</a>
</p></description>
		</item>
		<item>
			<title>coconut on "build configuration problems"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/16704#post-94098</link>
			<pubDate>Wed, 18 May 2011 14:56:26 +0000</pubDate>
			<dc:creator>coconut</dc:creator>
			<guid isPermaLink="false">94098@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello,<br />
Could someone please help me out with a strange problem:</p>
<p>Building a Release build config prevents accelerometer from responding on a device.<br />
Building a Debug build config does not have this problem - accelerometer works OK.</p>
<p>I have gone through every option in project and target build settings but cannot figure this one out. I am working in Xcode 4 with iOS 4.3, targeting for 4.2.</p>
<p>Any hints on what have I messed up?</p>
<p>Thanks!
</p></description>
		</item>
		<item>
			<title>PAj on "[GAME] New! ZOMBIE TOSS BASKETBALL - Free!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17757#post-99658</link>
			<pubDate>Sat, 18 Jun 2011 03:19:02 +0000</pubDate>
			<dc:creator>PAj</dc:creator>
			<guid isPermaLink="false">99658@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello everyone.</p>
<p>Our new game Zombie Toss Basketball is now available in the app store.</p>
<p>It's a Zombie Flingin' Funhouse!</p>
<p>iTunes Link: <a href="http://itunes.apple.com/us/app/zombie-toss-basketball/id436247664?mt=8&#38;ls=1">Zombie Toss Basketball (iTunes)</a><br />
Website: PrestoArts.com</p>
<p>Here are some screenshots and not so great quality (sorry) in-game play video:</p>
<p><img src="http://www.prestoarts.com/iPhone_4_swish-capture.png" alt="" /></p>
<p><img src="http://www.prestoarts.com/iPhone_4_cannon-capture.png" alt="" /></p>
<p><img src="http://www.prestoarts.com/iPhone_4_Ted-capture.png" alt="" /></p>
<p><img src="http://www.prestoarts.com/iPhone_4_500-capture.png" alt="" /></p>
<p><a href="http://www.youtube.com/watch?v=gFTUBOPXRSY" rel="nofollow">http://www.youtube.com/watch?v=gFTUBOPXRSY</a></p>
<p><em>After the smoke had cleared from the 'Near Zombie Apocalypse' of 2023 (or 'NZA' for short)<br />
there was a great emptiness felt by those humans who had survived. </p>
<p>Combined with the immense rage and violent emotion that festered in the wake of the NZA, the door was opened to what would become man's greatest achievement to date: Zombie Toss Basketball!!! </p>
<p>Humanities collective spirits were rekindled by the savage and brutal nature of the new sport, a sadistic hybrid event, cobbled together through vague recollections and perverted memories. </p>
<p>Some foul homogeny of elf tossing, circus acrobats and professional basketball; Zombie Toss Basketball would not only mark the pinnacle of humanity's achievements, but also its bloodlust.</p>
<p>Take the role of a legendary Zombie Hurler and satisfy the masses with your skillfully executed exterminations and your satisfyingly sweet "SWISHES". Perform wicked skill shots and electrify the mob with a carnage creating cannon kaboom. </p>
<p>Leave no zombie unscathed!!!</p>
<p></em><br />
It was created with cocos2d (of course) and box2d.</p>
<p>Best regards,</p>
<p>Joseph
</p></description>
		</item>
		<item>
			<title>URLArenzo on "Release CCAnimation"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/17977#post-100856</link>
			<pubDate>Fri, 24 Jun 2011 17:24:43 +0000</pubDate>
			<dc:creator>URLArenzo</dc:creator>
			<guid isPermaLink="false">100856@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello, have not been here for a long time.<br />
And now I am facing the old and popular problem. Despite that it is popular problem, I have not found any useful and working solution for this problem.<br />
So, I want to release CCAnimation and free up the memory.<br />
Player.m</p>
<pre><code>playerWalkAnim = [CCAnimation animation];
    playerWalkAnim.name = @&#34;PlayerWalkAnim&#34;;
    for( int q=1;q&#60;12;q++){
        [playerWalkAnim addFrameWithFilename: [NSString stringWithFormat:@&#34;walkforward_%.2d.png&#34;, q]];
    }
    walkAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithDuration:1.5 animation:playerWalkAnim restoreOriginalFrame:NO]];
    [walkAction retain];</code></pre>
<p>so, this is how I create the animation. And now, the methods I have tried to release it and to free up the memory.<br />
<pre><code>-(void)destruct:(CCNode*)node{
    playerWalkAnim = nil;
    walkAction = nil;
    [playerWalkAnim release];
    [walkAction release];
//Nothing helped, and I try harder;
    [[CCDirector sharedDirector] purgeCachedData];
    [[CCTextureCache sharedTextureCache] removeAllTextures];
    [CCTextureCache purgeSharedTextureCache];
    [[CCSpriteFrameCache sharedSpriteFrameCache] removeSpriteFrames];
    [CCSpriteFrameCache purgeSharedSpriteFrameCache];

    [[CCAnimationCache sharedAnimationCache]removeAnimationByName:@&#34;PlayerWalkAnim&#34;];</code></pre>
<p>I tried to name animation, to use removeAnimationByName:.<br />
I tried to purge sharedTextureCache.</p>
<p>Solving this issue, I have found some interesting information: creating animation, CCAnimationCache is empty; CCSpriteFrameCache is also empty, but CCTextureCache - is not. Removing all textures from the CCTextureCache does not free memory.</p>
<p>Now I think about removing textures using<br />
<pre><code>-(void) removeTexture: (CCTexture2D*) tex
-(void) removeTextureForKey:(NSString*)name</code></pre>
<p>but I do not know how to get the name of the texture, or how to get the texture at all.</p>
<p>Am I doing everything correct? I showed you the class Player : CCSprite. In the app, there would be about 10 units of the "Player". Is it correct to create animation for a unit inside a class? And how to properly remove the CCAnimation.</p>
<p>If it is possible, the source code showing how the memory should be freed by releasing CCAnimation would be appreciable.<br />
Thank you!
</p></description>
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	</channel>
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