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		<title>cocos2d for iPhone &#187; Tag: scene - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/scene</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:15:32 +0000</pubDate>
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		<item>
			<title>tiggybouncer on "CCMenuItem Scene transfer help! And some other stuff..."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28958#post-143310</link>
			<pubDate>Wed, 08 Feb 2012 18:57:27 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">143310@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ooops, my bad, I forgot to import the files I needed :(</p>
<p>But anyway, if anyone can upload my file to the Cocos2D GitHub I will be very grateful if you could PM me :)</p>
<p>Thanks :D
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "CCMenuItem Scene transfer help! And some other stuff..."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28958#post-143063</link>
			<pubDate>Tue, 07 Feb 2012 16:57:01 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">143063@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>*bump* :)
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "CCMenuItem Scene transfer help! And some other stuff..."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28958#post-142741</link>
			<pubDate>Sun, 05 Feb 2012 12:44:30 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">142741@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Quick note... if you help with getting the CCMenuItem thing to work, you don't necessarily have to help me with uploading stuff to Github.
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "CCMenuItem Scene transfer help! And some other stuff..."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28958#post-142729</link>
			<pubDate>Sun, 05 Feb 2012 09:48:29 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">142729@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi.<br />
For the past few months, on my menus I have been using a piece of code similar to this to go from one scene to another:<br />
<pre><code>-(void)backToMainMenu:(id)sender
{
	MainMenuScene *mms = [MainMenuScene node];
	[[CCDirector sharedDirector]replaceScene:mms];
}</code></pre>
<p>This has worked in many other places inside my app, but it doesn't work now. Can someone please explain this to me.</p>
<p>Here is some more code to help:<br />
<pre><code>CCMenuItemLabel * backToMainMenu = [CCMenuItemLabel itemWithLabel:backToMainMenuLabel target:self selector:@selector(backToMainMenu:)];</code></pre>
<p>I have tried putting 'selector' on the end instead of 'sender'.</p>
<p>Another thing, yesterday, I created more defined colours in the ccTypes file. These all work wonderfully, so now there is a wider choice of colours to use. I would like to upload it to Github, but I can't. Is there anyone who I can send it to so it can be uploaded (I would be most grateful if someone could).</p>
<p>Thanks.</p>
<p>EDIT : I tested my code on the 1.0.1 version :)
</p></description>
		</item>
		<item>
			<title>DifferentSparks on "Change scenes and flickering"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28944#post-142691</link>
			<pubDate>Sat, 04 Feb 2012 21:08:52 +0000</pubDate>
			<dc:creator>DifferentSparks</dc:creator>
			<guid isPermaLink="false">142691@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well, i've 2 scenes, GameOverScene and GamePlayScene. Both of them, have some layers like children (bg,ui ecc).<br />
When my player dies, i just do </p>
<pre><code>[[CCDirector sharedDirector] replaceScene :
             [CCTransitionFade transitionWithDuration : 2.0f
                                                scene : [GameOverScene node]]];</code></pre>
<p>and when the user touches the GameOverLayer</p>
<pre><code>[[CCDirector sharedDirector] replaceScene :
     [CCTransitionFade transitionWithDuration : 1.5f
                                        scene : [GamePlayScene node]]];</code></pre>
<p>Everything is ok, but sometimes, when i come back to the GamePlayScene, all my sprites(with box2d body) are flickering. this happens often if i have some music on the iPhone.</p>
<p>Should i do something for release the old scenes? Can be this the problem?</p>
<p>Currently i have all my GameObjects(CCSprite+Box2d body) in CCMutableArrays , so in the GamePlayerLayer's(GamePlayScene's child) dealloc method i just do</p>
<pre><code>[gameObjectArray release];</code></pre>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>Seerex on "[SOLVED] Only display 1 of 2 layers on scene?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28936#post-142629</link>
			<pubDate>Sat, 04 Feb 2012 07:40:46 +0000</pubDate>
			<dc:creator>Seerex</dc:creator>
			<guid isPermaLink="false">142629@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>[ANSWER]</p>
<p>Oh well, i actually send the shared directer runWithScene: and passed in a layer, not a scene. To my surprise, this actually worked? So, the sharedDirector can't tell the difference between a scene or layer i guess? </p>
<p>Hi all,</p>
<p>I'm reading through a book on cocos2d, and the second chapter puzzles me. I created 2 layers, one containing a sprite as a character, the other a sprite as background. I then create a game scene that adds the 2 layers as childs in the init method. I then redirect the CCDirecter sharedDirector in the appDelegate.m to load in the gameScene. Now, i get displayed the layer showing the game scene, but not the background? any particular reason for this? Here are the code:</p>
<p>@implementation BackgroundLayer</p>
<p>-(id) init {<br />
    self = [super init];<br />
    if (self) {<br />
        CCSprite *backgroundImage;<br />
        if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {<br />
            // Indicate game is running on ipad<br />
            backgroundImage = [CCSprite spriteWithFile:@"background.png"];<br />
        } else {<br />
            backgroundImage = [CCSprite spriteWithFile:@"backgroundiPhone.png"];<br />
        }</p>
<p>        CGSize screenSize = [[CCDirector sharedDirector] winSize];<br />
        [backgroundImage setPosition:CGPointMake(screenSize.width/2, screenSize.height/2)];</p>
<p>        [self addChild:backgroundImage z:0 tag:0];<br />
    }</p>
<p>    return self;<br />
}</p>
<p>@implementation GameplayLayer</p>
<p>-(id) init {<br />
    self = [super init];<br />
    if (self) {<br />
        CGSize screenSize = [CCDirector sharedDirector].winSize;<br />
        // enable touches<br />
        self.isTouchEnabled = YES;<br />
        vikingSprite = [CCSprite spriteWithFile:@"sv_anim_1.png"];<br />
        [vikingSprite setPosition:CGPointMake(screenSize.width/2, screenSize.height*0.17f)];</p>
<p>        [self addChild:vikingSprite];</p>
<p>        if (UI_USER_INTERFACE_IDIOM() != UIUserInterfaceIdiomPad) {<br />
            // if NOT for the ipad, scale down ole<br />
            // in games, use this to load art sized for the device<br />
            [vikingSprite setScaleX:screenSize.width/1024.0f];<br />
            [vikingSprite setScaleY:screenSize.height/768.0f];<br />
        }<br />
    }</p>
<p>    return self;<br />
}</p>
<p>@implementation GameScene</p>
<p>-(id) init {<br />
    self = [super init];<br />
    if (self) {<br />
        // bacground layer<br />
        BackgroundLayer *backgroundLayer = [BackgroundLayer node];<br />
        [self addChild:backgroundLayer z:0];<br />
        // Gameplay layer<br />
        GameplayLayer *gameplayLayer = [GameplayLayer node];<br />
        [self addChild:gameplayLayer z:5];<br />
    }</p>
<p>    return self;<br />
}</p>
<p>Thanks on advance
</p></description>
		</item>
		<item>
			<title>yadongliu on "Cut the Rope style intro video"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28851#post-142219</link>
			<pubDate>Wed, 01 Feb 2012 22:27:32 +0000</pubDate>
			<dc:creator>yadongliu</dc:creator>
			<guid isPermaLink="false">142219@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>We use CCVideoPlayer to play a mp4 video in our intro scene. It worked well for us in one of our apps. </p>
<p>CCVideoPlayer is part of cocos2d-extension.
</p></description>
		</item>
		<item>
			<title>iUridium on "Cut the Rope style intro video"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28851#post-142187</link>
			<pubDate>Wed, 01 Feb 2012 18:22:59 +0000</pubDate>
			<dc:creator>iUridium</dc:creator>
			<guid isPermaLink="false">142187@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Great assets! Thanks @<a href='http://www.cocos2d-iphone.org/forum/profile/145'>bradparks</a>!
</p></description>
		</item>
		<item>
			<title>bradparks on "Cut the Rope style intro video"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28851#post-142156</link>
			<pubDate>Wed, 01 Feb 2012 15:37:10 +0000</pubDate>
			<dc:creator>bradparks</dc:creator>
			<guid isPermaLink="false">142156@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>cool.... and i forgot to mention that you have to only use the SWF format... that thread talk about converting the SWF's into textures, but for your purposes you'd ignore that whole bit and just stick with native SWF's.
</p></description>
		</item>
		<item>
			<title>callispo on "Cut the Rope style intro video"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28851#post-142153</link>
			<pubDate>Wed, 01 Feb 2012 15:23:42 +0000</pubDate>
			<dc:creator>callispo</dc:creator>
			<guid isPermaLink="false">142153@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks @<a href='http://www.cocos2d-iphone.org/forum/profile/145'>bradparks</a>, looks interesting :) I'll definitely check them out tomorrow and get back to you with updates :)
</p></description>
		</item>
		<item>
			<title>bradparks on "Cut the Rope style intro video"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28851#post-142151</link>
			<pubDate>Wed, 01 Feb 2012 15:12:56 +0000</pubDate>
			<dc:creator>bradparks</dc:creator>
			<guid isPermaLink="false">142151@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hey.... you can use Adobe Flash SWF's in Cocos2d for stuff like that.... That would be low overhead for memory, and would probably work great for cut scenes... I haven't tried it though, but it should work. When you publish your Flash SWF's, they can't include Actionscript, and they should probably publish to something like Flash 3 or something like that.... This thread talks about it in detail:</p>
<p><a href="http://www.cocos2d-iphone.org/forum/topic/24542" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/24542</a></p>
<p>with I *beleive* the best versions of the referenced source online available at GitHub here:<br />
<a href="https://github.com/talentless" rel="nofollow">https://github.com/talentless</a></p>
<p>specifically, I think you need the following:<br />
<a href="https://github.com/talentless/MonkSWF" rel="nofollow">https://github.com/talentless/MonkSWF</a><br />
<a href="https://github.com/talentless/cocos2d-iphone-extensions-swf" rel="nofollow">https://github.com/talentless/cocos2d-iphone-extensions-swf</a><br />
<a href="https://github.com/talentless/MonkVG" rel="nofollow">https://github.com/talentless/MonkVG</a></p>
<p>Hope it helps! Let us know how you make out.... I haven't looked at this since that thread was busy a couple of months ago, but will probably get back to it sometime within the next month myself....
</p></description>
		</item>
		<item>
			<title>callispo on "Cut the Rope style intro video"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28851#post-142149</link>
			<pubDate>Wed, 01 Feb 2012 14:55:45 +0000</pubDate>
			<dc:creator>callispo</dc:creator>
			<guid isPermaLink="false">142149@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I was wondering, the intro animation of Cut the Rope, in which theres a knock on the door, and Om Nom appears in a box, etc. How is this made? Is there any way I can embed videos in my game like that, because making a video like that, by using CCSprites and CCAnimation would consume a lot of memory.
</p></description>
		</item>
		<item>
			<title>aasulli1 on "help?image is bigger then the supported 2048x2048 error?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28385#post-141448</link>
			<pubDate>Fri, 27 Jan 2012 01:40:02 +0000</pubDate>
			<dc:creator>aasulli1</dc:creator>
			<guid isPermaLink="false">141448@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thanks everyone for your help. i really want to get everything right in the beginning before i get to far. ive been on the forums for months trying to learn. so the question i have is i was barely able to fit all the objects on the 2048x2048 so if i make it 1024. is it ok to have two 1024x1024 PNGS so i can make the layers for the tileD layers. also, why does that matter? in addition is there anything else that i should know about making maps in tiled and to make the game available for most version of the iphone and itouch.
</p></description>
		</item>
		<item>
			<title>slembcke on "help?image is bigger then the supported 2048x2048 error?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28385#post-141393</link>
			<pubDate>Thu, 26 Jan 2012 17:59:07 +0000</pubDate>
			<dc:creator>slembcke</dc:creator>
			<guid isPermaLink="false">141393@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ahh, you are correct @<a href='http://www.cocos2d-iphone.org/forum/profile/29638'>phil_me_up</a>. I thought it was 2048 on the MBX too but apparently I've forgotten.
</p></description>
		</item>
		<item>
			<title>phil_me_up on "help?image is bigger then the supported 2048x2048 error?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28385#post-141386</link>
			<pubDate>Thu, 26 Jan 2012 17:31:59 +0000</pubDate>
			<dc:creator>phil_me_up</dc:creator>
			<guid isPermaLink="false">141386@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just so you know, if you plan on supporting the iPhone 3g or 2nd Gen iPod touch then you'll need to get that down to 1024 x 1024.
</p></description>
		</item>
		<item>
			<title>aasulli1 on "help?image is bigger then the supported 2048x2048 error?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28385#post-141258</link>
			<pubDate>Wed, 25 Jan 2012 20:57:39 +0000</pubDate>
			<dc:creator>aasulli1</dc:creator>
			<guid isPermaLink="false">141258@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>thank you for you help your awesome!! I went back and re-sized the PNG to 2048x2048 and moved stuff around. then i had to remake the entire level in tiled but i finally finished. i wont mess up like that again lol
</p></description>
		</item>
		<item>
			<title>jyoung on "Replace scene not replacing properly"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28173#post-141091</link>
			<pubDate>Wed, 25 Jan 2012 03:00:48 +0000</pubDate>
			<dc:creator>jyoung</dc:creator>
			<guid isPermaLink="false">141091@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>How are you running GameLayerScene in the first place?
</p></description>
		</item>
		<item>
			<title>cocosbean on "Replace scene not replacing properly"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28173#post-141055</link>
			<pubDate>Tue, 24 Jan 2012 20:42:17 +0000</pubDate>
			<dc:creator>cocosbean</dc:creator>
			<guid isPermaLink="false">141055@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>still don't know
</p></description>
		</item>
		<item>
			<title>riousdelie on "Restart Level with Box2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19159#post-140154</link>
			<pubDate>Thu, 19 Jan 2012 04:12:14 +0000</pubDate>
			<dc:creator>riousdelie</dc:creator>
			<guid isPermaLink="false">140154@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi All,</p>
<p>sorry for bumping into old thread, but i found something interesting in this issue. This is not only a matter of restarting and reloading Box2D object.</p>
<p>I found that this problem occured eventhough objects are not reloaded and simply put the old scene back to be shown.</p>
<p>I made a new thread here: <a href="http://www.cocos2d-iphone.org/forum/topic/28474" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/28474</a></p>
<p>Hope we can find a new approach on this.</p>
<p>Thank you.
</p></description>
		</item>
		<item>
			<title>riousdelie on "Singleton Box2D Scene"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28474#post-140153</link>
			<pubDate>Thu, 19 Jan 2012 04:09:21 +0000</pubDate>
			<dc:creator>riousdelie</dc:creator>
			<guid isPermaLink="false">140153@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>related thread: <a href="http://www.cocos2d-iphone.org/forum/topic/19159" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/19159</a> (Restart Level with Box2d)</p>
<p>Hi All cocos2d-iphone Amazing Community Members,</p>
<p>I am trying to use a singleton pattern while designing my game. But encountering an issue when replace scene back to instantiated scene. The Box2D simulation is not working anymore.</p>
<p>Attached project source sample is here: <a href="http://siriusdely.com/dl/SingletonBox2D.zip" rel="nofollow">http://siriusdely.com/dl/SingletonBox2D.zip</a></p>
<p>Any help is appreciated. Thank you All.
</p></description>
		</item>
		<item>
			<title>riq on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139832</link>
			<pubDate>Tue, 17 Jan 2012 09:42:39 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">139832@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/40822'>NOG</a>:<br />
Since cocos2d v2.0-beta, you could reposition the FPS by defining the following macro:<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> CC_DIRECTOR_FPS_POSITION ccp(0,0)</code></pre></description>
		</item>
		<item>
			<title>whoop on "Restart Level with Box2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19159#post-139823</link>
			<pubDate>Tue, 17 Jan 2012 08:57:44 +0000</pubDate>
			<dc:creator>whoop</dc:creator>
			<guid isPermaLink="false">139823@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I cannot restart my scene. I am using cocos2d and box2d.<br />
I try to restart my game with this code:<br />
[[CCDirector sharedDirector] replaceScene:[game scene]];</p>
<p>After this the init launched and then my app freezed - it target to this line:<br />
inline b2World* b2Body::GetWorld()<br />
{<br />
	return m_world; &#60;-- Bad access<br />
}</p>
<p>I create my world @ init and delete it in dealloc!
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139758</link>
			<pubDate>Mon, 16 Jan 2012 23:14:51 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139758@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yeah, but I'm sure it's been done many times.  It's even more important with parallax backgrounds because my maps are connected, and it uses the sliding transitions between them.  Otherwise it would be really complicated to fix it by changing the z order and how they are connected.
</p></description>
		</item>
		<item>
			<title>Birkemose on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139754</link>
			<pubDate>Mon, 16 Jan 2012 22:43:46 +0000</pubDate>
			<dc:creator>Birkemose</dc:creator>
			<guid isPermaLink="false">139754@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>That is an interesting idea.<br />
You mean, ex switching scene with a kewl flippa-thing, while having a static layer on top of it all?
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139745</link>
			<pubDate>Mon, 16 Jan 2012 20:41:16 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139745@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well ok, maybe I should try something different. Just studying the code to see different ways I can display things outside of a scene.  Reason being, that some of my layers are affected by scene transition effects.
</p></description>
		</item>
		<item>
			<title>Birkemose on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139744</link>
			<pubDate>Mon, 16 Jan 2012 20:34:25 +0000</pubDate>
			<dc:creator>Birkemose</dc:creator>
			<guid isPermaLink="false">139744@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have heard - from high places - that it should be IMPOSSIBLE, to change the position of the FPS label.
</p></description>
		</item>
		<item>
			<title>ayt on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139741</link>
			<pubDate>Mon, 16 Jan 2012 20:11:46 +0000</pubDate>
			<dc:creator>ayt</dc:creator>
			<guid isPermaLink="false">139741@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I would look at the code where the FPSLabel is updated.
</p></description>
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		<item>
			<title>slembcke on "help?image is bigger then the supported 2048x2048 error?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28385#post-139738</link>
			<pubDate>Mon, 16 Jan 2012 19:48:01 +0000</pubDate>
			<dc:creator>slembcke</dc:creator>
			<guid isPermaLink="false">139738@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The image dimensions cannot be larger that 2048 in any dimension. Can you rearrange the parts of the png to fit them in? You have enough pixels.
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139737</link>
			<pubDate>Mon, 16 Jan 2012 19:41:57 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139737@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Actually it still doesn't seem to set the position.  i.e. tried 200,200
</p></description>
		</item>
		<item>
			<title>NOG on "Where is the position defined for the FPSLabel?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28386#post-139736</link>
			<pubDate>Mon, 16 Jan 2012 19:39:47 +0000</pubDate>
			<dc:creator>NOG</dc:creator>
			<guid isPermaLink="false">139736@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ahh.. didn't know it should be using ccp. </p>
<p>Thanks! =)
</p></description>
		</item>

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