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		<title>cocos2d for iPhone &#187; Tag: tilemap - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/tilemap</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 04:09:31 +0000</pubDate>
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			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/tilemap/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>Mathgeekboo on "Tilemap Help With Tile Actions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28898#post-142427</link>
			<pubDate>Fri, 03 Feb 2012 02:48:08 +0000</pubDate>
			<dc:creator>Mathgeekboo</dc:creator>
			<guid isPermaLink="false">142427@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, I am new to cocos2d and I need some help. This might sound like a stupid question but I am making a tilemap game that uses multiple tilemaps, for inside houses and etc, and I am trying to make it so that if a tap a tile it will run a new scene or a method, for example tapping a vending machine and running a buy item scene,but I have no clue how to do this please help. Examples would be very helpful.</p>
<p>Thanks.
</p></description>
		</item>
		<item>
			<title>CSharpToOC on "cocos2d Hexagon Tilemaps"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/16435#post-92661</link>
			<pubDate>Tue, 10 May 2011 23:39:17 +0000</pubDate>
			<dc:creator>CSharpToOC</dc:creator>
			<guid isPermaLink="false">92661@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm having issues with retrieving the correct coordinates for a selected hex tile.  The initial 2 or 3 left most columns are register fine.  As I select those further to the right of the map, the coordinates returned are off.  For testing I toggle the registered tiles visibility which allows me to visualize the tile coordinates it's registered.</p>
<p>To simplify further, I'm not adjusting the scale of the tilemap; although I will eventually.  Does anyone have a method that accurately converts touch location to hex tile coordinates?
</p></description>
		</item>
		<item>
			<title>Yves on "Isometric Z Ordering"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28657#post-141179</link>
			<pubDate>Wed, 25 Jan 2012 16:12:52 +0000</pubDate>
			<dc:creator>Yves</dc:creator>
			<guid isPermaLink="false">141179@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I currently have an Isometric TileMap with Sprites that are larger than one tile. The sizes are not uniform. I need to be able to draw them in the right order. From what I know so far I can either:</p>
<p>Split all the Sprites Up into pieces - making z ordering very easy, but I wish to animate some sprites, and that would be a pain.<br />
Have Uniform sprite sizes - not an option as I already mentioned.</p>
<p>I have heard the term Z-buffering thrown around and iv also seen that you can enable this in cocos2d, but I'm not sure if this is what I'm looking for?</p>
<p>I would be very thankful if you could share how you would approach this.
</p></description>
		</item>
		<item>
			<title>yarmolchuk on "Movement of the isometric map"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28524#post-140426</link>
			<pubDate>Fri, 20 Jan 2012 15:52:44 +0000</pubDate>
			<dc:creator>yarmolchuk</dc:creator>
			<guid isPermaLink="false">140426@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi all<br />
I'm interested in how to make a move when the user is an isometric map to scroll it.<br />
Thank you very much for your reply.
</p></description>
		</item>
		<item>
			<title>MisterHedge on "[Problem] Getting TileMap collision and DPad movement to work together"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28254#post-138982</link>
			<pubDate>Wed, 11 Jan 2012 01:04:03 +0000</pubDate>
			<dc:creator>MisterHedge</dc:creator>
			<guid isPermaLink="false">138982@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey all,</p>
<p>Okay, I've been having a problem. I'm making a simple tiled RPG-like game using Tiled and Cocos2D. Following one of Ray Wenderlich's tutorials (found here: <a href="http://www.raywenderlich.com/1186/collisions-and-collectables-how-to-make-a-tile-based-game-with-cocos2d-part-2" rel="nofollow">http://www.raywenderlich.com/1186/collisions-and-collectables-how-to-make-a-tile-based-game-with-cocos2d-part-2</a> ), I managed to add collision to my tiled map. However, I didn't like the way he implemented movement in the game and instead opted for a directional pad. I found a very nice bit of code called EasyArrows (found here: <a href="http://www.cocos2d-iphone.org/forum/topic/7692" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/7692</a> ) that accomplished exactly what I was hoping to do. The problem I'm facing is that I can get the two to work separately but not together. Before I add EasyArrows, the collision and movement work just fine. After I add EasyArrows, my character sprite completely ignores the collision, but he moves how I want him to.</p>
<p>As you might have guessed, I'm a bit of a newbie still, but I'm starting to get the hang of things. One of the best ways to learn is to make mistakes, eh? :P</p>
<p>If you'd like to see any specific segments of code, let me know. I'll post them here.</p>
<p>Thanks guys!</p>
<p>EDIT:</p>
<p>I've decided to go ahead and put my code in anyway.</p>
<p>"stLayer" is the collision tile layer in my Tiled map (see Ray's tutorial for details)<br />
"mage" is my player sprite</p>
<p>-----</p>
<p>HelloWorldLayer.m</p>
<pre><code>// This is the part of the EasyArrows code that you place within the HelloWorldLayer
-(void)update:(ccTime)dt{

    if ([[menu getButton:2]isSelected])
    {
        mage.position = ccp(mage.position.x,mage.position.y + 3);
    }
    if ([[menu getButton:8]isSelected])
    {
        mage.position = ccp(mage.position.x,mage.position.y - 3);
    }
    if ([[menu getButton:4]isSelected])
    {
        mage.position = ccp(mage.position.x + 3,mage.position.y);
    }
    if ([[menu getButton:6]isSelected])
    {
        mage.position = ccp(mage.position.x - 4,mage.position.y);
    }
}

// This is Rey&#039;s code for the collision

-(void) setPlayerPosition:(CGPoint)position{
    CGPoint tileCoord = [self tileCoordForPosition:position]; 

    int tileGid = [stLayer tileGIDAt:tileCoord]; 

    if(tileGid){ 

        NSDictionary *properties = [theMap propertiesForGID:tileGid]; 

        if(properties){
            NSString *collision = [properties valueForKey:@&#34;Collidable&#34;];
            if (collision &#38;&#38; [collision compare:@&#34;True&#34;] ==NSOrderedSame) {
                return;
            }
        }

    }

    mage.position = position;
}

// This converts tiles to coordinates
-(CGPoint)tileCoordForPosition:(CGPoint)position{
    int x = position.x/theMap.tileSize.width;
    int y = ((theMap.mapSize.height * theMap.tileSize.height)-position.y)/theMap.tileSize.height;
    return ccp(x,y);
}</code></pre></description>
		</item>
		<item>
			<title>goodeats2009 on "TileMap size, screenSize and coordinates question."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28223#post-138859</link>
			<pubDate>Tue, 10 Jan 2012 05:45:03 +0000</pubDate>
			<dc:creator>goodeats2009</dc:creator>
			<guid isPermaLink="false">138859@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi,  i created a tileMap with a size of 480 wide x 640 high.    So I'm only using this for standard display (480 x 320), so the problem is when i pan the tile map vertically to say ccp (0,320), the bottom of the screen will be the middle of the tile map.  but how do i specify the  coordinates for  any touch position above ccp(0,320)?  if i log the touch after panning the screen, i still get the range of ccp(0,0) to ccp(0,320)?  i want to increase the y axis to ccp(0,640) since i want to add sprites from ccp(0,320) to ccp(0,640).  thanks
</p></description>
		</item>
		<item>
			<title>Sorien on "Strange cocos2d camera and tilemap issue"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28163#post-138528</link>
			<pubDate>Sat, 07 Jan 2012 15:58:49 +0000</pubDate>
			<dc:creator>Sorien</dc:creator>
			<guid isPermaLink="false">138528@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>For the menu background of Nitroman i am using a tile-map with a moved camera. When i start a game-level the tile-map within the game is working like it should, but if i go back to the main screen the Menu-tile-map is messed up.</p>
<p>Here is the working menu background tilemap:<br />
<img src="http://nitroman.alpapps.com/wp-content/uploads/2012/01/IMG_0179.png" /></p>
<p>And here it the messed up background tilemap:<br />
<img src="http://nitroman.alpapps.com/wp-content/uploads/2012/01/IMG_0180.png" /></p>
<p>The MenuScene is completely new initialized and all the positions and settings are the same like the first initialization.</p>
<p>Also the camera positions for center, eye and up are the same in both.</p>
<p>Here is the code:<br />
<pre><code>- (void) initMap{
    // add Background
    CCLayerColor *color = [CCLayerColor layerWithColor:ccc4(0,0,0,255)];
    [self addChild:color z:-1];
    if([DeviceDetector sharedDeviceDetector].isIPad &#38;&#38; [DeviceDetector sharedDeviceDetector].hasRetinaDisplay){
        map = [TMXTiledMapExtended tiledMapWithTMXFile:DOCUMENTS_RESOURCES_PATH(@&#34;levels/default_levels/tilemaps/MainMenu/iNitroMan_MainMenu-hd.tmx&#34;)];
    } else {
        map = [TMXTiledMapExtended tiledMapWithTMXFile:DOCUMENTS_RESOURCES_PATH(@&#34;levels/default_levels/tilemaps/MainMenu/iNitroMan_MainMenu.tmx&#34;)];
    }&#60;/p&#62;
    [self addChild:map z:1];
    for( CCSpriteBatchNode* child in [map children] ) {
        [[child texture] setAntiAliasTexParameters];
    }
    [map setAnchorPoint:ccp(0, 1)];
    DEBUG_LOG(@&#34;MAP-Scale       (%f,%f)&#34;,map.scaleX,map.scaleY);
    DEBUG_LOG(@&#34;MAP-TileSize    (%f,%f)&#34;,map.tileSize.width,map.tileSize.height);
    DEBUG_LOG(@&#34;MAP-MapSize     (%f,%f)&#34;,map.mapSize.width,map.mapSize.height);
}
- (void) initCamera{
    float x, y, z = -100;
    float eye_x, eye_y, eye_z = 1;
    float up_x, up_y, up_z = 1;
    [[map camera] centerX:&#38;x centerY:&#38;y centerZ:&#38;z];
    [[map camera] upX:&#38;up_x upY:&#38;up_y upZ:&#38;up_z];
    [[map camera] eyeX:&#38;eye_x eyeY:&#38;eye_y eyeZ:&#38;eye_z];
    [map getPixelPositionFromGridPoint:CGPointMake(12,1) pX:&#38;x pY:&#38;y];
    [map getPixelPositionFromGridPoint:CGPointMake(12,7) pX:&#38;eye_x pY:&#38;eye_y];
    if([DeviceDetector sharedDeviceDetector].isIPad){
        [[map camera] setEyeX:eye_x eyeY:eye_y eyeZ:500];
    } else {
        eye_z = 1;
        [[map camera] setEyeX:eye_x eyeY:eye_y eyeZ:1];
    }
    z = -100;
    DEBUG_LOG(@&#34;CAM-Eye     (%f,%f,%f)&#34;,eye_x,eye_y,eye_z);
    DEBUG_LOG(@&#34;CAM-Center  (%f,%f,%f)&#34;,x,y,z);
    DEBUG_LOG(@&#34;CAM-Up      (%f,%f,%f)&#34;,up_x,up_y,up_z);
    [[map camera] setCenterX:x centerY:y centerZ:z];
    [[map camera] setUpX:up_x upY:up_y upZ:up_z];
}</code></pre>
<p>Does anyone know why this happens? </p>
<p>Thanks for your help.
</p></description>
		</item>
		<item>
			<title>bigubosu on "Accessing Tilesets in .tmx?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28151#post-138479</link>
			<pubDate>Sat, 07 Jan 2012 03:23:59 +0000</pubDate>
			<dc:creator>bigubosu</dc:creator>
			<guid isPermaLink="false">138479@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm skimming over Ray's tutorial for a Tilemap game. Is there a way to access the tileset in the .tmx?</p>
<p>The reason for this is that I want to dynamically create my tilemap in the game rather than having a set map that'll never change.</p>
<p>I read a couple of other threads about dynamic maps about using the GID's to create a dynamic map but nothing about how to access the tiles.</p>
<p>I was thinking I'd have 2 .tmx's. 1 blank and another with the tilemaps drawn off screen which I could reference off. Is that a reasonable way to do it?</p>
<p>I realised that in other game you'd see random textures placed off the map where the player can't see them I guess that's how they did it too perhaps.
</p></description>
		</item>
		<item>
			<title>PanzyCat on "EXC_ARITHMETIC TileSets"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/10824#post-61669</link>
			<pubDate>Wed, 03 Nov 2010 00:04:53 +0000</pubDate>
			<dc:creator>PanzyCat</dc:creator>
			<guid isPermaLink="false">61669@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey, </p>
<p>I have been trying to load a tile set. When i build and debug, the app crashes, and i am sent to this line of code: <code>rect.origin.x = (gid % max_x) * (tileSize_.width + spacing_) + margin_;</code></p>
<p>Does anyone have any idea what this is? I originally had a tilemap on there, but then i switched it with another one and this error came up. </p>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>wasabibit on "TMX Map convert tool from HD TMX map to SD .. available?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/11660#post-65791</link>
			<pubDate>Sat, 04 Dec 2010 22:29:44 +0000</pubDate>
			<dc:creator>wasabibit</dc:creator>
			<guid isPermaLink="false">65791@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Do you have any tool or shell-script to share in my situation?</p>
<p>I have read RetinaDisplay wiki page(http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:how_to_develop_retinadisplay_games_in_cocos2d) especially about TMX.<br />
It's easy to change png name to HD and tilesetwidth/height, etc.<br />
However it looks like I will have to change each object's coordinate information as well.<br />
If it's true then it will be a pain process because I do have lots of TMX maps with many objects defined. (one of objects defined as follows)<br />
<pre><code>&#60;object name=&#34;&#34; type=&#34;ActorBlockItem&#34; x=&#34;401&#34; y=&#34;305&#34; width=&#34;188&#34; height=&#34;15&#34;&#62;
   &#60;properties&#62;
    &#60;property name=&#34;density&#34; value=&#34;20&#34;/&#62;
    &#60;property name=&#34;dynamic&#34; value=&#34;false&#34;/&#62;
    &#60;property name=&#34;friction&#34; value=&#34;0.2&#34;/&#62;
    &#60;property name=&#34;restitution&#34; value=&#34;0&#34;/&#62;
    &#60;property name=&#34;shape&#34; value=&#34;rectangle&#34;/&#62;
   &#60;/properties&#62;
  &#60;/object&#62;</code></pre>
<p>Ideally once all maps are prepared in either SD or HD (for me HD is preferred), the recalculation of x/y/width/height for the corresponding map in the other format should be done automatically.<br />
For me, I think it will be useful if there's a convenient tool to automatically convert HD tmx map to SD tmx map when there are many many TMX files with many objects defined.</p>
<p>Do you have any tool or shell-script to share?
</p></description>
		</item>
		<item>
			<title>windmarble on "TMXTileMap Zoomed View &amp; Zelda style Scolling"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27928#post-137130</link>
			<pubDate>Thu, 29 Dec 2011 00:43:01 +0000</pubDate>
			<dc:creator>windmarble</dc:creator>
			<guid isPermaLink="false">137130@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I playing with tilemaps and attempting to show only one room at a time. I want my player to be able to move all around the room without the tilemap showing other rooms. Once the player enters the door to go into another room, I want to transition from Room A to Room B. The best way I know to describe what I am trying to accomplish is to look at the old NES style Legend of Zelda. When Zelda would move from room to room.</p>
<p>The second thing I am trying to do is Zoom the TileMap to fill just that room. I have played with the camera class and I am failing at understanding what it's asking to do.</p>
<p>While the tilemap is 256 tiles wide, I only want to display 16 x 12 tiles (32pixels * 16 tiles) x (32pixels * 12 tiles)</p>
<p>I am not asking anyone to write the code for me. I have been working off of the Ray Wenderlich's tilemap tutorial which has taught me a lot. Just point me in the direction of where I can learn how to accomplish my task. Or maybe if someone else is working on this we can work together to figure it out. I think that if I can find a way to make the camera stationary, the only thing that should move is the Player while in the room, THEN the tilemap when moving to a new room. Then the play shows up on the other side of the door.</p>
<p>I have tried so many variations of the below code for the zooming.<br />
<pre><code>int viewX = (_tileMap.tileSize.width * 16);
int viewY = (_tileMap.tileSize.height * 12);
[self.camera setEyeX:viewX eyeY:viewY eyeZ:0];</code></pre>
<p>I have tried some promising variations on the transition effect<br />
<pre><code>[_tileMap runAction:[CCMoveBy actionWithDuration:0.6 position:ccp(0,viewY)]; //if moving up
[_tileMap runAction:[CCMoveBy actionWithDuration:0.6 position:ccp(0,-viewY)]; //if moving down</code></pre>
<p>etc…</p>
<p>I just keep coming back to the boundary and view problems</p>
<p>Any thoughts or suggestions or links or youtube videos would be greatly appreciated!!!</p>
<p>Thanks for listening to me plea for help
</p></description>
		</item>
		<item>
			<title>rolando on "About gaps between the sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/73#post-302</link>
			<pubDate>Thu, 11 Jun 2009 16:55:46 +0000</pubDate>
			<dc:creator>rolando</dc:creator>
			<guid isPermaLink="false">302@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm positive this has been asked before (I did a search on the old group), but there was a reference on a post to riq where it was supposed to be fixed in a new version... But I'm still having the same problem.<br />
[UPDATE]: I'm using cocos2d from svn trunk</p>
<p>When using TileMapAtlas, I get a small gap between the tiles. My tilesheet is a png 1024x1024 and the tiles with problems are not tiles in the border of the tilesheet, actually, those look just fine...</p>
<p>The gap seems to vanish if the sprites approach the middle of the screen... Any idea on how to fix this?</p>
<p>PS: here are some screenshots on the issue:</p>
<p><img src="http://rolando.cl/problem1.png" /><br />
<img src="http://rolando.cl/problem2.png" /></p>
<p>Thanks!<br />
Rolando./
</p></description>
		</item>
		<item>
			<title>Questor on "Anyone know a good Tile spritesheet (PNG) splitter that handles transparency?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4600#post-27372</link>
			<pubDate>Sat, 20 Feb 2010 01:17:57 +0000</pubDate>
			<dc:creator>Questor</dc:creator>
			<guid isPermaLink="false">27372@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The title pretty much says it all.  ;-)</p>
<p>Does anyone know a good Tile spritesheet (32bit PNG) splitter that handles transparency?  I have found a few PNG splitters but either they don't handle PNG files or if they do, they lose the alpha/transparency channel.</p>
<p>I am just looking for something that can take a sheet of sprites (laid out in a grid) and split them up into individual sprite PNG files, while retaining the alpha/transparency channel.</p>
<p>If anyone know of a good utility that can do this, or knows how it can be done with GIMP (batch style), I would really appreciate the help/info.  </p>
<p>Thanks,<br />
Q
</p></description>
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		<item>
			<title>Legi on "[GAME] City of Toilets"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23752#post-128392</link>
			<pubDate>Wed, 23 Nov 2011 17:31:58 +0000</pubDate>
			<dc:creator>Legi</dc:creator>
			<guid isPermaLink="false">128392@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
we are the BlackPaper Studios from Stuttgart, Germany.</p>
<p>We are two brothers without any degree related to IT. We are developing everything in our spare time like many others here i think :)<br />
One year ago we decided to develop apps for iOS.<br />
City of Toilets will be our third app on the app store, but our first game.<br />
And of course it uses cocos2d.</p>
<p>We started developing the app in february. So there‘s a long journey behind this game we are proud of ;)<br />
Mainly because it‘s all made from scratch without outsourcing anything. The only thing we are using from others is the sound.<br />
We are using Spritesheets for almost everything.<br />
Every image is saved as pvr.ccz to increase performance.<br />
In the last 10 months we learned cocos2d from the groundup and really appreciate all the posts made in this forum. Without them this game would‘nt be possible.</p>
<p>City of Toilets is a round based financial management game. You can buy the toilet area of many buildings. Your job is to manage those areas. Hire a cleaning company, buy new toilet parts, choose the toilet paper or even upgrade the whole area.<br />
But in order to buy new toilets you have to research them first.</p>
<p>It‘s all about your highscore after 100 rounds.</p>
<p>City of Toilets is almost finished. It will be released in a few weeks.</p>
<p>Here are some screenshots of City of Toilets. Hope you like it :) </p>
<p><img src="http://blackpaperstudios.com/press/Screenshot1.png" alt="Main Menu" /><br />
<img src="http://blackpaperstudios.com/press/Screenshot2.png" alt="Map" /><br />
<img src="http://blackpaperstudios.com/press/Screenshot3.png" alt="Inside a building" /></p>
<p>Follow us on Twitter (@BPS_com). We are now constantly posting new things :)<br />
A website will be online soon.</p>
<p>Greetings, Marco
</p></description>
		</item>
		<item>
			<title>muzzammil on "Convert Isometric tile Map coordinates to screen coordinates"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25997#post-134494</link>
			<pubDate>Tue, 20 Dec 2011 05:30:48 +0000</pubDate>
			<dc:creator>muzzammil</dc:creator>
			<guid isPermaLink="false">134494@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi ,<br />
I  have a tilemap whose size is greater than that of the screen.<br />
I want to move my object at the center of tile which is clicked.<br />
So i check which tile was clicked and then successfully get its center.</p>
<p>But i get tile center coordintes with respect to the map.They are not the coordinates on which i can call my MoveTo method .</p>
<p>Can anybody help in converting tile map coordinates to screen coordinates
</p></description>
		</item>
		<item>
			<title>sqlboy on "just pushed a CCTMXTiledMap A* pathfinding class to github"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/19463#post-108924</link>
			<pubDate>Fri, 05 Aug 2011 05:54:11 +0000</pubDate>
			<dc:creator>sqlboy</dc:creator>
			<guid isPermaLink="false">108924@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Was looking around and couldn't find one that wasn't ridiculously slow...granted I didn't look to hard and I felt like trying it out. This class give you the ability to highlight a path or move a sprite along the path at a given speed.</p>
<p>Code:<br />
<a href="https://github.com/sqlboy/tiled-games/tree/master/src" rel="nofollow">https://github.com/sqlboy/tiled-games/tree/master/src</a></p>
<p>Quick video of path highlight option:<br />
<a href="http://www.youtube.com/watch?v=ckW6zK2p_kk" rel="nofollow">http://www.youtube.com/watch?v=ckW6zK2p_kk</a></p>
<p>Code is pretty easy.  Pass in a map and the name of the layer that has your collision tiles.<br />
<pre><code>AStarPathFinder pathFinder = [[AStarPathFinder alloc]
      initWithTileMap:tileMap collideLayer:@&#34;collide&#34;];

// Optionally, you can set the name of the collide property key and the value it expects.
[pathFinder setCollideKey:@&#34;collidable&#34;] // defaults to COLLIDE
[pathFinder setCollideValue:@&#34;True&#34;] // defaults to 1

// highlight a path (src and dst are tile coorindates)
[pathFinder highlightPathFrom:srcTile to:dstTile];

// move a sprite
[pathFinder moveSprite:player from:srcTile to:dstTile atSpeed:0.1f];</code></pre>
<p>Enjoy and thanks to everyone for Cocos2D
</p></description>
		</item>
		<item>
			<title>avenge on "accelerometer in tiled map"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25464#post-132537</link>
			<pubDate>Sat, 10 Dec 2011 01:10:33 +0000</pubDate>
			<dc:creator>avenge</dc:creator>
			<guid isPermaLink="false">132537@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i have been trying to make a game using cocos2d. The map i'm using is made using Tiled and i'm trying to implement movement of character using accelerometer. I have tried myself but it didnt work. The movement is not smooth and very jumpy. Here is my code so far:</p>
<pre><code>// Import the interfaces
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;HelloWorldLayer.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;SimpleAudioEngine.h&#34;
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kFilterFactor 0.05

@implementation HelloWorldHud

 -(id) init
 {
    if ((self = [super init])) {
        CGSize winSize = [[CCDirector sharedDirector] winSize];
        label = [CCLabelTTF labelWithString:@&#34;0&#34; dimensions:CGSizeMake(50, 20) alignment:UITextAlignmentRight fontName:@&#34;Verdana-Bold&#34;  fontSize:18.0];
        label.color = ccc3(0,0,0);
        int margin = 10;
        label.position = ccp(winSize.width - (label.contentSize.width/2) - margin, label.contentSize.height/2 + margin);
        [self addChild:label];

        totalTime = 60;
        timeLabel = [CCLabelTTF labelWithString:@&#34;60&#34; fontName:@&#34;Arial&#34; fontSize:18];
        timeLabel.color = ccc3(0, 0, 0);
        timeLabel.position = CGPointMake(winSize.width/2, winSize.height);
        timeLabel.anchorPoint = CGPointMake(0.5f, 1.0f);
        [self addChild:timeLabel];

        [self schedule: @selector(update:)];
    }
    return self;
 }

- (void)numCollectedChanged:(int)numCollected {
    [label setString:[NSString stringWithFormat:@&#34;%d&#34;, numCollected]];
}

-(void)update:(ccTime)dt
{
    totalTime -= dt;
    currentTime = (int)totalTime;
    if(totalTime &#62; currentTime)
    {
        //myTime = currentTime;
        [timeLabel setString:[NSString stringWithFormat:@&#34;%02d:%02d&#34;, currentTime/60, currentTime%60]];
    }
}

@end

// HelloWorldLayer implementation
@implementation HelloWorldLayer

@synthesize tileMap = _tileMap;
@synthesize background = _background;
@synthesize player = _player;
@synthesize meta = _meta;
@synthesize foreground = _foreground;
@synthesize numCollected = _numCollected;
@synthesize hud = _hud;

+(CCScene *) scene
{
	// &#039;scene&#039; is an autorelease object.
	CCScene *scene = [CCScene node];

	// &#039;layer&#039; is an autorelease object.
	HelloWorldLayer *layer = [HelloWorldLayer node];

	// add layer as a child to scene
	[scene addChild: layer];
    layer.tag = 1;

    HelloWorldHud *hud = [HelloWorldHud node];
    [scene addChild:hud];

    layer.hud = hud;

	// return the scene
	return scene;
}

// on &#34;init&#34; you need to initialize your instance
-(id) init
{
	// always call &#34;super&#34; init
	// Apple recommends to re-assign &#34;self&#34; with the &#34;super&#34; return value
	if( (self=[super init])) {

		[[SimpleAudioEngine sharedEngine] preloadEffect:@&#34;pickup.caf&#34;];
        [[SimpleAudioEngine sharedEngine] preloadEffect:@&#34;hit.caf&#34;];
        [[SimpleAudioEngine sharedEngine] preloadEffect:@&#34;move.caf&#34;];
        [[SimpleAudioEngine sharedEngine] playBackgroundMusic:@&#34;TileMap.caf&#34;];

        //self.isTouchEnabled = YES;
        self.isAccelerometerEnabled = YES;
        UIAccelerometer *accel = [UIAccelerometer sharedAccelerometer];
        accel.delegate = self;
        accel.updateInterval = 1.0f/60.0f;

        //load background
        self.tileMap = [CCTMXTiledMap tiledMapWithTMXFile:@&#34;TileMap.tmx&#34;];
        self.background = [_tileMap layerNamed:@&#34;Background&#34;];
        self.foreground = [_tileMap layerNamed:@&#34;Foreground&#34;];

        //load collidable tile
        self.meta = [_tileMap layerNamed:@&#34;Meta&#34;];
        _meta.visible = NO;

        //starting point
        CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@&#34;Objects&#34;];
        NSAssert(objects !=nil, @&#34;&#039;Objects&#039; object group not found&#34;);
        NSMutableDictionary *spawnPoint = [objects objectNamed:@&#34;SpawnPoint&#34;];
        NSAssert(spawnPoint !=nil, @&#34;SpawnPoint object not found&#34;);
        int x = [[spawnPoint valueForKey:@&#34;x&#34;] intValue];
        int y = [[spawnPoint valueForKey:@&#34;y&#34;] intValue];
        int tileSpawnWidth = _tileMap.tileSize.width;
        int tileSpawnHeight = _tileMap.tileSize.height;
        x = (x - (x % tileSpawnWidth)) + (tileSpawnWidth/2);
        y = (y - (y % tileSpawnHeight)) + (tileSpawnHeight/2);

        //load player
		self.player = [CCSprite spriteWithFile:@&#34;Player.png&#34;];
        _player.position = ccp(x, y);
        _player.tag = 2;
        [self addChild:_player];

        id setCamera = [CCFollow actionWithTarget:_player];
        [self runAction:setCamera];
        [self addChild: _tileMap z:-1];

	}
	return self;
}

-(CGPoint) tileCoordForPosition: (CGPoint)position {
    int x = position.x / _tileMap.tileSize.width;
    int y = ((_tileMap.mapSize.height * _tileMap.tileSize.height) - position.y) / _tileMap.tileSize.height;
    return ccp(x,y);
}

-(void) registerWithTouchDispatcher
{
    [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}

-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
    return YES;
}

-(void) setPlayerPosition:(CGPoint)position
{
    //Convert x, y coordinate of player into tile coordinate
    CGPoint tileCoord = [self tileCoordForPosition:position];
    int tileGid = [_meta tileGIDAt:tileCoord];
    if(tileGid) {
        NSDictionary *properties = [_tileMap propertiesForGID:tileGid];
        if(properties) {
            //Check if collide with wall/stone
            NSString *collision = [properties valueForKey:@&#34;Collidable&#34;];
            if(collision &#38;&#38; [collision compare: @&#34;True&#34;] == NSOrderedSame) {
                [[SimpleAudioEngine sharedEngine] playEffect:@&#34;hit.caf&#34;];
                return;
            }
            //Check if collide with collectable item
            NSString *collectable = [properties valueForKey:@&#34;Collectable&#34;];
            if(collectable &#38;&#38; [collectable compare:@&#34;True&#34;] == NSOrderedSame) {
                [_meta removeTileAt:tileCoord];
                [_foreground removeTileAt:tileCoord];
                self.numCollected++;
                [_hud numCollectedChanged:_numCollected];
                [[SimpleAudioEngine sharedEngine] playEffect:@&#34;pickup.caf&#34;];
            }
        }
    }
    [[SimpleAudioEngine sharedEngine] playEffect:@&#34;move.caf&#34;];
    //_player.position = position;
    ccTime moveDuration = 0.3;
    id playerMove = [CCMoveTo actionWithDuration:moveDuration position:position];
    id cameraMove = [CCFollow actionWithTarget:_player worldBoundary:CGRectMake(0, 0, (_tileMap.mapSize.width * _tileMap.tileSize.width), (_tileMap.mapSize.height * _tileMap.tileSize.height))];
    [_player runAction:playerMove];

    [self runAction:cameraMove];
}

-(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event
{
    CGPoint touchLocation = [touch locationInView:[touch view]];
    touchLocation = [[CCDirector sharedDirector] convertToGL:touchLocation];
    touchLocation = [self convertToNodeSpace:touchLocation];

    CGPoint playerPos = _player.position;
    CGPoint diff = ccpSub(touchLocation, playerPos);
    if(abs(diff.x) &#62; abs(diff.y))
    {
        if(diff.x &#62; 0)
        {
            playerPos.x += _tileMap.tileSize.width;
        }
        else
        {
            playerPos.x -= _tileMap.tileSize.width;
        }
    }
    else
    {
        if(diff.y &#62; 0)
        {
            playerPos.y += _tileMap.tileSize.height;
        }
        else
        {
            playerPos.y -= _tileMap.tileSize.height;
        }
    }

    if(playerPos.x &#60;= (_tileMap.mapSize.width * _tileMap.tileSize.width) &#38;&#38;
       playerPos.y &#60;= (_tileMap.mapSize.height * _tileMap.tileSize.height) &#38;&#38;
       playerPos.y &#62;= 0 &#38;&#38;
       playerPos.x &#62;= 0 )
    {
        [self setPlayerPosition:playerPos];
    }

}

#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kPlayerSpeed 100
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kHeroMovementAction 1
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration
{
    //UIAccelerationValue accelX, accelY;
    //accelX = (acceleration.x*kFilterFactor) + (accelX*(1.0 - kFilterFactor));
    //accelY = (acceleration.y*kFilterFactor) + (accelY*(1.0 - kFilterFactor));
    HelloWorldLayer *layer = (HelloWorldLayer *) [[[CCDirector sharedDirector] runningScene] getChildByTag:1];
    CCSprite *playerSprite = (CCSprite *) [layer getChildByTag:2];
    CGPoint playerPos;

    float destX, destY;
    BOOL shouldMove = NO;

    float currentX = playerSprite.position.x;
    float currentY = playerSprite.position.y;

    if(acceleration.x &#62; 0.25)
    {
        destX = currentX - (acceleration.y * kPlayerSpeed);
        destY = currentY + (acceleration.x * kPlayerSpeed);
        shouldMove = YES;
    } else
    if(acceleration.x &#60; -0.25)
    {
        destX = currentX - (acceleration.y * kPlayerSpeed);
        destY = currentY + (acceleration.x * kPlayerSpeed);
        shouldMove = YES;
    } else
    if(acceleration.y &#60; -0.25)
    {
        destX = currentX - (acceleration.y * kPlayerSpeed);
        destY = currentY + (acceleration.x * kPlayerSpeed);
        shouldMove = YES;
    } else
    if(acceleration.y &#62; 0.25)
    {
        destX = currentX - (acceleration.y * kPlayerSpeed);
        destY = currentY + (acceleration.x * kPlayerSpeed);
        shouldMove = YES;
    } else
    {
        destX = currentX;
        destY = currentY;
    }

    playerPos.x = destX;
    playerPos.y = destY;

    if(shouldMove)
    {
        CGSize wins = [[CCDirector sharedDirector] winSize];
        if(destX &#60; 30 &#124;&#124; destX &#62; wins.width - 30 &#124;&#124; destY &#60; 30 &#124;&#124; destY &#62; wins.height - 100)
        {
            [self setPlayerPosition:playerPos];
        }
        else
        {
            CCAction *action = [CCMoveTo actionWithDuration:1 position:CGPointMake(destX, destY)];
            [action setTag:kHeroMovementAction];
            [playerSprite runAction:action];
        }
    }
    else
    {
        [playerSprite stopActionByTag:kHeroMovementAction];
    }
}

// on &#34;dealloc&#34; you need to release all your retained objects
- (void) dealloc
{
	// in case you have something to dealloc, do it in this method
	// in this particular example nothing needs to be released.
	// cocos2d will automatically release all the children (Label)

	// don&#039;t forget to call &#34;super dealloc&#34;
    self.tileMap = nil;
    self.background = nil;
    self.player = nil;
    self.meta = nil;
    self.foreground = nil;
    self.hud = nil;
	[super dealloc];
}
@end</code></pre>
<p>hope someone can help fix this...
</p></description>
		</item>
		<item>
			<title>wilczarz on "Advice on general isometric game architecture"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/12992#post-72700</link>
			<pubDate>Thu, 27 Jan 2011 00:08:26 +0000</pubDate>
			<dc:creator>wilczarz</dc:creator>
			<guid isPermaLink="false">72700@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I want to make an isometric game in cocos2d and I could use a general design advice. The most important question is - do I use TMX map and Tiled editor or should I go my own way? I know Tiled has cocos2d support, but here are my concerns:</p>
<ol>
<li>Maps created in Tiled are very... tiled :) All the maps I've seen consisted of small repeated elements, the impression was that the world was made of icons. I'd like to avoid that Mario-bros style. Is it possible (and reasonable) to fill map with images larger than a tile, like buildings, rivers etc? Tiled comes with an isometric map example - there is a tree icon that is higher than a tile, can it also be wider? Or maybe each building could be a separate tilemap, but does it make sense to cut objects into little pieces like that?</li>
<li>Is it assumed that the movement of character is realized by moving the character image to the next tile? I'd like the movement to be smooth animation, also when character "switches" to the next tile. Is it a problem?</li>
<li>I would like to have a feature of switching between top and perspective views. That means I would need to have two maps for each level, isometric and orthogonal. But they need to represent the same "scene" so when user switches the perspective, the surrounding objects are the same. Is it possible to convert an isometric map to a orthogonal (or vice versa) ? </li>
<li>Is it possible to make a zoom feature in such map?</li>
<li>What is a reasonable limit for a map size? I've read somewhere that 100 tiles - seriously??</li>
</ol>
<p>I also consider an alternative - I could make my own, um, map engine? The idea is to prepare a large image in photoshop, and save each building or other obstacle layer as a separate file. Also, the backround file would also have to be cut into pieces and only couple of pieces would be displayed at once (like 4 per screen). Then, the buildings and character sprites would be drawn on top of it. It all comes down to two algorithms, both I have quite figured out</p>
<ul>
<li>How so sort sprites in terms of render order</li>
<li>How to detect collisions</li>
</ul>
<p>Without going into details, this is just doable, it just requires quite some time to implement and If there is a way to get similar effect with Tiled that would be a great time saver. And maybe there is a gate no 3? What is your opinion?
</p></description>
		</item>
		<item>
			<title>Yves on "Round(ish) tileMap - like dragonVale"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/23736#post-128307</link>
			<pubDate>Wed, 23 Nov 2011 09:45:07 +0000</pubDate>
			<dc:creator>Yves</dc:creator>
			<guid isPermaLink="false">128307@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys what is your take on different shaped tileMaps? Think of a round(ish) TileMap where the corners are removed to form a sort of octagon (like in dragonVale). Should i just create a normal tileMap and set the corners as "empty" tiles (would that waste a lot of memory?)  or is there a good way to do this programmatically. How would you approach this? </p>
<p>Thanks, Yves.
</p></description>
		</item>
		<item>
			<title>AlJaree on "Combining TMX tilemaps with parallax scrolling and box2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22930#post-126768</link>
			<pubDate>Fri, 18 Nov 2011 19:38:26 +0000</pubDate>
			<dc:creator>AlJaree</dc:creator>
			<guid isPermaLink="false">126768@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi</p>
<p>I have a 2 part question please. ;)</p>
<p>Firstly, can and if so how, does one combine tmx tile maps with parallax scrolling?</p>
<p>Secondly, can box2d be used with TMX tile maps? Or is the detection done just on the layers in the tile map?</p>
<p>Regards
</p></description>
		</item>
		<item>
			<title>slimrick03 on "Scrolling a Tile map using Sneakyjoystick"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22576#post-125313</link>
			<pubDate>Thu, 10 Nov 2011 04:24:55 +0000</pubDate>
			<dc:creator>slimrick03</dc:creator>
			<guid isPermaLink="false">125313@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>(Now before you read this yes I am a total n00b and I am in the learning process)<br />
I am making a game and so far I added a joystick which controls the position of my player. The joystick is what moves my player around my map however I don't want it to do this I want my player to remain static in the middle of the screen and when I move the joystick to the left for example I want the map to move not the player also I want my player to face the direction the joystick was moved to. If you guys played Pokemon or Zelda before and seen how the player moves in the game you guys would know of what I am talking about. </p>
<p>Summary- I want to create a sprite that is positioned in the middle of the screen and whenever I move the joystick up the sprite faces up and it scrolls the map based on the position I move the joystick and also having the sprite play a certain animation based on where the joystick was moved to.</p>
<p>Please help someone!!! I have looked for tutorials but found none on this topic.
</p></description>
		</item>
		<item>
			<title>jwwest on "Adding a Tile at Runtime"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21405#post-119014</link>
			<pubDate>Fri, 30 Sep 2011 20:01:30 +0000</pubDate>
			<dc:creator>jwwest</dc:creator>
			<guid isPermaLink="false">119014@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm working on a random dungeon generator and I'd like to leverage CCTMXTiledMap for drawing and placement of sprites.</p>
<p>My issue is that I can't seem to figure out how to add a tile to a CCTMXLayer at runtime. The method setTileGID merely changes the texture of a given tile POS. If it is "unpainted", that is not given a texture in the tmx file, this causes an assertion to fail.</p>
<p>My first instinct is to add a CCSprite at that location, possibly, but I'm unsure of how to add it to the layer's collection, etc (if that's even the right way to go).
</p></description>
		</item>
		<item>
			<title>KleMiX on "[TOOL] iTileMaps - tile map editor for iPad"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/16168#post-91249</link>
			<pubDate>Mon, 02 May 2011 21:28:31 +0000</pubDate>
			<dc:creator>KleMiX</dc:creator>
			<guid isPermaLink="false">91249@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Available on <a href="http://itunes.apple.com/us/app/itilemaps/id432784227?mt=8">AppStore</a>. Help available <a href="http://www.klemix.com/page/iTileMaps-Help.aspx">here</a>.</p>
<p>First ever game development tool for iPad!</p>
<p>iTileMaps is powerfull tile map creation tool. Works with any 2D game genre, whether it's RPG or sidescroller or anything else. Specifically designed for iPad it allows creating maps very fast wherever you are. No need to change anything in your game because it uses popular tmx file format and works well with <a href="http://www.mapeditor.org/">Tiled</a>.<br />
Best works with cocos2d because it's built on top of it. But any other game engine that supports tmx file format will work aswell.</p>
<p><strong>Screenshots</strong><br />
<a href="http://www.klemix.com/itm/screen1.png"><img src="http://www.klemix.com/itm/screen1t.png" alt="" /></a> <a href="http://www.klemix.com/itm/screen2.png"><img src="http://www.klemix.com/itm/screen2t.png" alt="" /></a><br />
<a href="http://www.klemix.com/itm/screen3.png"><img src="http://www.klemix.com/itm/screen3t.png" alt="" /></a> <a href="http://www.klemix.com/itm/screen4.png"><img src="http://www.klemix.com/itm/screen4t.png" alt="" /></a></p>
<p><strong>Video</strong><br />
<object width="560" height="349"></p>
<param name="movie" value="http://www.youtube.com/v/HwiKqDQB-8g?fs=1&#38;hl=en_US&#38;rel=0" />
<param name="allowFullScreen" value="true" />
<param name="allowscriptaccess" value="always" /><embed src="http://www.youtube.com/v/HwiKqDQB-8g?fs=1&#38;hl=en_US&#38;rel=0" type="application/x-shockwave-flash" width="560" height="349" /></object></p>
<p><strong>Features:</strong></p>
<ul>
<li>Simple and popular xml-based format - tmx</li>
<li>Orthogonal maps</li>
<li>Custom objects for per pixel precision placement</li>
<li>Custom properties for tiles, layers, objects or map</li>
<li>Time saving editing tools like clone and recent tiles</li>
<li>Can automatically manage high and standart definition maps (for iPhone 4 Retina)</li>
<li>Ability to export created map directly to your game</li>
<li>Send created maps by e-mail</li>
<li>Import maps from internet, e-mail or another application</li>
<li>Draws slower when in idle state, means higher battery life</li>
</ul>
<p><strong>Limitations</strong>(for advanced users):</p>
<ul>
<li>Isometric and hexagonal maps are not supported</li>
<li>Only 1 tileset can be used per layer</li>
<li>Tileset info is saved in single file with map, no external tileset info supported</li>
<li>Images cannot be saved in map file, only externally</li>
<li>Layer data must be in gzip/zlib compression encoded with base64</li>
</ul>
<p><strong>Upcoming features:</strong><br />
Something that might be included in next updates</p>
<ul>
<li>Fill bucket tool</li>
<li>Isometric maps</li>
<li>External tilesets</li>
<li>File manager</li>
<li>Action history with undo-redo</li>
<li>Dropbox, WebDAV, iDisk importing options</li>
</ul></description>
		</item>
		<item>
			<title>zKarp on "Rotate World (b2World)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21481#post-119366</link>
			<pubDate>Mon, 03 Oct 2011 15:47:39 +0000</pubDate>
			<dc:creator>zKarp</dc:creator>
			<guid isPermaLink="false">119366@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is there a way to rotate the World while moving everything inside of in-respect to the world. (So basically like you are turning your iPhone but without actually turning it). I would like to have a control of turning the world with buttons. I currently have it change gravity +-Angle then find xVector and yVector with constant 9.81 resultant. I currently am use a Tilemap for the "world" with 1 layer being the design/scene while other is collision layer. Need them to stay constant distance and in the "right space"</p>
<p>I tried rotation of the TileMap and collision layers however the collision layers get screwed up and Tilemap rotates on 0,0 (where it was anchored).</p>
<p>Any ideas or better approaches would be great. I've been googling and researching all over, nothing concrete yet.
</p></description>
		</item>
		<item>
			<title>Greencraft on "Triangular tiles in Tiled"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21765#post-120906</link>
			<pubDate>Wed, 12 Oct 2011 17:29:48 +0000</pubDate>
			<dc:creator>Greencraft</dc:creator>
			<guid isPermaLink="false">120906@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is it possible to do this?  I want to make a diagonal wall going 45 degrees and not have really weird collision detection.
</p></description>
		</item>
		<item>
			<title>sunsu on "Has anyone successfully added a 3d Model?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/743#post-4403</link>
			<pubDate>Sat, 18 Jul 2009 19:28:33 +0000</pubDate>
			<dc:creator>sunsu</dc:creator>
			<guid isPermaLink="false">4403@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Has anyone successfully added a 3d Model to a cocos app that would be willing to fill in the community on how you did it? In my case, I'm primarily interested in using 3D models on top of a tilemap.</p>
<p>Thanks<br />
-Sunsu
</p></description>
		</item>
		<item>
			<title>rashmiag on "Not able to inatall &quot;tiled-qt-0.7.0.dmg&quot; for iphone development"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21497#post-119458</link>
			<pubDate>Tue, 04 Oct 2011 05:01:26 +0000</pubDate>
			<dc:creator>rashmiag</dc:creator>
			<guid isPermaLink="false">119458@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I am trying to install from "tiled-qt-0.7.0.dmg" from <a href="http://www.mapeditor.org" rel="nofollow">http://www.mapeditor.org</a>.<br />
I am getting following error "You can't open the application Tiled because it is not supported on this type of Mac."</p>
<p>My mac book has version 10.6.8</p>
<p>I am also not able to find older version.</p>
<p>Please help. </p>
<p>Thanks,<br />
Rashmi
</p></description>
		</item>
		<item>
			<title>Condor on "Getting camera position / showing direction to offscreen objects"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21482#post-119367</link>
			<pubDate>Mon, 03 Oct 2011 15:58:32 +0000</pubDate>
			<dc:creator>Condor</dc:creator>
			<guid isPermaLink="false">119367@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have a big tilemap and player sprite, controlled by accelerometer tilt. Camera is tracking player using runAction:</p>
<p><code>[self runAction:[CCFollow actionWithTarget:player worldBoundary:CGRectMake(0, 0, self.tileMap.mapSize.width*self.tileMap.tileSize.width, self.tileMap.mapSize.height*self.tileMap.tileSize.height)]];</code></p>
<p>Also I am adding 5 objects-sprites on map in random places. If they're off screen I want to display marks on sides of the HUD to show direction to that objects.<br />
First idea for now - find intersection of line between player and object and the border of screen.<br />
How can I do this? Some way to get x,y of camera view point?</p>
<p>Using cocos2d and Chipmunk with SpaceManager.</p>
<p>Thank you.
</p></description>
		</item>
		<item>
			<title>eJayStudios on "Best approcah to display grid on Tilemap?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21463#post-119302</link>
			<pubDate>Mon, 03 Oct 2011 03:54:33 +0000</pubDate>
			<dc:creator>eJayStudios</dc:creator>
			<guid isPermaLink="false">119302@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>probably silly question, but what is the best way to display grid when using Tilemap? Is it better to have 1 pixel border around each image, so when combined into Tilemap you get 2 pixel border or is there a better approach?
</p></description>
		</item>
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			<title>goodeats2009 on "What kind of TileMap is used on Great Little War Game?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21352#post-118713</link>
			<pubDate>Thu, 29 Sep 2011 02:31:43 +0000</pubDate>
			<dc:creator>goodeats2009</dc:creator>
			<guid isPermaLink="false">118713@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hi, i want to create a game that follows the style of Great Little War Game.  You think this game used a tile map? if it did what kind of tile map is it?  i don't think its isometric or hex. to me, it looks like an ortho map rotated 45 degrees? and the animation when shooting the enemy and vice versa, it looks awesome and 3d, how do you achieve this? are they sprite sheets or is it one big animation that is imported? let me know your thoughts.  thanks :)</p>
<p><a href="http://www.flickr.com/photos/67382033@N02/6194019328/in/photostream" rel="nofollow">http://www.flickr.com/photos/67382033@N02/6194019328/in/photostream</a>
</p></description>
		</item>

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