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		<title>cocos2d for iPhone &#187; Topic: cocos2d 1.1 beta2 released</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/30217</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Tue, 21 May 2013 19:55:33 +0000</pubDate>
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		<item>
			<title>AlphaTwo on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-491593</link>
			<pubDate>Thu, 25 Apr 2013 02:56:23 +0000</pubDate>
			<dc:creator>AlphaTwo</dc:creator>
			<guid isPermaLink="false">491593@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've gotten confused now.  Is rc0 or beta2 the latest version?  This is sticky'd, but rc0 seems to have a later date?
</p></description>
		</item>
		<item>
			<title>mcteapot on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-166396</link>
			<pubDate>Tue, 26 Jun 2012 05:55:57 +0000</pubDate>
			<dc:creator>mcteapot</dc:creator>
			<guid isPermaLink="false">166396@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Anyone know the state of 1.1? I would like my app to have support for the iPad 3. Is the current build stable enough for an app store release?
</p></description>
		</item>
		<item>
			<title>itlgames on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-155299</link>
			<pubDate>Tue, 24 Apr 2012 18:20:12 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">155299@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Funny enough I was having same issue today with the repeatforever, it's true it makes sense to not stop the action, but took me a while to find out!
</p></description>
		</item>
		<item>
			<title>rombos on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-155274</link>
			<pubDate>Tue, 24 Apr 2012 15:23:16 +0000</pubDate>
			<dc:creator>rombos</dc:creator>
			<guid isPermaLink="false">155274@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I just upgraded from 1.01 to 1.1b2 to get iPad 3 retina support. For now, though, I don't have all the ipadhd artwork done, so I hoped it would fallback to -ipad, like it does for the iPhone.<br />
However it doesn't. I checked "fullPathFromRelativePath" and found that no fallback is implemented here, so I added</p>
<pre><code>if( CC_CONTENT_SCALE_FACTOR() == 2 ) {
  ret = [self getPath:fullpath forSuffix:__suffixiPadRetinaDisplay];
  *resolutionType = kCCResolutioniPadRetinaDisplay;

  // fallback to non-hd ipad
  if (!ret) {
    ret = [self getPath:fullpath forSuffix:__suffixiPad];
    *resolutionType = kCCResolutioniPad;
  }
}</code></pre>
<p>The normal iPad graphics is loaded and resolution param is set accordingly then, however it still does not do the trick. Graphics are still 50% too small. What am I missing?</p>
<p>Thx, rombos
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-155232</link>
			<pubDate>Tue, 24 Apr 2012 12:38:10 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">155232@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/13743'>cocojoe</a>,</p>
<p>You're right, all previous animation actions on a node should be stopped before running a new one. Apparently it worked without stopping in the previous implementation, but that was not intended as far as I know. A animation is treated like all other actions and cocos doesn't check whether a action of the same type is already running when scheduling a new one.
</p></description>
		</item>
		<item>
			<title>cocojoe on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-155217</link>
			<pubDate>Tue, 24 Apr 2012 11:33:55 +0000</pubDate>
			<dc:creator>cocojoe</dc:creator>
			<guid isPermaLink="false">155217@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I may have a similar issue to @<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a> when using repeatforever, no problems in 1.0.1 however in this release the animation flickers like it is randomly adding a blank frame between frames.</p>
<p>I added a 'stopAllActions' to this sprite before starting the animation and this fixed it however this was not a 'feature' previously?
</p></description>
		</item>
		<item>
			<title>Blackmarq20 on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-153852</link>
			<pubDate>Tue, 17 Apr 2012 12:56:02 +0000</pubDate>
			<dc:creator>Blackmarq20</dc:creator>
			<guid isPermaLink="false">153852@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It looks like after fixing my code I was able to fix the animation. I may have been calling it twice or something. Also I don't have any trim on the sprites, the frames were made with the same height/width.</p>
<p>thanks,
</p></description>
		</item>
		<item>
			<title>Averett on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-153798</link>
			<pubDate>Tue, 17 Apr 2012 05:16:54 +0000</pubDate>
			<dc:creator>Averett</dc:creator>
			<guid isPermaLink="false">153798@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I guess that would be the one...  Blackmarq, are you using sprites where each animation frame has a different trim?
</p></description>
		</item>
		<item>
			<title>Blackmarq20 on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-153771</link>
			<pubDate>Tue, 17 Apr 2012 02:32:07 +0000</pubDate>
			<dc:creator>Blackmarq20</dc:creator>
			<guid isPermaLink="false">153771@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have 3 animations for right, up and down (each direction has 2 frames). The right animation seems to be working, but when the sprite switches direction, I stop the current animation and run another (up or down), on up or down it flickers between the up/down and right animation. I think I see something in the code that I'm going to fix to see if that helps.
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-153766</link>
			<pubDate>Tue, 17 Apr 2012 01:51:43 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">153766@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>What exactly do you mean with flicker? Yesterday I've fixed a <a href="http://www.cocos2d-iphone.org/forum/topic/31260">bug</a> where differently trimmed ore differently sized animation frames were displayed at the wrong position. It sounds like you could be having the same issue.
</p></description>
		</item>
		<item>
			<title>Blackmarq20 on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-153763</link>
			<pubDate>Tue, 17 Apr 2012 01:40:04 +0000</pubDate>
			<dc:creator>Blackmarq20</dc:creator>
			<guid isPermaLink="false">153763@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, </p>
<p>I've applied the fixes for the ccanimation and ccsprite, however I'm still having issues. I have a sprite/animation moving across a grid and switching animations during turns, however the animation appears to flicker at times. I've tried setting the restoreOriginalFrame (to YES/NO) however it doesn't appear to fix the issue. Any ideas?
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-150577</link>
			<pubDate>Wed, 28 Mar 2012 18:06:36 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">150577@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Besides the things I've said <a href="http://www.cocos2d-iphone.org/forum/topic/30562">here</a>, the grabber needs the alpha channel to get the transparency right.
</p></description>
		</item>
		<item>
			<title>itlgames on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-150568</link>
			<pubDate>Wed, 28 Mar 2012 16:49:49 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">150568@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks! that works. Ok, so if I initialise the EAGLView with kEAGLColorFormatRGBA8 instead, what's the difference? Sorry for the ignorance!!
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-150566</link>
			<pubDate>Wed, 28 Mar 2012 16:28:44 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">150566@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/7055'>itlgames</a>, the grabber that is used internally by the grid effects doesn't support transparency when used with a color buffer of RGB565. Several people encountered this, so I added a warning. Since it does work with non transparent parts, I'll change the assert into a log message..</p>
<p><a href="https://github.com/cocos2d/cocos2d-iphone/commit/beb15be6ddcd0fa4ac023fc03c5459efc9d5038b" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/commit/beb15be6ddcd0fa4ac023fc03c5459efc9d5038b</a>
</p></description>
		</item>
		<item>
			<title>itlgames on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-150561</link>
			<pubDate>Wed, 28 Mar 2012 15:44:51 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">150561@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey @<a href='http://www.cocos2d-iphone.org/forum/profile/11274'>araker</a>, I found an issue on latest version, I just updated to your latest developer version since I was having the CCAnimation issue, that works now, but I found that a call to CCRipple3D crashes the game:</p>
<p>*** Assertion failure in -[CCGrabber beforeRender:], /libs/cocos2d/CCGrabber.m:66</p>
<p>The code I had before, was working fine, it's just an action:</p>
<pre><code>CCSprite *splash = [CCSprite spriteWithFile:@&#34;Loading.png&#34;];
[splash setPosition:ccp(size.width/2, size.height/2)];
[splash setOpacity:0];
[self addChild:splash z:2 tag:2];

CCRipple3D *waterEffect = [CCRipple3D actionWithPosition:ccp(size.width/2,size.height/2) radius:140*CC_CONTENT_SCALE_FACTOR() waves:4 amplitude:100 grid:ccg(32*CC_CONTENT_SCALE_FACTOR(),24*CC_CONTENT_SCALE_FACTOR()) duration:2.0f];

id action = [CCSequence actions:
                 [CCFadeIn actionWithDuration:0.2],
                 [CCDelayTime actionWithDuration:1.0],
                 [CCCallFunc actionWithTarget:self selector:@selector(playDrop:)],
				 waterEffect,
                 [CCFadeOut actionWithDuration:0.3],
                 [CCCallFunc actionWithTarget:self selector:@selector(loadHome:)],
                 nil];
[splash runAction:action];</code></pre>
<p>If I comment the <strong>waterEffect</strong> it doesn't crash.
</p></description>
		</item>
		<item>
			<title>ShinySteelRobot on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-149716</link>
			<pubDate>Thu, 22 Mar 2012 16:50:10 +0000</pubDate>
			<dc:creator>ShinySteelRobot</dc:creator>
			<guid isPermaLink="false">149716@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11274'>araker</a> Ah, so 1.1 is ARC compatible as a cocos2d.a lib but not as raw source -- Good to know, thanks for the info!
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-149688</link>
			<pubDate>Thu, 22 Mar 2012 11:16:57 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">149688@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@ShyinySteelRobot, 1.1 is ARC compatible, but doesn't support ARC in the cocos2d classes. This is because 1.1 is the compatibility branch, that compiles till 3.0. </p>
<p>To get this to work you'll need to add cocos2d as a external library to use in your ARC project. <a href="http://www.tinytimgames.com/2011/07/22/cocos2d-and-arc/#more-818">This tutorial</a> shows how. The part about changing the cocos source is obsolete, those changes are already implemented. </p>
<p>Cocos 2.0. doesn't need to be compatible with older OS versions and uses ARC internally.
</p></description>
		</item>
		<item>
			<title>ShinySteelRobot on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217/page/2#post-149674</link>
			<pubDate>Thu, 22 Mar 2012 10:01:02 +0000</pubDate>
			<dc:creator>ShinySteelRobot</dc:creator>
			<guid isPermaLink="false">149674@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Maybe (probably? :) I did something wrong, but when I upgraded to 1.1b2 and then converted my project to ARC, it seemed like ARC had several issues with 1.1b2.</p>
<p>So I upgraded to 2.0 rc0 instead. Interestingly, when I did that and then converted to ARC everything worked fine.
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-149611</link>
			<pubDate>Thu, 22 Mar 2012 01:15:26 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">149611@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/133'>Mark</a>, thanks it's fixed..</p>
<p><a href="https://github.com/cocos2d/cocos2d-iphone/commit/10b67e7a4c1ea566af6d6bcae0de8bd99f9f4090" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/commit/10b67e7a4c1ea566af6d6bcae0de8bd99f9f4090</a>
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-149603</link>
			<pubDate>Wed, 21 Mar 2012 23:56:11 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">149603@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11274'>araker</a>,</p>
<p>Thank you for this release. Lots of good stuff in here.</p>
<p>I think there may be an issue with the iOS project architecture settings. I'm using the latest develop commit from 2012-03-18 ( <a href="https://github.com/cocos2d/cocos2d-iphone/commit/850ded6733d39e3db03d44f8219504c3723f014b" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/commit/850ded6733d39e3db03d44f8219504c3723f014b</a> )</p>
<p>Build settings for the iOS project Architectures is set to <strong>armv6 armv7 $(ARCHS_STANDARD_32_BIT)</strong></p>
<p>The $(ARCHS_STANDARD_32_BIT) duplicates the armv7 setting, which was giving me issues when building on a device, with errors regarding duplicate symbols.</p>
<p>I'm not sure what would be more appropriate, but I think the Architectures setting should be either:</p>
<p><strong>armv6 armv7</strong><br />
or<br />
<strong>armv6 $(ARCHS_STANDARD_32_BIT)</strong></p>
<p>Thanks,</p>
<p>Mark
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-149423</link>
			<pubDate>Wed, 21 Mar 2012 00:59:43 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">149423@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/7055'>itlgames</a>, thanks for mentioning. Fixed it already in the developer branch though..<br />
<a href="https://github.com/cocos2d/cocos2d-iphone/commit/850ded6733d39e3db03d44f8219504c3723f014b" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/commit/850ded6733d39e3db03d44f8219504c3723f014b</a>
</p></description>
		</item>
		<item>
			<title>itlgames on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-149376</link>
			<pubDate>Tue, 20 Mar 2012 18:58:23 +0000</pubDate>
			<dc:creator>itlgames</dc:creator>
			<guid isPermaLink="false">149376@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11274'>araker</a> just small issue, not big deal, but worth mentioning, there is a warning on CCTMXXMLParser.m file cos a conflict on parseXMLData (interface as "- (NSError*) parseXMLData:(NSData*)data;" and implementation as "- (void) parseXMLData:(NSData*)data"
</p></description>
		</item>
		<item>
			<title>clarus on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-149005</link>
			<pubDate>Sun, 18 Mar 2012 04:20:17 +0000</pubDate>
			<dc:creator>clarus</dc:creator>
			<guid isPermaLink="false">149005@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just curious, I see that c2d 2.0 requires MacOS X 10.6 if you're building for the Mac platform. Is c2d 1.1 also 10.6 or 10.5 or..? I couldn't find that information for either 1.0.1 or 1.1.
</p></description>
		</item>
		<item>
			<title>araker on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-149004</link>
			<pubDate>Sun, 18 Mar 2012 03:52:21 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">149004@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/30478'>adamk77</a>, thanks that's a bug indeed, patched. </p>
<p><a href="https://github.com/cocos2d/cocos2d-iphone/commit/778d57d7a899b183391cecc175397d423865054d" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/commit/778d57d7a899b183391cecc175397d423865054d</a></p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11236'>skyhawk</a>, I've applied your patch, thanks. </p>
<p><a href="https://github.com/cocos2d/cocos2d-iphone/commit/d178d46309e7847300d57be3cac022b2d5da1fc7" rel="nofollow">https://github.com/cocos2d/cocos2d-iphone/commit/d178d46309e7847300d57be3cac022b2d5da1fc7</a></p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/12422'>clarus</a>, the minimum os version will stay the same. </p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/77117'>Japps</a>, in the next release I'll update the external libraries.
</p></description>
		</item>
		<item>
			<title>Japps on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-148920</link>
			<pubDate>Sat, 17 Mar 2012 12:44:07 +0000</pubDate>
			<dc:creator>Japps</dc:creator>
			<guid isPermaLink="false">148920@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Good job, any plan to include newer version of Box2d?
</p></description>
		</item>
		<item>
			<title>clarus on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-148874</link>
			<pubDate>Sat, 17 Mar 2012 00:47:17 +0000</pubDate>
			<dc:creator>clarus</dc:creator>
			<guid isPermaLink="false">148874@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks guys.
</p></description>
		</item>
		<item>
			<title>Mark Sawicki on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-148865</link>
			<pubDate>Fri, 16 Mar 2012 23:09:40 +0000</pubDate>
			<dc:creator>Mark Sawicki</dc:creator>
			<guid isPermaLink="false">148865@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/12422'>clarus</a>,</p>
<p>Yes, it's the same, I'm compiling my project with deploy of iOS 3.1 and base SDK of iOS 5.1 and it works fine.
</p></description>
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		<item>
			<title>cocos on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-148863</link>
			<pubDate>Fri, 16 Mar 2012 23:08:42 +0000</pubDate>
			<dc:creator>cocos</dc:creator>
			<guid isPermaLink="false">148863@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/12422'>clarus</a> I have not noticed any changes suggesting that minimum iOS version has changed.
</p></description>
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			<title>clarus on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-148846</link>
			<pubDate>Fri, 16 Mar 2012 20:48:14 +0000</pubDate>
			<dc:creator>clarus</dc:creator>
			<guid isPermaLink="false">148846@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/11274'>araker</a> What's the minimum iOS version for cocos2d 1.1? Is it the same as 1.0.1?
</p></description>
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			<title>adamk77 on "cocos2d 1.1 beta2 released"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/30217#post-148826</link>
			<pubDate>Fri, 16 Mar 2012 17:40:43 +0000</pubDate>
			<dc:creator>adamk77</dc:creator>
			<guid isPermaLink="false">148826@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I _think_ this may be a bug? </p>
<p>When calling CCAnimation initWithFrames, it seems to convert each CCSpriteFrame into CCAnimationFrame. And when calling  setDisplayFrameWithAnimationName: index:  it calls setDisplayFrame:, which tries to access the offsetInPixels property. But it throws a unrecognized selector set to isntance exception because CCAniimationFrame doesn't have that property.
</p></description>
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