<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Introducing New Cocos2D Sample Game: Tom the Turret</title>
	<atom:link href="http://www.raywenderlich.com/1345/tom-the-turret/feed" rel="self" type="application/rss+xml" />
	<link>http://www.raywenderlich.com/1345/tom-the-turret</link>
	<description>Tutorials for iPhone / iOS Developers and Gamers</description>
	<lastBuildDate>Sun, 29 Jan 2012 06:07:20 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.2</generator>
	<item>
		<title>By: Ray Wenderlich</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-7646</link>
		<dc:creator>Ray Wenderlich</dc:creator>
		<pubDate>Tue, 14 Dec 2010 00:56:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-7646</guid>
		<description>@aurelien: Just tried it out with the latest version of XCode and Cocos2D and it compiled OK for me, but had a crash on startup.  I fixed it by changing a line in MainMenuScene.m:

&lt;pre&gt;
CCMenuItem *newGameItem = [CCMenuItemSprite itemFromNormalSprite:newGameSprite selectedSprite:nil target:self selector:@selector(newGameSpriteTapped:)];
&lt;/pre&gt;

@Jiaren: Cool, glad they helped!  :]</description>
		<content:encoded><![CDATA[<p>@aurelien: Just tried it out with the latest version of XCode and Cocos2D and it compiled OK for me, but had a crash on startup.  I fixed it by changing a line in MainMenuScene.m:</p>
<pre>
CCMenuItem *newGameItem = [CCMenuItemSprite itemFromNormalSprite:newGameSprite selectedSprite:nil target:self selector:@selector(newGameSpriteTapped:)];
</pre>
<p>@Jiaren: Cool, glad they helped!  :]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jiaren</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-7594</link>
		<dc:creator>Jiaren</dc:creator>
		<pubDate>Mon, 13 Dec 2010 12:07:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-7594</guid>
		<description>Hi Ray,

Thank you for your suggestion! I will take time to read your another excellent tutorial. Thank you so much for your kindly sharing knowledge, they really help me to master COCOS2D and all relevant game skills!

Regards,

Jiaren</description>
		<content:encoded><![CDATA[<p>Hi Ray,</p>
<p>Thank you for your suggestion! I will take time to read your another excellent tutorial. Thank you so much for your kindly sharing knowledge, they really help me to master COCOS2D and all relevant game skills!</p>
<p>Regards,</p>
<p>Jiaren</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aurelien</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-6516</link>
		<dc:creator>Aurelien</dc:creator>
		<pubDate>Mon, 22 Nov 2010 14:13:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-6516</guid>
		<description>Hi Ray,

I&#039;ve read several (not to say many) of your tutorials and I want to thank you for making them so awesome!
I also have a question regarding this project. I&#039;ve had a hard time trying to build the project but made it after quite a couple project info/compiler modifications. However, whenever I do a start and debug action (Cocos Denshion - Tom the turret is the active target), the simulator installs the ActionManagerTest application on the simulator ... 
I have tried to just launch the .app that can be found in the Products but it doesn&#039;t launch the app (seems to crash with a Ressource file missing).

I&#039;m kinda startled by the first problem. The second seems more understandable as I haven&#039;t found your resources (such as b1, r1, or Turret_something) in the target (nor in the projects).
I&#039;m surprised that no-one got the same problem before. For notice I use Xcode 3.2.4, Simulator 4.1 in Debug Mode.</description>
		<content:encoded><![CDATA[<p>Hi Ray,</p>
<p>I&#8217;ve read several (not to say many) of your tutorials and I want to thank you for making them so awesome!<br />
I also have a question regarding this project. I&#8217;ve had a hard time trying to build the project but made it after quite a couple project info/compiler modifications. However, whenever I do a start and debug action (Cocos Denshion &#8211; Tom the turret is the active target), the simulator installs the ActionManagerTest application on the simulator &#8230;<br />
I have tried to just launch the .app that can be found in the Products but it doesn&#8217;t launch the app (seems to crash with a Ressource file missing).</p>
<p>I&#8217;m kinda startled by the first problem. The second seems more understandable as I haven&#8217;t found your resources (such as b1, r1, or Turret_something) in the target (nor in the projects).<br />
I&#8217;m surprised that no-one got the same problem before. For notice I use Xcode 3.2.4, Simulator 4.1 in Debug Mode.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ray Wenderlich</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-6077</link>
		<dc:creator>Ray Wenderlich</dc:creator>
		<pubDate>Fri, 12 Nov 2010 02:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-6077</guid>
		<description>@Andrew: Yeah you can definitely do that.  It&#039;s really a matter of personal preference if you aren&#039;t going to have any instance variables inside the scene class at that point (and sometimes I do it that way).</description>
		<content:encoded><![CDATA[<p>@Andrew: Yeah you can definitely do that.  It&#8217;s really a matter of personal preference if you aren&#8217;t going to have any instance variables inside the scene class at that point (and sometimes I do it that way).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-6024</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Wed, 10 Nov 2010 20:56:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-6024</guid>
		<description>Hi Ray

Thanks for the excellent tutorials and examples! It&#039;s really helping me organize the game structure for an RPG I&#039;m trying to make.

I had a question though - how come you used separate classes for the scenes and layers? Why couldn&#039;t you have used class method (i.e. +(id)scene) inside the layer?</description>
		<content:encoded><![CDATA[<p>Hi Ray</p>
<p>Thanks for the excellent tutorials and examples! It&#8217;s really helping me organize the game structure for an RPG I&#8217;m trying to make.</p>
<p>I had a question though &#8211; how come you used separate classes for the scenes and layers? Why couldn&#8217;t you have used class method (i.e. +(id)scene) inside the layer?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ray Wenderlich</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-5905</link>
		<dc:creator>Ray Wenderlich</dc:creator>
		<pubDate>Mon, 08 Nov 2010 23:43:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-5905</guid>
		<description>@Jiaren: Yep that is possible - much like Box2D, Chipmunk has a &quot;virtual world&quot; where it moves the physics objects, and it&#039;s up to you to make sure the visual representation matches up to the physics simulation.  Here&#039;s a post that describes how to do something similar with Box2D: 

http://www.raywenderlich.com/606/how-to-use-box2d-for-just-collision-detection-with-cocos2d-iphone</description>
		<content:encoded><![CDATA[<p>@Jiaren: Yep that is possible &#8211; much like Box2D, Chipmunk has a &#8220;virtual world&#8221; where it moves the physics objects, and it&#8217;s up to you to make sure the visual representation matches up to the physics simulation.  Here&#8217;s a post that describes how to do something similar with Box2D: </p>
<p><a href="http://www.raywenderlich.com/606/how-to-use-box2d-for-just-collision-detection-with-cocos2d-iphone" rel="nofollow">http://www.raywenderlich.com/606/how-to-use-box2d-for-just-collision-detection-with-cocos2d-iphone</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jiaren</title>
		<link>http://www.raywenderlich.com/1345/tom-the-turret#comment-5054</link>
		<dc:creator>Jiaren</dc:creator>
		<pubDate>Tue, 12 Oct 2010 10:51:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.raywenderlich.com/?p=1345#comment-5054</guid>
		<description>Thanks Ray!

Have a quick question though, is it possible to use chipmunk with Tiledmap? It would be perfect if both can be integrated - - one for collide detection or for location.


Thanks in advance!</description>
		<content:encoded><![CDATA[<p>Thanks Ray!</p>
<p>Have a quick question though, is it possible to use chipmunk with Tiledmap? It would be perfect if both can be integrated &#8211; - one for collide detection or for location.</p>
<p>Thanks in advance!</p>
]]></content:encoded>
	</item>
</channel>
</rss>

