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	<title>Comments for JohnnyWorks</title>
	
	<link>http://johnehartzog.com</link>
	<description>Programming projects and sample code</description>
	<lastBuildDate>Sun, 07 Mar 2010 21:37:46 +0000</lastBuildDate>
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		<title>Comment on 2D Scrolling Game with Cocos2D TileMap with Zoom! by Daniel</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/kyG8Cykh5zg/</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Sun, 07 Mar 2010 21:37:46 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=391#comment-2505</guid>
		<description>Thanks so much for the quick reply :)
That did the trick.</description>
		<content:encoded><![CDATA[<p>Thanks so much for the quick reply <img src='http://johnehartzog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
That did the trick.</p>
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		<title>Comment on 2D Scrolling Game with Cocos2D TileMap with Zoom! by Eric</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/QFXyImMfpN0/</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Sun, 07 Mar 2010 20:04:03 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=391#comment-2504</guid>
		<description>In your singleton class header file, instead of importing "GameLayer.h" use the @class GameLayer so you can store a pointer to it, and then in your single class .m file go ahead and import "GameLayer.h".

That will fix the errors. In case that isn't clear, just google how to use the @class statement.</description>
		<content:encoded><![CDATA[<p>In your singleton class header file, instead of importing &#8220;GameLayer.h&#8221; use the @class GameLayer so you can store a pointer to it, and then in your single class .m file go ahead and import &#8220;GameLayer.h&#8221;.</p>
<p>That will fix the errors. In case that isn&#8217;t clear, just google how to use the @class statement.</p>
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		<title>Comment on 2D Scrolling Game with Cocos2D TileMap with Zoom! by Daniel</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/eeXkGaxd320/</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Sun, 07 Mar 2010 20:02:03 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=391#comment-2503</guid>
		<description>I am making a game where I have the background scroll to follow a ball that the player moves.  Whenever the ball moves, I am trying to pass the value of the new location to a singleton object which contains the instance of my game layer, so that the appropriate method can be called with the new location.  Is this the right way to do this?  My problem is that my game layer class needs to import the singleton class so that it can put the instance into the singleton, but my singleton class also needs to import the game layer class so it can create an instance field into which the game layer is put.  This creates an error, so what is the better way to do this?  
Thanks.</description>
		<content:encoded><![CDATA[<p>I am making a game where I have the background scroll to follow a ball that the player moves.  Whenever the ball moves, I am trying to pass the value of the new location to a singleton object which contains the instance of my game layer, so that the appropriate method can be called with the new location.  Is this the right way to do this?  My problem is that my game layer class needs to import the singleton class so that it can put the instance into the singleton, but my singleton class also needs to import the game layer class so it can create an instance field into which the game layer is put.  This creates an error, so what is the better way to do this?<br />
Thanks.</p>
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	<feedburner:origLink>http://johnehartzog.com/2009/10/2d-scrolling-game-with-cocos2d-tilemap-with-zoom/comment-page-1/#comment-2503</feedburner:origLink></item>
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		<title>Comment on Easy To Create Buttons with Cocos2D by Eric</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/Xnmdk2KmZF8/</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Mon, 01 Mar 2010 23:02:55 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=396#comment-2502</guid>
		<description>I'm sure there is a better, clever way to do this, but in my code I just make a different private method for each button.</description>
		<content:encoded><![CDATA[<p>I&#8217;m sure there is a better, clever way to do this, but in my code I just make a different private method for each button.</p>
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		<title>Comment on Easy To Create Buttons with Cocos2D by Stu</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/w7M3X6H0d8I/</link>
		<dc:creator>Stu</dc:creator>
		<pubDate>Mon, 01 Mar 2010 23:01:13 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=396#comment-2501</guid>
		<description>John, Thanks for the button class. I do have a question however. If you have say 4 or 5 buttons and use the same selector method, how would I determine which button was pressed?</description>
		<content:encoded><![CDATA[<p>John, Thanks for the button class. I do have a question however. If you have say 4 or 5 buttons and use the same selector method, how would I determine which button was pressed?</p>
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		<title>Comment on 2D Scrolling Game with Cocos2D TileMap with Zoom! by baz</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/opDov0Q_ANA/</link>
		<dc:creator>baz</dc:creator>
		<pubDate>Fri, 26 Feb 2010 22:38:20 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=391#comment-2500</guid>
		<description>great post - cheers! translation and zooming is pretty easy, now I've seen your tricks ;)</description>
		<content:encoded><![CDATA[<p>great post &#8211; cheers! translation and zooming is pretty easy, now I&#8217;ve seen your tricks <img src='http://johnehartzog.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Comment on 2D Scrolling Game with Cocos2D TileMap with Zoom! by Eric</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/7kGigx_JvP4/</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Wed, 24 Feb 2010 01:50:22 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=391#comment-2498</guid>
		<description>I wish I could help out more, but I have switched gears to a project that does not use Tiled and have not kept up to date with the latest update (such as multiple layers).

Plus I'm kinda crazy busy at this moment. Good luck trying to figure it out though!</description>
		<content:encoded><![CDATA[<p>I wish I could help out more, but I have switched gears to a project that does not use Tiled and have not kept up to date with the latest update (such as multiple layers).</p>
<p>Plus I&#8217;m kinda crazy busy at this moment. Good luck trying to figure it out though!</p>
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		<title>Comment on StickWars by Updated Cocos2d With iPad Support</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/1trW6lDyJs0/</link>
		<dc:creator>Updated Cocos2d With iPad Support</dc:creator>
		<pubDate>Tue, 23 Feb 2010 16:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?page_id=30#comment-2496</guid>
		<description>[...] cocos2d is a fast, free, easy to use, community supported 2d game engine for iPhone. Over 550 App Store games have been created with cocos2d, including the best selling StickWars. [...]</description>
		<content:encoded><![CDATA[<p>[...] cocos2d is a fast, free, easy to use, community supported 2d game engine for iPhone. Over 550 App Store games have been created with cocos2d, including the best selling StickWars. [...]</p>
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		<title>Comment on 2D Scrolling Game with Cocos2D TileMap with Zoom! by Richard</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/GLmxvhftKDI/</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 23 Feb 2010 15:10:27 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=391#comment-2495</guid>
		<description>Great tutorial, many thanks!

I would like to build my tilemap using Tiled but I'm still confused concerning how to define and detect certain types of tile in my game.

For example, I build a tilemap using Tiled that contains 2 layers as below:

Rooms layer
Empty space layer (i.e. where player can freely move)

I want to be able to do the following...

1) Position the player sprite on a section of the Empty space layer

2)  Detect when the player sprite collides with any tile on the Rooms layer and block them

I'm assuming that the code you provided in the tutorial will work for me, but I don't really understand it fully.</description>
		<content:encoded><![CDATA[<p>Great tutorial, many thanks!</p>
<p>I would like to build my tilemap using Tiled but I&#8217;m still confused concerning how to define and detect certain types of tile in my game.</p>
<p>For example, I build a tilemap using Tiled that contains 2 layers as below:</p>
<p>Rooms layer<br />
Empty space layer (i.e. where player can freely move)</p>
<p>I want to be able to do the following&#8230;</p>
<p>1) Position the player sprite on a section of the Empty space layer</p>
<p>2)  Detect when the player sprite collides with any tile on the Rooms layer and block them</p>
<p>I&#8217;m assuming that the code you provided in the tutorial will work for me, but I don&#8217;t really understand it fully.</p>
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		<title>Comment on iPhone App Ad Hoc Distribution Gotchas by Charles T</title>
		<link>http://feedproxy.google.com/~r/CommentsForJohnnyworks/~3/XhsvYQn1mSo/</link>
		<dc:creator>Charles T</dc:creator>
		<pubDate>Thu, 18 Feb 2010 01:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://johnehartzog.com/?p=150#comment-2494</guid>
		<description>Thanks Joris. Your modified tip finally got my ad hoc distribution working after 2 days!!</description>
		<content:encoded><![CDATA[<p>Thanks Joris. Your modified tip finally got my ad hoc distribution working after 2 days!!</p>
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