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	<title>Comments on: Programming iPhone Games with Cocos2D Part 3</title>
	<atom:link href="http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/</link>
	<description>The Limits of My Language Mean the Limits of My World - Ludwig Wittgenstein</description>
	<lastBuildDate>Tue, 10 Aug 2010 17:24:16 +0000</lastBuildDate>
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	<item>
		<title>By: TOAN</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-736</link>
		<dc:creator>TOAN</dc:creator>
		<pubDate>Tue, 20 Jul 2010 15:59:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-736</guid>
		<description>Hello, I fixed my problem.
Problem is that Simulator is teminated abnormally.
 After [cache addSpriteFramesWithFile:@&quot;blob.plist&quot;]; 

In my cast. format value is 2. and happend NSAssert
file : CCSpriteFrameCache.m
{
 //..
 if(format  1) {
		NSAssert(NO,@&quot;cocos2d: WARNING: format is 
              not supported for CCSpriteFrameCache    
                addSpriteFramesWithDictionary:texture:&quot;);
		return;
	}
}

My new version: I write format value with 1.
and Test Code is operated normally.
Frankly, I don&#039;t know actual cause. 
In my opinion. ZWOPTEX output file(.plist) don&#039;t mismatch Cocos2d version.
Thank you~
file : CCSpriteFrameCache.m
{
 
 format = 1; //This is Hard Coding..
 
 if(format  1) {
		NSAssert(NO,@&quot;cocos2d: WARNING: format is 
              not supported for CCSpriteFrameCache    
                addSpriteFramesWithDictionary:texture:&quot;);
		return;
	}
}</description>
		<content:encoded><![CDATA[<p>Hello, I fixed my problem.<br />
Problem is that Simulator is teminated abnormally.<br />
 After [cache addSpriteFramesWithFile:@"blob.plist"]; </p>
<p>In my cast. format value is 2. and happend NSAssert<br />
file : CCSpriteFrameCache.m<br />
{<br />
 //..<br />
 if(format  1) {<br />
		NSAssert(NO,@&#8221;cocos2d: WARNING: format is<br />
              not supported for CCSpriteFrameCache<br />
                addSpriteFramesWithDictionary:texture:&#8221;);<br />
		return;<br />
	}<br />
}</p>
<p>My new version: I write format value with 1.<br />
and Test Code is operated normally.<br />
Frankly, I don&#8217;t know actual cause.<br />
In my opinion. ZWOPTEX output file(.plist) don&#8217;t mismatch Cocos2d version.<br />
Thank you~<br />
file : CCSpriteFrameCache.m<br />
{</p>
<p> format = 1; //This is Hard Coding..</p>
<p> if(format  1) {<br />
		NSAssert(NO,@&#8221;cocos2d: WARNING: format is<br />
              not supported for CCSpriteFrameCache<br />
                addSpriteFramesWithDictionary:texture:&#8221;);<br />
		return;<br />
	}<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charge Ahead</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-735</link>
		<dc:creator>Charge Ahead</dc:creator>
		<pubDate>Tue, 20 Jul 2010 03:26:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-735</guid>
		<description>Thanks for the tutorial. It really helps !</description>
		<content:encoded><![CDATA[<p>Thanks for the tutorial. It really helps !</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TOAN</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-734</link>
		<dc:creator>TOAN</dc:creator>
		<pubDate>Mon, 19 Jul 2010 17:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-734</guid>
		<description>Dear hhamm....
I met a problem. Below is debug message....
It is wrong point that 
[cache addSpriteFramesWithFile:@&quot;blob.plist&quot;];
I don&#039;t know what&#039;s wrong. 
My zwoptex version is newly demo version.
zwoptex option is 
width : 512
height : 512
sort on : width

and then I export two files.
Export texture and Export coordinate..
Two files is good..

What&#039;s Problem..?
Sincerely  your help~

#0	0x302ac924 in ___TERMINATING_DUE_TO_UNCAUGHT_EXCEPTION___
#1	0x921d6509 in objc_exception_throw
#2	0x3028e5fb in +[NSException raise:format:arguments:]
#3	0x305b0594 in -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:]
#4	0x0005b94d in -[CCSpriteFrameCache addSpriteFramesWithDictionary:texture:] at CCSpriteFrameCache.m:111
#5	0x0005c0b7 in -[CCSpriteFrameCache addSpriteFramesWithFile:] at CCSpriteFrameCache.m:175
#6	0x00003440 in -[AnimateMe init] at AnimateMe.m:41
#7	0x0003b555 in +[CCNode node] at CCNode.m:176
#8	0x00003356 in +[AnimateMe scene] at AnimateMe.m:19
#9	0x000030ab in -[CocosAnimationAppDelegate applicationDidFinishLaunching:] at CocosAnimationAppDelegate.m:57</description>
		<content:encoded><![CDATA[<p>Dear hhamm&#8230;.<br />
I met a problem. Below is debug message&#8230;.<br />
It is wrong point that<br />
[cache addSpriteFramesWithFile:@"blob.plist"];<br />
I don&#8217;t know what&#8217;s wrong.<br />
My zwoptex version is newly demo version.<br />
zwoptex option is<br />
width : 512<br />
height : 512<br />
sort on : width</p>
<p>and then I export two files.<br />
Export texture and Export coordinate..<br />
Two files is good..</p>
<p>What&#8217;s Problem..?<br />
Sincerely  your help~</p>
<p>#0	0x302ac924 in ___TERMINATING_DUE_TO_UNCAUGHT_EXCEPTION___<br />
#1	0x921d6509 in objc_exception_throw<br />
#2	0x3028e5fb in +[NSException raise:format:arguments:]<br />
#3	0x305b0594 in -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:]<br />
#4	0x0005b94d in -[CCSpriteFrameCache addSpriteFramesWithDictionary:texture:] at CCSpriteFrameCache.m:111<br />
#5	0x0005c0b7 in -[CCSpriteFrameCache addSpriteFramesWithFile:] at CCSpriteFrameCache.m:175<br />
#6	0&#215;00003440 in -[AnimateMe init] at AnimateMe.m:41<br />
#7	0x0003b555 in +[CCNode node] at CCNode.m:176<br />
#8	0&#215;00003356 in +[AnimateMe scene] at AnimateMe.m:19<br />
#9	0x000030ab in -[CocosAnimationAppDelegate applicationDidFinishLaunching:] at CocosAnimationAppDelegate.m:57</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mahmud Ahsan</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-730</link>
		<dc:creator>Mahmud Ahsan</dc:creator>
		<pubDate>Sun, 04 Jul 2010 18:43:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-730</guid>
		<description>Thanks for your nice tutorial. It helps me to make animated sprite for iphone.</description>
		<content:encoded><![CDATA[<p>Thanks for your nice tutorial. It helps me to make animated sprite for iphone.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ash</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-728</link>
		<dc:creator>ash</dc:creator>
		<pubDate>Thu, 24 Jun 2010 08:39:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-728</guid>
		<description>I got problem with the CCSpriteFrameCache... in the instrument it show memory leaks.</description>
		<content:encoded><![CDATA[<p>I got problem with the CCSpriteFrameCache&#8230; in the instrument it show memory leaks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hhamm</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-680</link>
		<dc:creator>hhamm</dc:creator>
		<pubDate>Mon, 26 Apr 2010 08:39:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-680</guid>
		<description>Are you sure resources are accessible and correct implemented? Seems that somehow [cache spriteFrameByName: fname] returns nil, which means by default that fname could not be resolved. This could be because something is missing or wrong. Like blob.plist does not point to the correct png file. Make sure you have a png file accessible which the plist file is pointing to. To see which png the plist is pointing to, look inside blob.plist. By default blob.plist will point to blob.png, so that should be your png file. Also you have to look which prior png files you used for zwopptex, these png files will be the accessors for the frames and are also stored inside the plist file. So &quot;spriteWithSpriteFrameName&quot; will look for them and load them as frame. You application seems to return nil here.</description>
		<content:encoded><![CDATA[<p>Are you sure resources are accessible and correct implemented? Seems that somehow [cache spriteFrameByName: fname] returns nil, which means by default that fname could not be resolved. This could be because something is missing or wrong. Like blob.plist does not point to the correct png file. Make sure you have a png file accessible which the plist file is pointing to. To see which png the plist is pointing to, look inside blob.plist. By default blob.plist will point to blob.png, so that should be your png file. Also you have to look which prior png files you used for zwopptex, these png files will be the accessors for the frames and are also stored inside the plist file. So &#8220;spriteWithSpriteFrameName&#8221; will look for them and load them as frame. You application seems to return nil here.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-676</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 21 Apr 2010 06:17:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-676</guid>
		<description>There is something wrong. i creating cocos2d application and add copy those source but. My application didn&#039;t start. Console Shows
Terminating app due to uncaught exception &#039;NSInvalidArgumentException&#039;, reason: &#039;*** -[NSCFArray insertObject:atIndex:]: attempt to insert nil&#039;
What should i do?</description>
		<content:encoded><![CDATA[<p>There is something wrong. i creating cocos2d application and add copy those source but. My application didn&#8217;t start. Console Shows<br />
Terminating app due to uncaught exception &#8216;NSInvalidArgumentException&#8217;, reason: &#8216;*** -[NSCFArray insertObject:atIndex:]: attempt to insert nil&#8217;<br />
What should i do?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hhamm</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-513</link>
		<dc:creator>hhamm</dc:creator>
		<pubDate>Tue, 02 Mar 2010 10:26:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-513</guid>
		<description>CCSprite will use the same file name except the extention will be PNG. Look into CCspriteFrameCache.m : method:&quot;addSpriteFramesWithFile&quot; for further details. So if your plist file is &quot;blob.plist&quot; cocos2d will automatically associate &quot;blob.png&quot; to be load as atlas sprite, which will be loaded into the frame cache the same time when plist file is specified. If you want to use a specifc texture file you can call &quot;addSpriteFrameWithFile:@&quot;blob.plist&quot; texture:[[CCTextureCache sharedTextureCache] addImage:@&quot;myblob.png&quot;];</description>
		<content:encoded><![CDATA[<p>CCSprite will use the same file name except the extention will be PNG. Look into CCspriteFrameCache.m : method:&#8221;addSpriteFramesWithFile&#8221; for further details. So if your plist file is &#8220;blob.plist&#8221; cocos2d will automatically associate &#8220;blob.png&#8221; to be load as atlas sprite, which will be loaded into the frame cache the same time when plist file is specified. If you want to use a specifc texture file you can call &#8220;addSpriteFrameWithFile:@&#8221;blob.plist&#8221; texture:[[CCTextureCache sharedTextureCache] addImage:@&#8221;myblob.png&#8221;];</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hhamm</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-512</link>
		<dc:creator>hhamm</dc:creator>
		<pubDate>Tue, 02 Mar 2010 10:13:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-512</guid>
		<description>Since Version 0.9 they changed the access to the Frame-Cache Instance to [CCSprite spriteWithSpriteFrameName:frameName]
So change the line : 
CCSprite * blob = [cache createSpriteWithFrameName:@&quot;blob_idle_01.png&quot;];

to

CCSprite * blob = [CCSprite spriteWithSpriteFrameName:@&quot;blob_idle_01.png&quot;];</description>
		<content:encoded><![CDATA[<p>Since Version 0.9 they changed the access to the Frame-Cache Instance to [CCSprite spriteWithSpriteFrameName:frameName]<br />
So change the line :<br />
CCSprite * blob = [cache createSpriteWithFrameName:@"blob_idle_01.png"];</p>
<p>to</p>
<p>CCSprite * blob = [CCSprite spriteWithSpriteFrameName:@"blob_idle_01.png"];</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Iphone Cocos2d Day 1 &#8211; Menu &#38; Animated Sprite &#171; Learn Cocos2d &#38; Box2d for Iphone</title>
		<link>http://www.gehacktes.net/2010/02/programming-iphone-games-with-cocos2d-part-3/comment-page-1/#comment-511</link>
		<dc:creator>Iphone Cocos2d Day 1 &#8211; Menu &#38; Animated Sprite &#171; Learn Cocos2d &#38; Box2d for Iphone</dc:creator>
		<pubDate>Tue, 02 Mar 2010 04:54:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gehacktes.net/?p=613#comment-511</guid>
		<description>[...] - Animated Sprites Tutorial Link [...]</description>
		<content:encoded><![CDATA[<p>[...] - Animated Sprites Tutorial Link [...]</p>
]]></content:encoded>
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