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	<title>Comments on: iPhone Game Programming &#8211; Tutorial 6 &#8211; Tiled Map Class</title>
	<atom:link href="http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/</link>
	<description>iPhone Game Development - Web Development</description>
	<lastBuildDate>Sat, 04 Feb 2012 20:13:45 +0000</lastBuildDate>
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	<item>
		<title>By: VDE</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-7305</link>
		<dc:creator>VDE</dc:creator>
		<pubDate>Tue, 20 Sep 2011 18:22:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-7305</guid>
		<description>Hello I had a little question about the tile map program with one do we actually need to download because there a a bunch of them on the site, the one for mac osx or the java version</description>
		<content:encoded><![CDATA[<p>Hello I had a little question about the tile map program with one do we actually need to download because there a a bunch of them on the site, the one for mac osx or the java version</p>
]]></content:encoded>
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	<item>
		<title>By: Rene</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-7292</link>
		<dc:creator>Rene</dc:creator>
		<pubDate>Sat, 03 Sep 2011 19:51:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-7292</guid>
		<description>Hello Mike,

thank you for the nice tutorials! Im switching actual from C++ development to objective-c and your code helps extremly. :-)

i use the code for android and ipad (works very well) - but a small change is needed.

At tiledMap.m inside of - (id)initWithTiledFile you use hard coded values to represent the screen width and height (480, 320).

On bigger displays gives it crashes if anybody want to draw more tiles as a iphone device can draw.

Change from 

int totalQuads = ((480 / tileWidth) + 1) * ((320 / tileHeight) + 1);

to

CGRect rect = [[UIScreen mainScreen] bounds];
int totalQuads = ((rect.size.width / tileWidth) + 1) * ((rect.size.height / tileHeight) + 1);


Thanks again and thumbs up!
Rene´

sorry 4 my poor english ;)</description>
		<content:encoded><![CDATA[<p>Hello Mike,</p>
<p>thank you for the nice tutorials! Im switching actual from C++ development to objective-c and your code helps extremly. :-)</p>
<p>i use the code for android and ipad (works very well) &#8211; but a small change is needed.</p>
<p>At tiledMap.m inside of &#8211; (id)initWithTiledFile you use hard coded values to represent the screen width and height (480, 320).</p>
<p>On bigger displays gives it crashes if anybody want to draw more tiles as a iphone device can draw.</p>
<p>Change from </p>
<p>int totalQuads = ((480 / tileWidth) + 1) * ((320 / tileHeight) + 1);</p>
<p>to</p>
<p>CGRect rect = [[UIScreen mainScreen] bounds];<br />
int totalQuads = ((rect.size.width / tileWidth) + 1) * ((rect.size.height / tileHeight) + 1);</p>
<p>Thanks again and thumbs up!<br />
Rene´</p>
<p>sorry 4 my poor english ;)</p>
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	</item>
	<item>
		<title>By: BrokenHomeStudios</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-6387</link>
		<dc:creator>BrokenHomeStudios</dc:creator>
		<pubDate>Sun, 13 Mar 2011 22:04:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-6387</guid>
		<description>Hey, nevermind I figured it out but great job with tutorials keep em coming !</description>
		<content:encoded><![CDATA[<p>Hey, nevermind I figured it out but great job with tutorials keep em coming !</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: BrokenHomeStudios</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-6325</link>
		<dc:creator>BrokenHomeStudios</dc:creator>
		<pubDate>Fri, 11 Mar 2011 22:03:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-6325</guid>
		<description>Hey, Great job with the tile editor but i am running into an issue when rendering. 

	[m_pTiledMap renderAtPoint:point 
					  mapX:leftOffsetInTiles - 1
					  mapY:topOffsetInTiles - 1
					 width:20
					height:20
					 layer:0
			   useBlending:YES];

if the width and height = any number greater than 400, so 400+ tiles it crashes..... i can do a width of 200 and a height of 2 and it works but if i do anything that goes over 400 tiles it crashes... do you know y?</description>
		<content:encoded><![CDATA[<p>Hey, Great job with the tile editor but i am running into an issue when rendering. </p>
<p>	[m_pTiledMap renderAtPoint:point<br />
					  mapX:leftOffsetInTiles - 1<br />
					  mapY:topOffsetInTiles - 1<br />
					 width:20<br />
					height:20<br />
					 layer:0<br />
			   useBlending:YES];</p>
<p>if the width and height = any number greater than 400, so 400+ tiles it crashes&#8230;.. i can do a width of 200 and a height of 2 and it works but if i do anything that goes over 400 tiles it crashes&#8230; do you know y?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-4371</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Thu, 11 Nov 2010 04:16:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-4371</guid>
		<description>Sorry guys but I&#039;m still fighting this same bug and have no were else to turn...

I have isolated the problem to line 380 of TiledMap.m

deflatedData = [deflatedData gzipInflate];

When running in debug deflatedData is 178bytes and after the call to gzipInflate it is 0x0

When running in release deflatedData is 190bytes and after the call to gzipInflate it is 160000bytes and all is good

Please, Mike or anyone have any idea why this would happen in debug but not release and why deflatedData is being initialized differently depending on which build configuration.

I&#039;m really at my ends here and would be happy to send code or anything to get some help!

Thanks!!</description>
		<content:encoded><![CDATA[<p>Sorry guys but I&#8217;m still fighting this same bug and have no were else to turn&#8230;</p>
<p>I have isolated the problem to line 380 of TiledMap.m</p>
<p>deflatedData = [deflatedData gzipInflate];</p>
<p>When running in debug deflatedData is 178bytes and after the call to gzipInflate it is 0&#215;0</p>
<p>When running in release deflatedData is 190bytes and after the call to gzipInflate it is 160000bytes and all is good</p>
<p>Please, Mike or anyone have any idea why this would happen in debug but not release and why deflatedData is being initialized differently depending on which build configuration.</p>
<p>I&#8217;m really at my ends here and would be happy to send code or anything to get some help!</p>
<p>Thanks!!</p>
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	</item>
	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-4368</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Tue, 09 Nov 2010 17:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-4368</guid>
		<description>I keep getting a crash at line 40 of layer.m 

memcpy(&amp;tileImages[index], aImageDetails-&gt;texturedColoredQuad, sizeof(TexturedColoredQuad));

This only happens when running with the debug build configuration and does not occur when building in release.  I&#039;m really hoping someone might have an idea as to why this would happen, I&#039;ve been trying to figure it out for 2 days now without making any progress.

The error is an EXC_BAD_ACCESS.  index = 2, all the points in &#039;tileImages[index]&#039; are =0 and it looks like all the verticies for &#039;aImageDetails-&gt;texturedColoredQuad&#039; are empty or at least the points are showing as x= and y= 

Any help would be so much appreciated, it&#039;s been  maddening.  I would be happy to send source if anyone wants to take a look.

Thanks!!</description>
		<content:encoded><![CDATA[<p>I keep getting a crash at line 40 of layer.m </p>
<p>memcpy(&amp;tileImages[index], aImageDetails-&gt;texturedColoredQuad, sizeof(TexturedColoredQuad));</p>
<p>This only happens when running with the debug build configuration and does not occur when building in release.  I&#8217;m really hoping someone might have an idea as to why this would happen, I&#8217;ve been trying to figure it out for 2 days now without making any progress.</p>
<p>The error is an EXC_BAD_ACCESS.  index = 2, all the points in &#8217;tileImages[index]&#8216; are =0 and it looks like all the verticies for &#8216;aImageDetails-&gt;texturedColoredQuad&#8217; are empty or at least the points are showing as x= and y= </p>
<p>Any help would be so much appreciated, it&#8217;s been  maddening.  I would be happy to send source if anyone wants to take a look.</p>
<p>Thanks!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: DBerryJr</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-4291</link>
		<dc:creator>DBerryJr</dc:creator>
		<pubDate>Mon, 25 Oct 2010 21:16:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-4291</guid>
		<description>Thanks Peter, testing it right now! ;-)</description>
		<content:encoded><![CDATA[<p>Thanks Peter, testing it right now! ;-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ZeCreator</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-15/#comment-4290</link>
		<dc:creator>ZeCreator</dc:creator>
		<pubDate>Mon, 25 Oct 2010 20:28:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-4290</guid>
		<description>Nice Job Peter, i test this stuff !!
Thanks.</description>
		<content:encoded><![CDATA[<p>Nice Job Peter, i test this stuff !!<br />
Thanks.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-14/#comment-4283</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Sun, 24 Oct 2010 20:29:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-4283</guid>
		<description>Sorry forgot to mention the settings button is now the jump button :)</description>
		<content:encoded><![CDATA[<p>Sorry forgot to mention the settings button is now the jump button :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-6-tiled-map-class/comment-page-14/#comment-4282</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Sun, 24 Oct 2010 20:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=478#comment-4282</guid>
		<description>As promised here&#039;s a link to Mike&#039;s final SLQ project with the physics code added.  The main changes occurred in the player class as well as an addition of a Physics group to the Engine group, there you will find the ForceController class.  I also cleaned up the file structure a bit.  It&#039;s pretty simple stuff but adds a lot of potential :)

Hope you guys enjoy!  Let me know if you have any questions or problems.

Peter 
http://www.quantumdoor.com/SirLamorakJumps.zip</description>
		<content:encoded><![CDATA[<p>As promised here&#8217;s a link to Mike&#8217;s final SLQ project with the physics code added.  The main changes occurred in the player class as well as an addition of a Physics group to the Engine group, there you will find the ForceController class.  I also cleaned up the file structure a bit.  It&#8217;s pretty simple stuff but adds a lot of potential :)</p>
<p>Hope you guys enjoy!  Let me know if you have any questions or problems.</p>
<p>Peter<br />
<a href="http://www.quantumdoor.com/SirLamorakJumps.zip" rel="nofollow">http://www.quantumdoor.com/SirLamorakJumps.zip</a></p>
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