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	<title>Get Set Games &#187; xcode</title>
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		<title>Automatically Insert Your SVN Revision Number Into Your Xcode Project</title>
		<link>http://getsetgames.com/2009/10/21/automatically-insert-your-svn-revision-number-into-your-xcode-project/</link>
		<comments>http://getsetgames.com/2009/10/21/automatically-insert-your-svn-revision-number-into-your-xcode-project/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 02:38:22 +0000</pubDate>
		<dc:creator>Derek van Vliet</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[svn]]></category>
		<category><![CDATA[xcode]]></category>

		<guid isPermaLink="false">http://getsetgames.com/?p=383</guid>
		<description><![CDATA[Wouldn&#8217;t it be handy for your iPhone app to have access to its subversion revision number at run-time? Of course it would! Being able to access the current revision number in your app is especially useful for testing. We use it to display the current rev on our test builds so our testers can reference [...]]]></description>
			<content:encoded><![CDATA[<p>Wouldn&#8217;t it be handy for your iPhone app to have access to its subversion revision number at run-time? Of course it would!</p>
<p>Being able to access the current revision number in your app is especially useful for testing. We use it to display the current rev on our test builds so our testers can reference the build that they discover bugs in, like so:</p>
<p><a href="http://getsetgames.com/wp-content/uploads/2009/10/IMG_01632.png"><img src="http://getsetgames.com/wp-content/uploads/2009/10/IMG_01632.png" alt="IMG_01632" title="IMG_01632" width="480" height="320" class="aligncenter size-full wp-image-391" /></a></p>
<h2>Here&#8217;s how to do it</h2>
<p>1. In Xcode, add an empty header file to your project&#8217;s &#8220;Other Sources&#8221; group called &#8220;revision.h&#8221;.</p>
<p>2. Add a &#8220;New Run Script Build Phase&#8221; to your target.</p>
<p>3. When defining your build phase, use &#8220;/bin/sh&#8221; for the Shell value and enter the following script:</p>

<div class="wp_syntax"><div class="code"><pre class="bash" style="font-family:monospace;"><span style="color: #007800;">REV</span>=<span style="color: #000000; font-weight: bold;">`</span><span style="color: #c20cb9; font-weight: bold;">svnversion</span> -n<span style="color: #000000; font-weight: bold;">`</span>
<span style="color: #7a0874; font-weight: bold;">echo</span> <span style="color: #ff0000;">&quot;#define kRevision @<span style="color: #000099; font-weight: bold;">\&quot;</span><span style="color: #007800;">$REV</span><span style="color: #000099; font-weight: bold;">\&quot;</span>&quot;</span> <span style="color: #000000; font-weight: bold;">&gt;</span> <span style="color: #800000;">${PROJECT_DIR}</span><span style="color: #000000; font-weight: bold;">/</span>revision.h</pre></div></div>

<p>4. Ensure that the new build phase happens before your &#8220;Compile Sources&#8221; build phase.</p>
<p>5. Build your app.</p>
<p>That&#8217;s it! From now on you can use a string define called <strong>kRevision</strong> wherever you would like to reference your revision number at run-time.</p>
<p><strong>IMPORTANT</strong>: Do NOT add your revision.h file to your subversion repository. It will be generated automatically each time you build your app. </p>
]]></content:encoded>
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		<title>5 Ways to Take Screenshots of Your iPhone App</title>
		<link>http://getsetgames.com/2009/07/30/5-ways-to-take-screenshots-of-your-iphone-app/</link>
		<comments>http://getsetgames.com/2009/07/30/5-ways-to-take-screenshots-of-your-iphone-app/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 22:51:15 +0000</pubDate>
		<dc:creator>Derek van Vliet</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[objective-c]]></category>
		<category><![CDATA[xcode]]></category>

		<guid isPermaLink="false">http://getsetgames.com/?p=139</guid>
		<description><![CDATA[Screenshots are an integral tool in application development, not to mention marketing. You may find you need a screenshot in any number of situations. Here are 5 ways you can capture a screenshot of your iPhone app. Each one is useful in a different way. Do It With OS X The first method is good [...]]]></description>
			<content:encoded><![CDATA[<p>Screenshots are an integral tool in application development, not to mention marketing. You may find you need a screenshot in any number of situations. Here are 5 ways you can capture a screenshot of your iPhone app. Each one is useful in a different way.</p>
<h2>Do It With OS X</h2>
<p>The first method is good old screen capture that is built into OS X. This is, of course, not exclusive to iPhone apps. You can hold down <strong>Command-Shift-3</strong> to save a screenshot to your desktop in PNG format. This is useful for if you want to take a screenshot while you are running your app in the emulator.</p>
<p>Even more useful, in my opinion, is the <strong>Command-Shift-4</strong> function. This turns your cursor into cross-hairs and lets you select a region of the screen to save as your screenshot, again as a PNG. This is great if you just wanted to grab a portion of your app.</p>
<p>You can also add <strong>Ctrl</strong> to both of the above keyboard shortcuts to save the screenshot to your clipboard instead of to disk. Then you can go paste the screenshot into Photoshop or some other image editor.</p>
<h2>Do It With Grab</h2>
<p>Grab is an application that comes with OS X which you can find in your Applications/Utilities folder. It features the unique ability to take a screenshot of a window:</p>
<p><a href="http://getsetgames.com/wp-content/uploads/2009/07/grab-menu.png"><img src="http://getsetgames.com/wp-content/uploads/2009/07/grab-menu.png" alt="grab-menu" title="grab-menu" width="387" height="125" class="aligncenter size-full wp-image-151" /></a></p>
<p>This means if you run your app in the iPhone Simulator and then use Grab, you can take screenshots of your app looking all hot in the actual device with just a couple of clicks. This is a great way to get shots of your app in the iPhone if you don&#8217;t own one or aren&#8217;t a paid developer. Here&#8217;s the result:</p>
<p><a href="http://getsetgames.com/wp-content/uploads/2009/07/grab.png"><img src="http://getsetgames.com/wp-content/uploads/2009/07/grab.png" alt="grab" title="grab" width="576" height="305" class="alignnone size-full wp-image-149" /></a></p>
<p>Screenshots that come out of Grab are in TIFF format.</p>
<h2>Do It With Xcode</h2>
<p>Xcode&#8217;s Organizer tool provides a simple interface for taking screenshots of whatever is currently displaying on an iPhone that is connected to your computer. Open it by going to Xcode&#8217;s Window menu and selecting Organizer or just hit <strong>Ctrl-Command-O</strong>.</p>
<p><a href="http://getsetgames.com/wp-content/uploads/2009/07/organizer.png"><img src="http://getsetgames.com/wp-content/uploads/2009/07/organizer.png" alt="organizer" title="organizer" width="576" height="431" class="aligncenter size-full wp-image-154" /></a></p>
<p>Once it is opened, select your iPhone from the Devices section on the left. Then go to the Screenshot tab in the main section. Now use your application on the iPhone until it is in a state where you want to take a screenshot. Finally, press the capture button in Organizer and boom: you&#8217;re done.</p>
<p>Xcode saves screenshots as PNG files in the following folder on your machine:</p>
<p><strong>~/Library/Application Support/Developer/Shared/Xcode/Screenshots/</strong></p>
<h2>Do It With the iPhone</h2>
<p>Did you know you can take a screenshot of anything that the iPhone is doing at any time? It&#8217;s true. Just press and hold the home button. While you&#8217;re holding it, press and release the Sleep/Wake button. The iPhone&#8217;s screen will flash and the camera shutter sound will play. The screenshot will have been saved to your camera roll, which you can access in the Camera app or the Photos app.</p>
<p><a href="http://getsetgames.com/wp-content/uploads/2009/07/iphone.png"><img src="http://getsetgames.com/wp-content/uploads/2009/07/iphone.png" alt="iphone" title="iphone" width="300" height="495" class="aligncenter size-full wp-image-161" /></a></p>
<h2>Do It With Code</h2>
<p>Finally, you can capture screenshots at precise moments in your application by using the following pair of objective-c methods. The first one, <strong>captureView</strong>, returns a UIImage that contains a render of any UIView (except EAGLView, see below). If you pass your app&#8217;s UIWindow into this method, it will return you a screenshot of the app.</p>
<p>The second method, <strong>saveScreenshotToPhotosAlbum</strong>, takes it a step further and saves an image that contains a render of any UIView to your iPhone&#8217;s photo album.</p>

<div class="wp_syntax"><div class="code"><pre class="objc" style="font-family:monospace;"><span style="color: #6e371a;">#import &lt;QuartzCore/QuartzCore.h&gt;</span>
&nbsp;
<span style="color: #002200;">-</span> <span style="color: #002200;">&#40;</span>UIImage<span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span>captureView<span style="color: #002200;">:</span><span style="color: #002200;">&#40;</span>UIView <span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span>view <span style="color: #002200;">&#123;</span>
	CGRect rect <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span><span style="color: #002200;">&#91;</span>UIScreen mainScreen<span style="color: #002200;">&#93;</span> bounds<span style="color: #002200;">&#93;</span>;	 
	UIGraphicsBeginImageContext<span style="color: #002200;">&#40;</span>rect.size<span style="color: #002200;">&#41;</span>;	 
	CGContextRef context <span style="color: #002200;">=</span> UIGraphicsGetCurrentContext<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span>;	 
	<span style="color: #002200;">&#91;</span>view.layer renderInContext<span style="color: #002200;">:</span>context<span style="color: #002200;">&#93;</span>;	 
	UIImage <span style="color: #002200;">*</span>img <span style="color: #002200;">=</span> UIGraphicsGetImageFromCurrentImageContext<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span>;	 
	UIGraphicsEndImageContext<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span>;	 
	<span style="color: #a61390;">return</span> img;
<span style="color: #002200;">&#125;</span>
&nbsp;
<span style="color: #002200;">-</span> <span style="color: #002200;">&#40;</span><span style="color: #a61390;">void</span><span style="color: #002200;">&#41;</span>saveScreenshotToPhotosAlbum<span style="color: #002200;">:</span><span style="color: #002200;">&#40;</span>UIView <span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span>view <span style="color: #002200;">&#123;</span>
	UIImageWriteToSavedPhotosAlbum<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#91;</span>self captureView<span style="color: #002200;">:</span>view<span style="color: #002200;">&#93;</span>, <span style="color: #a61390;">nil</span>, <span style="color: #a61390;">nil</span>, <span style="color: #a61390;">nil</span><span style="color: #002200;">&#41;</span>;
<span style="color: #002200;">&#125;</span></pre></div></div>

<p>Since the above 2 methods don&#8217;t work for EAGLView, we need another solution. Below are a pair of methods that do the equivalent of the above 2 for apps using EAGLView, courtesy <a href='http://www.iphonedevsdk.com/forum/iphone-sdk-development/20081-merging-content-uiimageview-eaglview.html'>iPhone Dev SDK Forum</a>.</p>

<div class="wp_syntax"><div class="code"><pre class="objc" style="font-family:monospace;"><span style="color: #002200;">-</span> <span style="color: #002200;">&#40;</span>UIImage<span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span> getGLScreenshot <span style="color: #002200;">&#123;</span>
    NSInteger myDataLength <span style="color: #002200;">=</span> <span style="color: #2400d9;">320</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">480</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span>;
&nbsp;
    <span style="color: #11740a; font-style: italic;">// allocate array and read pixels into it.</span>
    GLubyte <span style="color: #002200;">*</span>buffer <span style="color: #002200;">=</span> <span style="color: #002200;">&#40;</span>GLubyte <span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span> <span style="color: #a61390;">malloc</span><span style="color: #002200;">&#40;</span>myDataLength<span style="color: #002200;">&#41;</span>;
    glReadPixels<span style="color: #002200;">&#40;</span><span style="color: #2400d9;">0</span>, <span style="color: #2400d9;">0</span>, <span style="color: #2400d9;">320</span>, <span style="color: #2400d9;">480</span>, GL_RGBA, GL_UNSIGNED_BYTE, buffer<span style="color: #002200;">&#41;</span>;
&nbsp;
    <span style="color: #11740a; font-style: italic;">// gl renders &quot;upside down&quot; so swap top to bottom into new array.</span>
    <span style="color: #11740a; font-style: italic;">// there's gotta be a better way, but this works.</span>
    GLubyte <span style="color: #002200;">*</span>buffer2 <span style="color: #002200;">=</span> <span style="color: #002200;">&#40;</span>GLubyte <span style="color: #002200;">*</span><span style="color: #002200;">&#41;</span> <span style="color: #a61390;">malloc</span><span style="color: #002200;">&#40;</span>myDataLength<span style="color: #002200;">&#41;</span>;
    <span style="color: #a61390;">for</span><span style="color: #002200;">&#40;</span><span style="color: #a61390;">int</span> y <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>; y &lt;<span style="color: #2400d9;">480</span>; y<span style="color: #002200;">++</span><span style="color: #002200;">&#41;</span>
    <span style="color: #002200;">&#123;</span>
        <span style="color: #a61390;">for</span><span style="color: #002200;">&#40;</span><span style="color: #a61390;">int</span> x <span style="color: #002200;">=</span> <span style="color: #2400d9;">0</span>; x &lt;<span style="color: #2400d9;">320</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span>; x<span style="color: #002200;">++</span><span style="color: #002200;">&#41;</span>
        <span style="color: #002200;">&#123;</span>
            buffer2<span style="color: #002200;">&#91;</span><span style="color: #002200;">&#40;</span><span style="color: #2400d9;">479</span> <span style="color: #002200;">-</span> y<span style="color: #002200;">&#41;</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">320</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span> <span style="color: #002200;">+</span> x<span style="color: #002200;">&#93;</span> <span style="color: #002200;">=</span> buffer<span style="color: #002200;">&#91;</span>y <span style="color: #002200;">*</span> <span style="color: #2400d9;">4</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">320</span> <span style="color: #002200;">+</span> x<span style="color: #002200;">&#93;</span>;
        <span style="color: #002200;">&#125;</span>
    <span style="color: #002200;">&#125;</span>
&nbsp;
    <span style="color: #11740a; font-style: italic;">// make data provider with data.</span>
    CGDataProviderRef provider <span style="color: #002200;">=</span> CGDataProviderCreateWithData<span style="color: #002200;">&#40;</span><span style="color: #a61390;">NULL</span>, buffer2, myDataLength, <span style="color: #a61390;">NULL</span><span style="color: #002200;">&#41;</span>;
&nbsp;
    <span style="color: #11740a; font-style: italic;">// prep the ingredients</span>
    <span style="color: #a61390;">int</span> bitsPerComponent <span style="color: #002200;">=</span> <span style="color: #2400d9;">8</span>;
    <span style="color: #a61390;">int</span> bitsPerPixel <span style="color: #002200;">=</span> <span style="color: #2400d9;">32</span>;
    <span style="color: #a61390;">int</span> bytesPerRow <span style="color: #002200;">=</span> <span style="color: #2400d9;">4</span> <span style="color: #002200;">*</span> <span style="color: #2400d9;">320</span>;
    CGColorSpaceRef colorSpaceRef <span style="color: #002200;">=</span> CGColorSpaceCreateDeviceRGB<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#41;</span>;
    CGBitmapInfo bitmapInfo <span style="color: #002200;">=</span> kCGBitmapByteOrderDefault;
    CGColorRenderingIntent renderingIntent <span style="color: #002200;">=</span> kCGRenderingIntentDefault;
&nbsp;
    <span style="color: #11740a; font-style: italic;">// make the cgimage</span>
    CGImageRef imageRef <span style="color: #002200;">=</span> CGImageCreate<span style="color: #002200;">&#40;</span><span style="color: #2400d9;">320</span>, <span style="color: #2400d9;">480</span>, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, <span style="color: #a61390;">NULL</span>, <span style="color: #a61390;">NO</span>, renderingIntent<span style="color: #002200;">&#41;</span>;
&nbsp;
    <span style="color: #11740a; font-style: italic;">// then make the uiimage from that</span>
    UIImage <span style="color: #002200;">*</span>myImage <span style="color: #002200;">=</span> <span style="color: #002200;">&#91;</span>UIImage imageWithCGImage<span style="color: #002200;">:</span>imageRef<span style="color: #002200;">&#93;</span>;
    <span style="color: #a61390;">return</span> myImage;
<span style="color: #002200;">&#125;</span>
&nbsp;
<span style="color: #002200;">-</span> <span style="color: #002200;">&#40;</span><span style="color: #a61390;">void</span><span style="color: #002200;">&#41;</span>saveGLScreenshotToPhotosAlbum <span style="color: #002200;">&#123;</span>
	UIImageWriteToSavedPhotosAlbum<span style="color: #002200;">&#40;</span><span style="color: #002200;">&#91;</span>self getGLScreenshot<span style="color: #002200;">&#93;</span>, <span style="color: #a61390;">nil</span>, <span style="color: #a61390;">nil</span>, <span style="color: #a61390;">nil</span><span style="color: #002200;">&#41;</span>;	
<span style="color: #002200;">&#125;</span></pre></div></div>

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			<media:title type="html">grab-menu</media:title>
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			<media:title type="html">grab</media:title>
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		<title>cocos2d for iPhone Xcode Project Template</title>
		<link>http://getsetgames.com/2009/07/24/cocos2d-for-iphone-xcode-project-template/</link>
		<comments>http://getsetgames.com/2009/07/24/cocos2d-for-iphone-xcode-project-template/#comments</comments>
		<pubDate>Fri, 24 Jul 2009 04:52:04 +0000</pubDate>
		<dc:creator>Derek van Vliet</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[cocos2d]]></category>
		<category><![CDATA[xcode]]></category>

		<guid isPermaLink="false">http://getsetgames.com/?p=91</guid>
		<description><![CDATA[Wouldn&#8217;t it be nice if you could fire up Xcode and create a new cocos2d iPhone project using the New Project wizard? Thanks to these instructions, you can do just that. This was easily the most useful thing I came across today. The following assumes you have git installed, which you can download here. Determine [...]]]></description>
			<content:encoded><![CDATA[<p>Wouldn&#8217;t it be nice if you could fire up Xcode and create a new cocos2d iPhone project using the New Project wizard? Thanks to <a href="http://github.com/tjweir/cocos2d-application/tree/master">these</a> instructions, you can do just that. This was easily the most useful thing I came across today.</p>
<p>The following assumes you have git installed, which you can <a href="http://code.google.com/p/git-osx-installer/">download here</a>.</p>
<blockquote><p>Determine your Xcode root directory. For example, I have Xcode for iPhone OS 2.0 in /Developer and Xcode for iPhone OS 3.0 in /Developer3.0</p></blockquote>
<blockquote><p>To set up this project template, add it to: /Developer3.0/Library/Xcode/Project Templates/Other by creating a sub-directory there, and then, from within the sub-directory, get the code with:</p></blockquote>
<blockquote><p>git clone git://github.com/tjweir/cocos2d-application.git</p></blockquote>
<blockquote><p>If you haven&#8217;t already, get the latest cocos2d tarball from <a href="http://www.cocos2d-iphone.org/download">http://www.cocos2d-iphone.org/download</a> and untar it.</p></blockquote>
<blockquote><p>Under the global Xcode preferences, add (or update if it already exists) a Source Tree called COCOS2D_SRC. Make it point to the top-most cocos2d directory, like /Developer/Library/cocos2d-iphone-0.8-beta/</p></blockquote>
<blockquote><p>You should now be able to create a new cocos2d project from this template (it should be somewhere at the bottom of the list when you go to File -> New Project).</p></blockquote>
<blockquote><p>Static linking is awesome.</p></blockquote>
<p>It sure is! Here&#8217;s the end result:</p>
<p><a href="http://getsetgames.com/wp-content/uploads/2009/07/cocos2dprojecttemplate.png"><img src="http://getsetgames.com/wp-content/uploads/2009/07/cocos2dprojecttemplate.png" alt="cocos2dprojecttemplate" title="cocos2dprojecttemplate" width="100%" class="alignnone size-full wp-image-105" /></a> </p>
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