iad failure ios6 - cocos2d-iphone

I have made ​​my application in cocos2d, and has added advertising iad and admob, but to upgrade to ios6, when I click on the ad, then returning to the application and amending view is vertical, completely distorting the game, putting the wrong image.
What's going on? What have they done with ios6 to stop working so much? 'And finally as you can fix that?

Me also had same problem in iOS6, cocos2D game with admob. Finally we fixed this issue by using new admob sdk from admob site.
Hereis new iOS6 admob sdk.

Related

Somethings wrong with GoogleMap SDK iOS

My app is using both UIkit and cocos2d. After using view with GoogleMap SDK and show cocos scene. xcode show this:
cocos2d: surface size: 0x0
Failed to make complete framebuffer object 0x8CDD
And the screen is black, and can do nothing except restart app.
I have searched so many website, so many people have same problem but no solution for that.
So is it impossible to use Google Map sdk with cocos2d? If not what can I do?
(Before using GoogleMapsdk I used MKMapview, it doesn't cause this problem but it's not as good as GoogleMap)
Google Maps uses OpenGL ES to render the map. Two OpenGL renderers can not be mixed, they both use their own GL context. Specifically on iOS there seems to be little support to run two GL views side by side (let alone on top of each other).
So no, for all intents and purposes mixing cocos2d and google maps on iOS is not possible.

Cocos2d-Things appear bigger in simulator

I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.

Cocoa application with cocos2d-iphone?

I'd like to do this:
Create a Cocoa application with a couple NSButtons in it. Also, a "cocos2d-iphone" view running in the same window.
If I trigger the NSButtons, a function is called in the cocos2d-iphone view (not sure where, maybe in the currently running scene?).
Well, I managed to create a new project from the cocos2d-iphone for Mac template, made the window bigger than the cocos2d view, moved the cocos2d view, and added my NSButtons. Now, I am not very sure about how to make the connection I need.. =/
I suggest reading an Interface Builder tutorial. This one is using Quartz, it's not Cocos2D but close enough. Simply assume the Quartz view to be Cocos2D view while you go through the tutorial.
Note that Cocos2D/EAGLView has some issues with NSView objects. In particular you can't add NSView objects as subviews to the Cocos2D OpenGL view, they will simply not be displayed. This is a general problem of the OpenGL view on Mac, and there are solutions/workarounds for this but they unfortunately do not work with Cocos2D. So if you're planning to have NSView objects overlapping the Cocos2D view … well, you can try and if you can make it work, PLEASE let me know how! :)

how to create moving background using cocos2d

I am creating a game where I need to keep my background moving. Like in game canabalt.
I am developing this game on ios platform. can i do this using cocos2d? if yes how to do it?
Thanks in advance..
i have did this by using Ray's tutorial on game development.
i introduced various objects in background and positioned them on time interval.

How to create iPad Application in cocos2d

I am new to iphone game development, i have recently install cocoas2d. But the problem i whenever i search it always result in iPhone game tutorials. I want my game to use iPad screen resolution.
Thanks
Inam
its same, just change TARGETED_DEVICE_FAMILY in project settings to ipad