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	<title>Comments on: Creating Levels in Box2D</title>
	<atom:link href="http://www.ezqueststudios.com/blog/creating-levels-box2d/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/</link>
	<description>Game Design and Development</description>
	<lastBuildDate>Sat, 15 May 2010 22:24:01 -0500</lastBuildDate>
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		<title>By: Quest</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-543</link>
		<dc:creator>Quest</dc:creator>
		<pubDate>Mon, 19 Oct 2009 22:16:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-543</guid>
		<description>Yeah, that&#039;s a slight pain to deal with. Looks like you know how to fix it though.

If you&#039;re working on a public project you should send me a link when you get it published. It&#039;d be nice to see something using this parser. ;)</description>
		<content:encoded><![CDATA[<p>Yeah, that&#8217;s a slight pain to deal with. Looks like you know how to fix it though.</p>
<p>If you&#8217;re working on a public project you should send me a link when you get it published. It&#8217;d be nice to see something using this parser. <img src='http://www.ezqueststudios.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Shi503</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-531</link>
		<dc:creator>Shi503</dc:creator>
		<pubDate>Mon, 19 Oct 2009 04:20:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-531</guid>
		<description>well i realize what the problem is.  

in the example code i was using, they were flipping the screen with a screen.scaleY = -1; 

this remedies the conflicting problem with flash&#039;s coordinates of (X,Y) at top left corner, from Box2D&#039;s coordinates of (X,Y) at the bottom left corner. 

unfortunately, this means i either flip the parser, or flip the screen. painful -_-;</description>
		<content:encoded><![CDATA[<p>well i realize what the problem is.  </p>
<p>in the example code i was using, they were flipping the screen with a screen.scaleY = -1; </p>
<p>this remedies the conflicting problem with flash&#8217;s coordinates of (X,Y) at top left corner, from Box2D&#8217;s coordinates of (X,Y) at the bottom left corner. </p>
<p>unfortunately, this means i either flip the parser, or flip the screen. painful -_-;</p>
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	<item>
		<title>By: Shi503</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-530</link>
		<dc:creator>Shi503</dc:creator>
		<pubDate>Mon, 19 Oct 2009 03:24:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-530</guid>
		<description>yes, these are flipped across the x-axis. 

but here&#039;s the thing that i find absolutely puzzling. when i tested it in your startBox2D environment, it imported perfectly.  (?!)

i&#039;ll keep at it and post any findings/solutions for future references</description>
		<content:encoded><![CDATA[<p>yes, these are flipped across the x-axis. </p>
<p>but here&#8217;s the thing that i find absolutely puzzling. when i tested it in your startBox2D environment, it imported perfectly.  (?!)</p>
<p>i&#8217;ll keep at it and post any findings/solutions for future references</p>
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	<item>
		<title>By: Quest</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-527</link>
		<dc:creator>Quest</dc:creator>
		<pubDate>Sun, 18 Oct 2009 19:46:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-527</guid>
		<description>By upside down, you mean flipped across the X axis?

There might be something with the Y coordinates being reversed in Inkscape. When I wrote the tutorials, Y equals 0 at the bottom of the page and Y equals max document height at the top of the page.

If it&#039;s reversed in your Inkscape version (I&#039;m using v.46), there should be an option to change it back around. I can&#039;t seem to find that option, though.

If nothing else, you could try modifying the parser to flip the Y coordinates or flipping your levels in Inkscape. Hokey solutions, but they should work.

(If you modify the parser, might read &lt;a href=&quot;http://docs.huihoo.com/inkscape/guide-2nd/html/Coordinates.html&quot; rel=&quot;nofollow&quot;&gt;this link.&lt;/a&gt; It explains how the coordinates are saved internally.)</description>
		<content:encoded><![CDATA[<p>By upside down, you mean flipped across the X axis?</p>
<p>There might be something with the Y coordinates being reversed in Inkscape. When I wrote the tutorials, Y equals 0 at the bottom of the page and Y equals max document height at the top of the page.</p>
<p>If it&#8217;s reversed in your Inkscape version (I&#8217;m using v.46), there should be an option to change it back around. I can&#8217;t seem to find that option, though.</p>
<p>If nothing else, you could try modifying the parser to flip the Y coordinates or flipping your levels in Inkscape. Hokey solutions, but they should work.</p>
<p>(If you modify the parser, might read <a href="http://docs.huihoo.com/inkscape/guide-2nd/html/Coordinates.html" rel="nofollow">this link.</a> It explains how the coordinates are saved internally.)</p>
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	<item>
		<title>By: Shi503</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-526</link>
		<dc:creator>Shi503</dc:creator>
		<pubDate>Sun, 18 Oct 2009 16:38:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-526</guid>
		<description>hey Quest, i just had another quick question with this tool. 

i&#039;m finding that my levels are importing upside down, any ideas?</description>
		<content:encoded><![CDATA[<p>hey Quest, i just had another quick question with this tool. </p>
<p>i&#8217;m finding that my levels are importing upside down, any ideas?</p>
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	<item>
		<title>By: kakku</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-64</link>
		<dc:creator>kakku</dc:creator>
		<pubDate>Thu, 02 Jul 2009 08:51:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-64</guid>
		<description>thanks a lot. i got it working :)</description>
		<content:encoded><![CDATA[<p>thanks a lot. i got it working <img src='http://www.ezqueststudios.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Quest</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-62</link>
		<dc:creator>Quest</dc:creator>
		<pubDate>Wed, 01 Jul 2009 16:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-62</guid>
		<description>That error you&#039;re getting is because the current downloadable version of Box2D still uses the &quot;Step()&quot; function with two arguments. That or you upgraded to the latest version and you need to add in the extra argument to the Step() call.

By default, I believe the argument &quot;Position Iterations&quot; was 10 in the old version. Basically, the higher you set the 3rd argument, the more accurate the collisions will be with less chance of overlapping other objects, but at the expense of CPU power.

I&#039;ve updated the link to the &lt;a href=&quot;https://sourceforge.net/scm/?type=svn&amp;group_id=210232&quot; rel=&quot;nofollow&quot;&gt;latest version of Box2D from the SVN repository&lt;/a&gt;, but you&#039;ll have to get a working SVN client to download it. I managed to stumble through it by trial-and-error using the SmartSVN client.</description>
		<content:encoded><![CDATA[<p>That error you&#8217;re getting is because the current downloadable version of Box2D still uses the &#8220;Step()&#8221; function with two arguments. That or you upgraded to the latest version and you need to add in the extra argument to the Step() call.</p>
<p>By default, I believe the argument &#8220;Position Iterations&#8221; was 10 in the old version. Basically, the higher you set the 3rd argument, the more accurate the collisions will be with less chance of overlapping other objects, but at the expense of CPU power.</p>
<p>I&#8217;ve updated the link to the <a href="https://sourceforge.net/scm/?type=svn&#038;group_id=210232" rel="nofollow">latest version of Box2D from the SVN repository</a>, but you&#8217;ll have to get a working SVN client to download it. I managed to stumble through it by trial-and-error using the SmartSVN client.</p>
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	<item>
		<title>By: kakku</title>
		<link>http://www.ezqueststudios.com/blog/creating-levels-box2d/comment-page-1/#comment-61</link>
		<dc:creator>kakku</dc:creator>
		<pubDate>Wed, 01 Jul 2009 09:19:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.ezqueststudios.com/blog/?p=40#comment-61</guid>
		<description>hi, it looks great, but i have trouble to do this myself.

After i found the needed b2edgechain classes, i ran in the following problem:
ArgumentError: Error #1063: Argument count mismatch on Box2D.Dynamics::b2World/Step(). Expected 2, got 3.

also:
&quot;Things you will need
    * The latest Box2D from the SVN Repository (help)&quot;
this help links to inkscape..</description>
		<content:encoded><![CDATA[<p>hi, it looks great, but i have trouble to do this myself.</p>
<p>After i found the needed b2edgechain classes, i ran in the following problem:<br />
ArgumentError: Error #1063: Argument count mismatch on Box2D.Dynamics::b2World/Step(). Expected 2, got 3.</p>
<p>also:<br />
&#8220;Things you will need<br />
    * The latest Box2D from the SVN Repository (help)&#8221;<br />
this help links to inkscape..</p>
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