cocos2d v0.3.0 released, just in time?

ANN: cocos2d v0.3.0 released
get it at: http://cocos2d.org

see our 45 minutes presentation of cocos2d at:
http://blip.tv/file/1075646/

Whats new:
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v0.3.0 - September 5th, 2008
  - Added particle systems: Sun, Fire, Fireworks, Meteor, Galaxy, Flower, Exposion, Spiral
  - Added lerp actions
  - Applied patch by naveen.michaudagrawal
  - Applied patch by Kao Cardoso FĂ©lix
  - Applied patch by JeanpierreDA
  - Fixed Camera "once" locate bug
  - Many bugfixes
  - Primitive vector based line drawing.
  - Tile-map editor

About cocos2d:
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   cocos2d is a framework for building 2D games, demos, and other graphical/interactive applications.

Main Features:
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    * Flow control: Manage the flow control between different scenes in an easy way
    * Sprites: Fast and easy sprites
    * Actions: Just tell sprites what you want them to do. Composable actions like move, rotate, scale and much more
    * Effects: Effects like waves, twirl, lens and much more
    * Tiled Maps: Support for rectangular and hexagonal tiled maps
    * Transitions: Move from scene to scene with style
    * Menus: Built in classes to create menus
    * Text Rendering: Label and HTMLLabel with action support
    * Documentation: Programming Guide + API Reference + Video Tutorials + Lots of simple tests showing how to use it
    * Built-in Python Interpreter: For debugging purposes
    * BSD License: Just use it
    * Pyglet Based: No external dependencies
    * OpenGL Based: Hardware Acceleration

more info:
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home: http://cocos2d.org
download: http://los-cocos.googlecode.com/files/cocos2d-0.3.0.tar.gz

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Comments

3.If you do release a new version of a library around the time of the challenge, we would ask that you make all efforts to not sabotage existing users of your library (see rule 9. Target Platform.) It's probably safer to wait until after the competition to release the new version, and use the old version for the competition.
The rules are admittedly sort of vague. I figure it's in time; I'm sure richard will see this thread and offer some final judgement.
I blame me (seriously, it was my bug fixing in the tile mapping code that held the release up). I'm happy that the API has not changed significantly since the last release *and* that the code is well-documented enough (including with tutorial videos) that anyone could (and should!) pick it up and run with it.

Also it finally includes the level editing tool I've been meaning to chuck in there for ages.

Thanks for getting a new version out before the compo!

There's one issue though; the online API docs are out of date. When I open up http://cocos2d.org/doc/api/ I scroll down to the bottom and see this:

version = "0.3.0-rc0"
and
Generated by Epydoc 3.0beta1 on Fri Jun 27 16:35:56 2008
i was going to miss something. im fixing it now. thanks for letting me know.
Hmm any chance of an example xml file for the tile map editor? The example one in the doc is broken and the editor doesn't create a basic one to be able to figure it out. anyway great job - seems very useful so far :)
Try the map used by test_tiles.py in the tests directory.