NOTE: This tutorial is outdated and has been replaced by the Project Configuration guide. Please refer to this guide for details and usage examples.
Posts By: Evan
Like the headline says, a Corona-built game named Bubble Ball (which was our most recent App of the Week) just passed the free version of Angry Birds: Seasons on the App Store’s free apps chart. According to the developer — who is just 14 years old — the physics puzzle game has over a million downloads to date, and the download numbers haven’t even topped off yet. We’ve been watching Bubble Ball climb the charts today. Heck, we were pretty excited when it reached #2, thinking it could never unseat the mighty Angry Birds. But then, just a few minutes ago, it hit the #1 spot! Congratulations to developer Robert Nay on this achievement — we’ll be following up on this story with more details about
CAUTION: This tutorial is outdated and the material cannot be confirmed as accurate. A new guide covering this topic is coming soon. This article is designed to get Flash developers quickly oriented within Corona. First, I’ll discuss how to take your existing Flash projects and turn them into Corona projects, followed by a more general introduction to Corona from a Flash perspective. (1) Exporting Assets from Flash A good first step is to export all your graphical assets. When porting from Flash Lite on older devices, I generally recreated higher-resolution assets for the larger iPhone and Android screens. However, web-based Flash games will likely have assets that are already a good size for today’s mobile devices. And of course, if the assets are vector-based, you
(Read the follow up: Dynamic Image Resolution Made Easy) Content scaling is a very useful feature of Corona, but it’s one that I’ve found myself explaining frequently. In this post, I’ll try to boil it down to the essentials, and demonstrate how to easily target multiple screens from the same code and assets. The problem Mobile device screens now come in many different shapes and sizes. At one extreme, the iPad screen is 768 x 1024, for a 1 : 1.33 aspect ratio. Meanwhile, the Motorola Droid (480 x 854) and Samsung Galaxy Tab (600 x 1024) have aspect ratios greater than 1 : 1.7. In plain English, the iPad is more square than the iPhone, and most Android devices are taller and skinner than
I’m somewhere near a bunch of crates, apparently… UPDATE: Here is a bonus code sample, which is one line long. [cc lang="lua"] myMap = native.newMapView( 40, 80, 240, 280 ) [/cc]
Corona users come in many types: some have been with us from the beginning, and have watched the product evolve; others have recently migrated from other platforms; and for some, Corona is their first programming environment. By popular request from many new users, we have just posted an absolute beginner’s guide to Corona: the Corona Quick Start Guide. This guide covers everything from installation, to writing your very first programs, to exploring the Corona Simulator itself, including how to test the same code for iPhone, iPad and Android. We will continue to post tutorials and lessons for users of all levels, but if you’re new to Corona, give the Quick Start Guide a read and let us know what you think!
This week, Eric presented Corona to the San Francisco Android User Group. It’s a pretty big group (80+) that meets near Ghirardelli Square, and I tagged along to help with Q&A. Also presenting were Martin Tannerfors and Hod Greeley from Samsung, showing off Samsung’s cool new Android tablet, the Galaxy Tab. Even though the device was announced quite recently, support for the Galaxy Tab has become a much-requested feature from our users. It’s also my current favorite Android device — bigger than a phone, holdable in one hand, and highly polished in both hardware and customized UI. It’s shipping soon on all four U.S. carriers, so it should be pretty popular. Of course, we already support Android 2.2, but what our users specifically want is
Here are a couple of 30-second Game Edition demos that I don’t think have been widely seen yet, courtesy of the Japan Corona Group. “JapanHorse” demonstrates a very nice-looking use of sprite sheets in a parallax-scrolling animation: “Japanese Boxes” shows off the Box2D engine with more great artwork: Like the “MultiPuck” demo, these were shot and edited very rapidly on an iPhone 4 using the iMovie app, but they get the general ideas across pretty well.
We all woke up to an interesting announcement this morning: Apple has revised their iOS developer terms again (effective September 27), and they have now removed all the sections that previously seemed to limit development languages. In a new document called “App Store Review Guidelines”, Apple makes their intentions very clear: We are continually trying to make the App Store even better. We have listened to our developers and taken much of their feedback to heart. Based on their input, today we are making some important changes to our iOS Developer Program license in sections 3.3.1, 3.3.2 and 3.3.9 to relax some restrictions we put in place earlier this year. In particular, we are relaxing all restrictions on the development tools used to create iOS
Over the weekend, Chia and I headed down to Mountain View to speak at the iOS 4.0 Developer Training Camp, put on by the Silicon Valley iPhone/iPad Business Meetup group. Ansca was also one of the day’s sponsors, and the main topics for my session were iPhone provisioning and App Store submission. The turnout was quite high, and it was a great audience: mostly experienced developers who were new to the iPhone, but all highly engaged by the subject. Apple’s iPhone Provisioning Portal, along with the general problem of setting up your environment and signing certificates, is a notorious trouble spot for new iPhone developers. In fact, a good chunk of our customer support here at Ansca consists of resolving Apple setup issues that technically