We think yesterday’s announcement of CoronaCards is a game changer. It changes the equation. Instead of a choice, it’s all of the above — you get to leverage Corona technology in any existing native app!
This may be hard to believe, but today, I want to give you a taste of something that’s even more exciting.
Just a quick note that 2014.2187 is our candidate for the next public release. You can download it from our daily builds if you are a Pro/Enterprise subscriber.
We’re interested in knowing if you encounter significant regressions against the current public release (2013.2100). If you do, please let us know on this forum.
As many of you are probably aware, Apple has announced they are requiring app submissions to be optimized for iOS7 starting on Feb 1.
If you are using our Graphics 2.0 builds (by either migrating, or by using the compatibility mode), then you’re already good to go. Graphics 2.0 builds have supported iOS7 since Day 1.
I’m happy to announce that Corona Editor is now v1.0! We think this is the best lightweight IDE for Corona out there.
Today, we are releasing a new public release 2013.2100 for Graphics 2.0. Based on your feedback, we felt it was important to release the latest improvements to the entire Corona community.
If you have a Graphics 1.0-based project and want to take advantage of all the new features, updates, and fixes in Graphics 2.0, then you can migrate your code with the help of our Graphics 2.0 Migration Guide.
In this post, I’ll talk about Graphics 1.0 Compatibility Mode, the fastest path for existing projects.
I’m extremely excited to announce our new public release and the simultaneous release of our next-generation graphics engine, a.k.a. Graphics 2.0.
Our goal is to enable you to produce cinematic-quality graphics in your mobile apps. Building on the foundation of the legacy engine, Graphics 2.0 offers a whole new level of expressiveness.
Today, I’m going to show you how to use snapshots to achieve the sorts of tricks you’d want to do in traditional CPU-based graphics.
One of the old school tricks is to be able to touch pixels on the frame buffer directly, or modify the pixels of an image directly. In a GPU world, you cannot do that b/c passing memory between the CPU and GPU is extremely expensive.
Snapshots to the rescue!
We’ve added some media goodies to the latest daily builds! Check out today’s blog post to learn what new features are available as of Daily Build 2013.1244.
Today, I’m super happy to announce that John Romero has joined as an advisor! John has had an extremely prolific career across over a hundred games, including the iconic works Wolfenstein 3D, DOOM and Quake. He has seemingly boundless energy. He’s not only working on new games, but he’s also teaching classes in mobile game development and is a tireless advocate for indie game development.