Corona and the new Apple TOS Agreement Changes

Posted by & filed under Android, Corona SDK, Game Development, Lua, News & Announcements, Tech.

Here at Ansca, we happily welcome the new Apple TOS relaxing the stance on third party developer tools for iOS. What does it mean to you, our current users, and for future users of the Corona SDK? It means that you can now use Corona as the development tool of choice for your cross-platform app development, for both games and non-game apps, on both iOS and Android devices. It also means that you no longer have to worry about our technology not being compliant with Apple, today or in the future. As we have done, we will continue to deliver the best development tool for app creation on iOS and Android devices. We truly believe we are delivering the fastest, easiest way to develop apps


Android outsells iPhone: cross-platform development is a must!

Posted by & filed under Android, iPhone.

Yesterday, an NPD Group report revealed that Android devices were the top-selling smartphones in the U.S. last quarter. Android devices made up 33% of newly bought smartphones, BlackBerries dropped nine points from Q1 to 28%, and iPhones  comprised 22%. Cross-platform development now is a necessity. While the iPhone traditionally held the overwhelming majority of app market share for years, the Android app market has been catching up quickly over the past several months. Just this past week, the Android Market doubled in size from three months ago to the 100,000 apps landmark. As the Android Market grows, Apple is likely to step up efforts to keep its App Store as the largest mobile app outlet. The resulting “apps race” — exponentially increasing both markets’ app


Corona SDK 2.0 Public Beta

Posted by & filed under Android, Corona SDK, iPad, iPhone, News & Announcements.

In case you missed last week’s email: Corona SDK 2.0 Beta 4 is now available as a public trial, featuring multi-platform authoring for iPhone, iPad and Android. Both subscribers and trial users can download the beta here. If your Corona trial period has already expired and you’d like it extended for another 30 days to try the new features, that’s no problem: simply email your request to beta@anscamobile.com. Until our 2.0 beta period ends later in June, you can still subscribe to Corona at the introductory rate of $99 — and, as we previously announced, you will also receive an upgrade to the full version of Corona SDK 2.0 (a $249 value) at no additional charge. What’s New in Corona? New Corona simulators for iPad and Android, including zoom


Thoughts on Apple and Adobe

Posted by & filed under Android, Corona SDK, Flash, iPhone.

Update: Fake Steve agrees with me that it was a bad romance. It dawned on me recently that the best way to understand the very public and continuing spat between Apple and Adobe is to think in terms of a marriage gone bad, one that’s been heading south for quite some time. In Good Times and in Bad During their honeymoon, Apple and Adobe did (insanely) great things together. SJ (Steve Jobs) calls this period their “golden years”, reminiscing how “the two companies worked closely together to pioneer desktop publishing and there were many good times.” But over the years, the relationship has gone through multiple ups (product launches on Apple products like Postscript, Photoshop, and Illustrator) and downs (product competition like postscript fonts vs


Introducing Corona Game Edition

Posted by & filed under Android, Corona SDK, Game Development, iPad, iPhone, Lua, News & Announcements, Tech.

Our recently announced Corona roadmap features a new section named “Corona Game Edition”. I’d like to describe exactly what that is and how  it differs from Corona SDK 2.0. As Walter discussed in a previous post, Corona apps are actually built around a classic game-development structure: an Objective-C/C++ engine driven by compiled Lua. This architecture is common not only on iPhone, but on console games in general. After looking at the number of apps that our customers have written, as well as apps currently in progress, we learned that more than 50% were game apps. We therefore started to add features to Corona that are primarily of interest to game developers — the most obvious examples being a physics engine, texture-memory optimization techniques, social gaming APIs, and


Corona and iPhone OS 4.0

Posted by & filed under Android, Corona SDK, iPad, iPhone, Lua.

UPDATE: Go here to learn more about how Corona apps are no different from #1-selling iPhone apps. First and foremost I want to thank all of our Corona developers, friends and family for their support regarding the new Apple 4.0 OS Terms of Service Agreement (TOS) on how it could affect you, our developers, and us, as a tools company. Let me reassure all of you that we will do whatever it takes to make this work, just like we have been doing since Corona first started shipping. I believe that Corona will be fine, and we are committed to delivering the best tool for multi-platform game and app creation for Apple and Android devices, and we will continue to add new features to Corona


Corona, now with a lot more Android

Posted by & filed under Android, Corona SDK, iPhone, News & Announcements.

I am unofficially changing my title from Director of Engineering to Director of non-iPhone platforms. This has got to be the worst kept secret ever. We have been getting lots of requests for Android support in Corona. One user wrote that he purchased Corona, on the expectation that we’d add cross-platform support. I guess it’s pretty obvious, right? We have a grainy home video of a prototype of Corona running on Symbian posted to youtube. We have a flexible, high performance engine written from the ground up for portability. It doesn’t take a huge stretch of the imagination to connect the dots, and you’re all very smart people. Well, it’s my distinct pleasure to confirm that, yes, indeed, actually we are actively working on an


Google Phone!

Posted by & filed under Android, iPhone.

Google has the hype machine running on overdrive! On the same day that blogs (e.g. here) are posting about the rumored Google phone, The New York Times posts an article confirming its existence: “Google plans to begin selling its own smartphone early next year, company employees say, a move that could challenge Apple’s leadership in one of the fastest-growing and most important technologies in decades.” Were it not for the fact that I actually got to play with one this evening, I’d be echoing the sentiments of skeptics, those who would have honed in on the phrase “company employees say” in the above quote and dismissed the article as falling prey to the Android PR Hype Machine: Who exactly are these anonymous company employees? Interestingly, 10,000


Droid: a mini-review

Posted by & filed under Android, iPhone.

(1) The difference between Apple and Motorola is that Apple will trade antenna design or call quality for slightly cooler case design; meanwhile, the Droid is built like a tank, does phone calls really well, and looks like it belongs in a belt holster. Also, the default email alert tone is “Droooiiiidddddd!!” Either you find this charming or you don’t, and if you do, there is a quite high probability that your job title contains the word “engineer”. (2) The screen is gorgeous, albeit fingerprint-greedy, and the Google-designed interface is surprisingly polished; in fact, it’s the first sign that the notion of “polishing an interface” in the Apple/Palm sense has actually occurred to Google, Inc. But it retains some puzzling choices from earlier versions of


Hello, Droid

Posted by & filed under Android, iPhone.

One of the best things about working in mobile is that you have an ironclad excuse for checking out new gadgets. Of course I carry an iPhone everywhere I go, loaded with eight pages of apps, TV shows, and ebooks, but I’ve never really used it as a telephone. I don’t even know what its number is; I probably have ten thousand rollover minutes. The problem is that the AT&T voice network in San Francisco is heavily congested, and it’s even worse at any tech event because everyone walks in with an iPhone. At Adobe MAX this year, I stood two feet from Dale Rankine and called his iPhone, and it didn’t even ring. And that wasn’t as bad as the notorious stories from South