Interview with Matt Pringle, Alien Horde

Posted by & filed under Corona SDK, Game Development, iPhone.

We recently spoke with Matt Pringle, designer and author of the new game Alien Horde, about his experiences developing the game. You can learn more about the game at www.alienhorde.com, and a video is on youtube. Tell us a bit about yourself, what kinds of work you have done. I’m a graphic designer by trade and have worked as one for 10 years now. I started out studying Aerospace Engineering at University but I wanted to do something a little more creative so I decided to become a designer. I’ve worked for clients such as Electronic Arts and 3DO in the game industry producing renderings, packaging and logo designs. These days I mostly design and build websites, working for a design company in Manchester, England.


Corona Game Edition: re-Pre-introduction

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

Okay, I’m sitting here on a Friday night, waiting for what we think is the last build before Corona Game Edition Alpha 1 can be pushed out the door. At that time we’ll have a welcome celebration…. we’ve said we wanted to push it out every week for the last 3, and it just hasn’t quite come together. Corona 2.0 Beta 4 and 5 have taken priority, and there’s been one thing after another to keep us occupied. Meanwhile we keep adding features, which means the docs have to be updated, and Evan keeps futzing with the demos because, well, it’s just so much fun to play with. So knock on wood, we’ll have it ready in a matter of minutes. This time for sure!


Game Edition Update: “SimplePool”

Posted by & filed under Corona SDK, Game Development, iPad.

While working out last-minute issues with deploying Game Edition Alpha, we’ve used the time to produce a stack of cool sample projects. (I often find it easier to learn from code samples than from documentation, and from what we’ve heard, a lot of our users feel the same way.) So far, my favorite Game Edition sample code is “SimplePool”, which uses our new physics engine to literally implement an entire game of billiards for iPad in just 200 lines of code! Better yet, the majority of that code is used to position the objects and initialize their physical properties; the physics engine then takes over and manages most of the game automatically. This is the nice thing about physical simulations: you just need to set


Improved movieclip library

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

The external movieclip.lua library allows you to create animated sprites (sometimes called “movieclips”) from sequences of images, which can then be moved around the screen using the same techniques as any other Corona display object. Functions are available to play these animation frames, or partial sequences of these frames, in either the forward or reverse direction; to jump to specified frames; to skip to the next or previous frame; to automatically delete the animation on completion of a sequence; and to make the animation draggable, complete with press, drag, and release events. Drag boundaries have also been added in this revision. For further documentation, see the latest version of the 2.0 Beta Guide, although this library should be compatible with any version of Corona since


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


Lua: the lingua franca of iPhone games

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

In times like these, it helps to look at the company you keep — and if you are a Corona developer, you should find comfort knowing that you’re building apps in exactly the same way as top iPhone game studios. These developers all depend on Lua to create their iPhone apps, so if Apple’s new rules were interpreted literally, it would immediately impact star players and top-selling apps. Developer Louis Gerbarg illustrates the consequences, assuming Apple would be reckless enough to apply its new rules to Lua-based games: “This affects major app store publishers, like EA, Gameloft, Tapulous, and ngmoco. Looking at the top ten lists on the app store right now I see several titles that I know have embedded Lua interpreters.” This developer’s


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