Yesterday, we told you about Zwoptex integration with Corona Game Edition, and touched upon its benefits for sprite animation and better device memory usage. Today, we have Zwopple Founder Robert Payne — creator of the Zwoptex app — here to pen a guest blogpost to further elaborate on what Zwoptex means for you and your Corona creations. When Ansca Mobile contacted me about integrating Zwoptex with Corona, I had little idea what they were up to. After playing around with Corona for a couple of days and seeing how easy it was to get up and running, I couldn’t have been more excited to get Zwoptex to work with Corona Game Edition! Game Edition already utilized sprite sheets. So, what’s new and how does it
Category: Game Development
A couple weeks ago, we announced the public prerelease of Corona Game Edition. Today, we’re rolling out some key improvements to Game Edition: Numerous bug fixes! All the SDK fixes are now rolled in, and we’ve paid special attention to Android, previous gaps in the sprite API, and physics API issues. Enhancements to existing features, including an improved OpenFeint API, laying the foundation for further social features. A new “gameUI” library, for easy cross-platform sound effects, cross-platform fonts, and the ability to make any physics objects multitouch-draggable with just one line of code (see the new “Multipuck” sample). Custom font support for both iOS and Android. A new welcome window that provides easy access to common development tasks such as opening projects in the Simulator, starting a device build, running sample
Word on the street is that Sprint will be releasing the Android-based Samsung Galaxy Tab around November 14. Pricing points reportedly will run at $399 for a 2-year contract and $599 without contract. This couldn’t come at a much better time for us and, most importantly, for you! A week ago, we told you about how Corona successfully ran on the Galaxy Tab: I snagged one of the two Tab demo units in the room. These are still pretty rare, so we had literally never tested Corona on one, and I didn’t want to pass up the opportunity. It’s always a bit dangerous to try a demo in public for the first time, but in front of the live audience I pulled down some Game Edition samples
Randy Shepherd of Werd Interactive was already a veteran in the mobile app development space when the Corona SDK was launched in late 2009. So, what made him stick with Corona after taking it for a test-drive to create the Astral Arcade game for iPad? Below, Randy answers that question and talks about the development process of Werd’s latest Corona creation, the dueling strategy game Warlords Armageddon for iPad. To start off, what’s your background as a developer? I started creating shockwave games for NASA in later half of 1996 and founded Werd Interactive in the fall of 1998, which later became incorporated in 2000. We had just started developing for the Sega Dreamcast and SNK Neo Geo Pocket handheld when we had heard though
This past Saturday, Ansca Mobile was invited to lead a Bay Area workshop on iOS and Android development with Corona. We were thrilled to show the packed house of developers (from beginners to seasoned vets) how to use the newest Corona features. The entire Ansca Mobile team was on-hand to provide insight about the toolkit to the new class of Corona developers, and help them with their own specific coding questions afterward. Those who stuck around until the end got to partake in some “show and tell” with their app creations — the best ones received App Store gift prizes! Thanks to everyone who came out, and special thanks to Michael P. Wang of the Silicon Valley iPhone/iPad Business Meetup group for organizing the event.
In this short video (shot and edited on an iPhone 4) we show multitouch support and physics in the form of collisions. All of this was written in Corona Game Edition by one of our developers in less than half an hour, using an upcoming library that makes any physics object draggable in one line via “touch joints”. We actually think this might be the only multitouch implementation of Box2D 2.1 — at the very least, it’s the easiest one to use! On a techie geeky note, this video was shot and edited entirely on an iPhone 4, Christopher Peri has a short write up on his blog. Download your own 30 day trial of Game Edition, and feel free to use any of our sample
We know many of you are using Corona SDK and Game Edition on both a laptop and a desktop, and having to deauthorize and reauthorize your machines manually. Now in the new release of Corona SDK at $249 and Game Edition at $349, you can authorize one primary and one secondary machine per license. You may have also noticed our new Welcome Screen that gets you started faster with documentation, sample code, and other workflow improvements. Plus we have a new icon designed by Jennifer P. Albrecht-Buehler; you can see it below or when you download the brand new Corona SDK.
Today, we remove the alpha and beta version numbers and bring you the new, cross-platform Corona SDK and a Corona Game Edition pre-release! Back in December, we released Corona for iPhone, which made iPhone app development quicker and easier than ever before without sacrificing any aspect of app performance.Using Lua, Corona took the months-long process of creating iPhone apps and shortened it into a matter of days! Almost immediately after launching that first incarnation of Corona, we set out to support multiple platforms and provide a truly versatile solution for the mobile development community. After being in the works for months, we now present to you the seamlessly cross-platform Corona SDK and Corona Game Edition: Corona SDK continues the original Corona’s tradition of straight-forward, time-efficient app
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
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