App of the Week: Brain Lab ll

Posted by & filed under iPhone, Mobile App of the Week.

Brain Labs icon

The average IQ in the U.S. hovers at around 100 – find out yours and boost your score with the Corona App of the Week, Brain Lab II! Developed by madhead studio, Brain Lab II gives both hemispheres a workout with fun puzzles and challenging exercises.

App of the Week: Logical Conclusion

Posted by & filed under iPhone, Mobile App of the Week.

Logical Conclusion icon

Boost your deductive reasoning skills with the mind-bending word puzzles of Logical Conclusion. Developed by the Japan-based Enfour studio, Logical Conclusion features a clean layout with unique word puzzles that help improve your analytical reasoning skills.

Guest Post: Monkeybin Studio

Posted by & filed under Guest Bloggers, iPad, iPhone.

Monkeybin logo

Monkeybin was started in Oslo, Norway, in 2010 after Kim Ruben Vatnehagen and I met while working as independent contractors on a big software project. We formed the company with the objective of developing and publishing games for mobile devices and consoles. At first we decided to continue doing sporadic contractor work to make ends meet, but we spent as much time as we could learning what the mobile games world looked like and how it behaved.

App of the Week: Little Generals

Posted by & filed under iPad, iPhone, Mobile App of the Week.

Little Generals icon

The world is your oyster as you conquer lands in Little Generals. Since Little Generals’ release in late May, the game climbed the App Store ranks and was featured as New & Noteworthy in June. This entertaining game is the work of Canada-based Smarter Apps.

Update on Corona and UDIDs

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

Most of you have probably heard about the issues being written about around apps that use UDIDs. Apple’s policies on the matter are, like everything else, pretty opaque. This is unfortunate, because it creates panic and speculation. So I want to give you the latest relevant information and our plan to address this. First of all, we want to make it clear that we have not heard of a single Corona-based app being rejected because of this. In fact, after talking to partners, it is clear that very few, if any, apps have been rejected by Apple specifically because of the use of UDIDs. At the same time, Apple has deprecated the API and we do want to address this before it becomes an issue.

(Part 5) Automated Testing on Android Devices: Bringing everything together through shell scripts

Posted by & filed under Android, Corona SDK, iPad, iPhone, Lua, Tutorials, Tips and Demos, Videos.

There has been a lot of material presented over the last four parts. In this final part, we will finally go into some detail about our automated testing system for Android. We will also finally get an opportunity to bring everything together by looking a little more how our shell scripts orchestrate the test run and connect components from the previous parts. Android was a lot easier to setup automated on-device tests than iOS because the entire toolchain is command line driven. But ironically, actually running the tests has been more unreliable for us, mostly due to some bug related to adb. For some reason we can’t explain, adb will hang on us and it will not allow us to communicate with our device. This has

(Part 4) Automated Testing on the iOS Simulator: Scripting Bridge/LuaCocoa & System Events

Posted by & filed under Corona SDK, iPad, iPhone, Lua, Partners, Tech, Tutorials, Tips and Demos, Videos.

We allow Corona developers to also build for the Xcode iOS Simulator. Sometimes the simulator is preferable to our Mac or Windows simulator because the Xcode Simulator behaves more like a real device. Since we officially support the Xcode Simulator, we run our automated tests on the Xcode iOS Simulator to help verify our stuff actually works. While we could theoretically reuse the same process of scripting Xcode that we described in Part 2, we opted for a slightly different approach. As described in Part 2, Xcode 4 broke everything so we didn’t want to put this in the same critical path. Furthermore, Xcode 4 has some very nice speed improvements and reduces our build times to almost half. So instead, we simply use the command