Smuggled footage from Ansca Labs: Corona physics engine test

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

You’re not supposed to be seeing this. We are not having this conversation. The video below shows something that’s pre-beta, pre-alpha, not currently shipping and not ready for prime time.  In fact, it doesn’t really exist and you didn’t hear it from me. But trust me and press “play”, because you’ll be impressed at what Corona can do: Emergent behavior is cool. But that isn’t the best part! The best part isn’t in the video: you won’t believe how few lines of code it will take to build things like this. I’m really excited by our API design (that sounds odd, but I’m serious) and what it will mean for game developers. But I’ve already said too much — if this post disappears tomorrow, you’ll

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

Does Flash CS5 for Windows Violate the iPhone Developer Agreement?

Posted by & filed under Flash, iPhone, Tech.

At this year’s Game Developer Conference, there was no official Adobe presence, but they definitely came up in conversations among iPhone tool developers: <i>”Are they REALLY going to build for the App Store in Windows?</i> As everybody presumably knows by now, one of the promised features in Flash CS5 is a “Flash packager”, which is a cross-compiler that takes Actionscript 3 code and runs it through the open-source LLVM to produce ARM machine code for the iPhone, while (presumably) doing some translation of assets and transitions. For example, a Flash sprite could be turned into bitmap texture data on the iPhone GPU, and then a position tween could be translated directly, but a shape tween probably can’t be handled in the same way, due to

Eating Our Own Dogfood: How we built the Photoshop 20th Anniversary app in three days

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

By Evan Kirchhoff When Russell Brown of Adobe approached us about doing a Photoshop 20th Anniversary app, we were immediately excited (if you’ve seen Russell’s show, you know that his enthusiasm is what you might call highly infectious). His proposal was to boil the functionality down to the 1990 “Levels” control panel, which he felt was the original soul of Photoshop. The app would load an image from the user’s iPhone photo library, allow multiple changes with live previews, and then let them save the modified image back to their library. In short, it would combine the nostalgia of seeing old-school Photoshop UI running on today’s iPhone with a genuinely useful photo-manipulating function. However, we had to ship the Corona 1.1 update in early February, with a lot of

Now it can be told: Photoshop and Corona

Posted by & filed under Corona SDK, Events and Listeners, iPhone, News & Announcements.

At this moment, the Ansca Mobile team is stationed at the Photoshop 20th Anniversary event at the Palace of Fine Arts in San Francisco, where the following commemorative iPhone app, built by Ansca, has just been unveiled onstage by Russell Brown of Adobe: If you’re not familiar with Russell, you’ll notice him as the 4th name on the original Photoshop 1.0 splash screen above, which we reproduced faithfully in the app. You can also see him demoing the app in this video. The function of the app is to load any photo from your iPhone library, and then manipulate it using any aspect of the original Photoshop 1.0 “Levels” panel (which lets you adjust white point, black point and gamma, in separate red/green/blue or combined

Experience Matters: Flash, iPhone, and Beyond

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

A lot of speculation, opinion, passion and even war mongering surrounds Flash’s conspicuous absence from the Apple iPhone, iPod Touch, and now the iPad. So much in fact that Adobe’s CTO felt compelled to defend Flash and discredit HTML5 video warning that “users and content creators would be thrown back to the dark ages of video on the Web with incompatibility issues.” Once Upon a Time Sitting on the sidelines, I can’t help but think back to my time on Flash. Before the iPhone arrived (a.k.a. the pre-smartphone era), several of us here at Ansca worked on mobile Flash. We worked on devices with as little as a megabyte or two of RAM, with computing power comparable to one of the original Power Macs, and with so little space for binaries that

Box of Sox running on iPad Simulator

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

As I mentioned earlier, we are fully supporting the new Apple iPad and here is a link showing off one of the most popular built with Corona iPhone Apps, Box of Sox, running in the new iPad Simulator, Box Of Sox. Today, you can start using Corona as is, and your apps will work on the iPad. We will also take advantage of the lead time to add iPad features into Corona and above all, we will continue to keep a small footprint, take advantage of hardware accelerated graphics, and run at 30FPS or better. Carlos

Well, this is exciting, isn’t it?

Posted by & filed under iPhone.

So the Nexus Ones arrived at the office, and the Android 2.1 desktop now has animated red and blue wallpaper pixels, and in related news I don’t even care enough to finish this joke because I’m waiting for tomorrow at 10AM like everyone else in the industry. I think I may go down to the SF Apple Store to see if collective hopes and dreams can actually levitate a building.

“Core Damage” gets a 9 out of 10

Posted by & filed under iPhone.

It makes me really happy when I read a review about a game that was developed using Corona and getting a 9 out of a 10 rating. “Core Damage” is such a game and its review at The iPhone App Review is phenomenal. “Like I said, I love games that use the accelerometer in unique and interesting ways – and maybe I’m a little bit biased toward that end – but Core Damage is a really fun and addictive game. Well worth a look!” Am happy. Am sure the folks at Comrade Software are happy too. Thank you guys for a great game and for using Corona! Carlos

App Store Approvals Suddenly Much Faster?

Posted by & filed under iPhone.

As iPhone developers know, Apple shut down iTunes Connect and their App Store approval pipeline for a few days over Christmas. When it came back, everything looked about the same — except for increasing anecdotal evidence that approval times have gotten a lot shorter. The classic pattern used to be that nothing got through in less than two weeks, and some apps took much longer. In a simple case, it would generally take about a week for an uploaded binary to move from “Waiting for Review” to “In Review”, and then there might be another week before approval (or rejection). Since the holidays, I’ve personally seen an app submitted at the end of a week go into review on the weekend, and receive approval by