Preamble: This post is going to be a little different than usual. What we present here is behind the scenes stuff used in making the Corona SDK. But we hope the information presented here goes beyond satisfying simple academic curiosity. We hope this information will actually be useful for others to directly use in their own projects. And the target audience for this post goes beyond our normal demographic. In addition to Corona developers, we are also reaching out to all Xcode/iOS/Mac developers, all Android developers, all Lua developers, and anybody interested in automated testing/software reliability. Also, as a consequence of our solution, people interested in Applescript, Scripting Bridge, and/or LuaCocoa may also find things of interest. Because the topic is vast, not every single
A few months ago, the developers from Yobonja (who made hits like Blast Monkeys) posted they discovered a ‘Hidden Audio Module’ in the Corona SDK. Since Daily Builds have been temporarily suspended until Aug 2, this seemed like a good time to talk about the secret/undocumented audio APIs in Corona to give you something to play with in the meantime. But before I go on, let me set up the disclaimer and ground rules. Disclaimer The features I talk about in this article are untested, unsupported, and we reserve the right to remove these APIs at any time. Use at your own risk. We do not want these features to be support issues for us, so do not send us bug reports with code using
In Corona, you use the Lua programming language to do everything. Thus, it’s equally as important to understand Lua as it is to understand the individual Corona-specific concepts and API’s, such as the Event Model we went over last week. One common source of confusion comes with one of Lua’s most powerful features: Tables.
This type of question has appeared on the forums multiple times. Basically, it goes something like this: I have set up a listener callback function. But when the callback function is invoked, I would really like access to a specific variable in that callback function. The event that is passed back to me doesn’t give me access to the variable I want. How can I access my variable? There are multiple solutions to this problem, but often using a global variable is the path of least resistance. But nobody really likes being forced to use global variables when they don’t have to. Well, I’m going to introduce a much more elegant solution that leverages the true power of Lua. If you read Programming in Lua,
CAUTION: This tutorial is outdated and the material cannot be confirmed as accurate. A new guide covering this topic is coming soon. This article is designed to get Flash developers quickly oriented within Corona. First, I’ll discuss how to take your existing Flash projects and turn them into Corona projects, followed by a more general introduction to Corona from a Flash perspective. (1) Exporting Assets from Flash A good first step is to export all your graphical assets. When porting from Flash Lite on older devices, I generally recreated higher-resolution assets for the larger iPhone and Android screens. However, web-based Flash games will likely have assets that are already a good size for today’s mobile devices. And of course, if the assets are vector-based, you
Steffen Itterheim is no stranger to development. He is a former software engineer/manager at Germany’s Electronic Arts division and author of the book Learn iPhone and iPad Cocos2D Game Development. Though he is proficient in a multitude of languages, Steffen says his favorite mobile programming script is Lua. For more specific details, we have given him the floor below to illustrate why he prefers Lua for mobile development. Steffen currently is an independent app and game developer. You can follow him on Twitter and check out his website for more info. Lua, like most languages, allows you to do specific tasks in a variety of ways. Usually some ways are more efficient and thus faster. In this blog post I’ll show you how you can squeeze
Darren from Ludicrous Software just sent over this video of a new Corona bundle that he created for the TextMate code editor. On his blog, he explains how the bundle includes functions like autocomplete, one-key simulator running, and built-in snippets for many common Corona codelines. All of this lets users to code in Corona even faster than it already allows. Take a look for yourself: You can pick up Darren’s new Corona bundle for free over at GitHub, and be sure to keep tabs on him via Twitter for whenever he rolls out new bundle features. (Game Edition support, more snippets, etc.) And if you’ve made anything cool with Corona, be sure to send it over to us!
One of the big debates going around is whether a mobile developer should use HTML5 or go native. Well, what if you didn’t have to make a choice? Even better, what if you could combine HTML inside a native app and still leverage the full power of OpenGL? Now you can! Just check out Corona’s web popup API which lets you embed a web view right inside your app. What this means is that you can create fluid OpenGL-based animations and combine them with HTML content, all in literally a couple of lines. For example, here’s how you would animate an image moving diagonally across the screen, and make the bottom third of the screen open up a web page: [cc lang="lua"] local image = display.newImage(
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