Scene Overlays and Parameter Passing

Posted by & filed under Tutorials, Tips and Demos.

One of the two most-requested items in regards to the Storyboard API was the ability to pass custom data between scenes as you switched between them, and also some kind of “pop up” feature, where a scene can be loaded and displayed above another scene, leaving the currently active scene intact. The documentation for both is available now—parameter passing with storyboard.gotoScene() and scene overlays with storyboard.showOverlay()—but I’ll give you a quick overview right now to get you started. Parameter Passing I keep throwing around this term, so for those who don’t know, parameter passing allows you to easily “pass” custom data (such as a single variable or a table with as much data as you want) from one scene to the next when you initiate


Director to Storyboard “Transition” Guide

Posted by & filed under Tutorials, Tips and Demos.

Lights… camera… CUT! Corona’s Storyboard API has been around for a while now, but there is still some confusion among the community in regards to how to use it. And while I’m sure that my recent explanation of the various events associated with the Storyboard API certainly helped a little, perhaps an explanation of the Storyboard API by itself isn’t quite enough. Prior to the Storyboard API, there was no “official” Corona SDK solution to scene management, so most people used Ricardo Rauber’s Director Class, a really great 3rd-party open source library that helped with scene management and also allowed you to transition between scenes with a number of cool effects. When Storyboard finally did show up, it came with some significant differences in terms


Database Access Using SQLite

Posted by & filed under Tutorials, Tips and Demos.

The topic of databases is far-reaching in the world of programming (especially for web developers), and for good reason. Databases are great for storing tons of information. Not only that, when it comes to retrieving that data for later use, there’s hardly a better option. For instance, if you were writing a notes app, you might store the user’s individually created notes in a database. Sure, you *could* just store each note as a separate text file, but then you’d have tons of files on your hands (rather than just a single .db file), and things such as sorting and searching (both commonplace in the world of databases) is out of the question. What’s more, is that in that same database file, notes could be


Storyboard Scene Events Explained

Posted by & filed under Tutorials, Tips and Demos.

Today, I’m going to explain the individual events that drive the entire Storyboard API, and then show you how all the different events fit together. If you previously had trouble using the Storyboard API due to a lack of understanding of scene events, this resource should clear things up for you. I’ll begin by explaining what Storyboard scene objects are, their view display group, and what it means to “purge” a scene. And while these thigns have nothing to do with scene events directly, it is important that you understand these concepts before attempting to work with Storyboard scene events. Scene Objects The primary object that the Storyboard API handles is a “scene” object. It is really nothing more than a special table with specific


Developing for iPad Retina Display

Posted by & filed under iPad, Tutorials, Tips and Demos.

In case you missed it, Corona SDK now officially supports “the new iPad” (or “iPad 3″, as I’ll be referring to it for the rest of this post) in both the public release and cutting-edge Daily Builds. Since the iPad 3 sports four-times the number of pixels as the original iPad, there’s some confusion among some users as to how exactly graphical assets should be set up to ensure apps look their absolute best. The good news answer is: generally the same way, that is, if you’ve been supporting Apple’s existing retina display for the iPhone and iPod touch. But just for the sake of alleviating any potential confusion, I’ll go over everything in this tutorial.


Tutorial: Corona’s “enterFrame” Event

Posted by & filed under Tutorials, Tips and Demos.

To some developers, it’s not apparent exactly what the purpose of an enterFrame event is — if you’re new to Corona, it’s easy to bypass it and possibly never learn of its purpose. More importantly, enterFrame events can be dangerous for your app if you’re under-educated in their purpose and usage. What is an “enterFrame” event? As you may know, everything you can see in your app is the result of several frames being “drawn” to the screen at a very rapid pace. Corona supports two different “frames-per-second” (FPS) settings for your apps: 30 and 60 (more info here). This is also known as the “frame rate” of your app. To put it into perspective, if your app is set to 60 FPS (in config.lua),


From zero to ‘Angry Birds’ in 30 minutes

Posted by & filed under Tutorials, Tips and Demos.

You wouldn’t mind if we put up two tutorials for Tutorial Tuesday, would ya? Below is a presentation given by coding extraordinaire Seb Lee-Delisle at the Update 2011 conference in the UK late last year. We were humbled when we saw that Seb chose Corona SDK as his weapon of choice for his demo. Be sure to let Seb know what you think on Twitter at @seb_ly. Thanks for the awesome demo, Seb!


Tutorial: Game Center Integration (iOS)

Posted by & filed under Daily Build, Tutorials, Tips and Demos.

Since the Game Center feature is just an extension of the existing gameNetwork API, there’s no need to go over every single available request you can send to Game Center—you can view the updated gameNetwork init(), request(), and show() documentation for that. So instead, I’ll give you a quick overview of what you need to do on the “Apple side” of things (iTunes Connect), the Corona “setup” info, as well as the special considerations that need to be taken to ensure everything works properly in your app. iTunes Connect Link: Visit the iTunes Connect Portal The steps you’re required to take on Apple’s side of things are pretty straightforward, so I won’t need to go too in-depth with this section. In short, you’ll need to


Implementing Facebook Single Sign-On

Posted by & filed under Daily Build, Tutorials, Tips and Demos.

Those who read the previously published tutorial on uploading photos to Facebook are already familiar with the Facebook single sign-on functionality that’s now available in Corona. But for those who missed the previous tutorial, and for the sake of having one-stop resource for helping you get single sign-on to play nicely with your app, we’ve decided to publish an entire tutorial dedicated to the topic. Since this is a cross-platform feature, this tutorial will apply to both iOS and Android (though admittedly, there is much less setup involved on the Android side of things). You’ll also need to make sure you’re using Corona Build 2011.707 or higher.