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.
Category: Tutorials, Tips and Demos
NOTE: This tutorial is outdated and has been replaced by the Image Sheets (Sprite Sheets) guide. Please refer to this guide for details and usage examples.
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),
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!
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
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.
Today, I’m going to show you exactly how you can take advantage of the incredibly simple and extremely useful native.showPopup() API so you can incorporate these features into your apps right away. native.showPopup() This is the function that handles everything, and as you’ll see in a moment, it’s very easy to use. For a more complete explanation, please see the native.showPopup() API documentation. Composing an E-mail To send an e-mail, you pass “mail” as the first argument to the function, and pass an options table with the following (optional) fields: to – a string for one recipient, or an array of strings for multiple recipients. subject – a string representing the e-mail subject line. body – a string representing the e-mail body content. isBodyHTML – a
Have you ever wondered how apps get launched from other apps, whether it’s a link you touched in Mobile Safari, or a button you pressed in another app? Well today, I’m going to show you how to do exactly that with one of the new features that recently came out in the Daily Builds. The technical term is “app URL schemes” and I already touched on how to do it (indirectly) during last week’s tutorial on how to upload photos using the Facebook API. That’s because Facebook single sign-on cleverly makes use of an app URL scheme to bring the user back to your app after authenticating. Note to Android Developers App URL schemes, which are accomplished via “intent filters” on Android, are implemented much
Those who have been keeping a close eye on our Daily Build logs may have noticed a very nice “holiday surprise” we let out a bit early this year. As you probably already know, I’m talking about (the nearly-famous) build 2011.707—which is available to subscribers only at the moment via Daily Builds. For those who don’t know, the build was packed full of “goodies”, to include: Facebook single sign-on & photo uploading, front-facing camera support (Android), web popup performance improvements, custom URL scheme handling, remote push notifications (iOS), under the hood improvements, and the list goes on. Carlos really wasn’t messing around in his “‘State of the Corona’ Address” blog post the other day! Unfortunately, I can’t go over everything in a single blog post,
As Corona SDK rises as one of the top platforms for eBook app publishing, the demand for a great-looking page curl effect is also growing. Therefore, we’ve put together a small project and tutorial that goes over the basic implementation so you can go ahead and implement a page curl in your own apps. Most likely, you’ll have to make adjustments based on how your app is designed (whether you’re using storyboard, etc.) At the end of this tutorial, there’s a short video that demonstrates this very page curl effect in action.