Universal Builds are a feature I’m really excited about in the latest version of Corona SDK. There are some great possibilities that you can take advantage of in your apps with Universal Builds in Corona SDK. Corona SDK can do some amazing things with dynamic content scaling and dynamic image resolution to make sure your graphics look sharp on hi-res screens. What I’d like to add is that you can have dynamic layouts on different devices as well. Where I Last Left Off A while back I posted a tutorial on the blog, “Create scrolling list views with text and graphics in Corona”. Then I posted an update to show how easy it would be to modify so that the same code that you used
Category: Tutorials, Tips and Demos
The big news this week, of course, is our Corona SDK on Windows release. However, we also announced a myriad of third-party tools that also are now available for Corona, created by brilliant users like yourself. So, now, we’ll be showcasing a new tool each day. First up is SpriteDeck, which brings the easy drag-and-drop option of game creation to Corona. SpriteDeck‘s beauty lies in what it especially brings to the field of iPad comics with its drag-and-drop interface. A quick low-down on that can be seen below: SpriteDeck currently is available for $49.00 USD, but founder Zee Yang just informed us that coupon codes can be obtained directly from him via e-mail. (See? Sometimes it pays off to read all the way to the end of
In the past, we’ve released some beginner’s guides to Corona SDK that have been very well received by our users, new and old. Now, we present part 1 of the Corona For Newbies tutorial, created by user Peach Pellen. Peach has condensed an excellent Corona crash-course into a set of quick sample sets to walk even the most aspiring yet code-illiterate developers through their first crucial steps of app creation. Head on over to Peach’s site Techority to get all the details on Corona For Newbies, or click the link below to download the tutorial (.ZIP file) now. Download Corona For Newbies, Part 1 Oh, and be sure to tweet @PeachPellen and let her know what you think!
CAUTION: This tutorial is outdated and the material cannot be confirmed as accurate.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
Over the past few months, we’ve noticed some very useful Corona SDK tutorials (complete with source code!) going up at the Mobiletuts+ mobile tutorials site. Just today, a new tutorial done by Carter Grove was posted on the site showing you how to use Corona’s path-finding algorithm. You can click the screenshot below to check it out, and see the rest of the Mobiletuts+ Corona SDK tutorials here. Also, if you want to make a tutorial yourself and share it with the rest of the Corona community (whether as a video or as a simple post with code annotations), let us know and we’ll help you out with anything you need!
Using a variant of the Douglas-Peucker algorithm in conjunction with the curve-fitting algorithm by Philip J. Schneider found in Graphics Gems I, Carlos wrote this in Corona SDK using nothing but the Corona framework to draw, reduce points, and convert the resulting polyline into a series of cubic bezier curve segments. Sample code coming soon! (you can bug Carlos if you want it immediately, though)
Fresh off the release of his first couple comic apps for iPad, Dwayne of DieHard is back with another installment of his Corona Comics Tutorial series. In this video, Dwayne shows you the fine craft of inking your comic book artwork. Apparently, this process was waaay harder back before tablet computers (and Corona) came along! And in case you missed them, you can check out Dwayne’s previous comic tutorial videos below: Word Balloons Special Effects with Text
KA-THOOM!!!!!! Dwayne of DieHard Studio Entertainment is back with another installment of his Corona Comics tutorials showing you how to easily jazz up your iPad comics made with Corona. In this segment, Dwayne tackles special effects tricks with text to give your comics that extra “pop” to make them jump off the screen… …And in case you missed it, you can see Dwayne’s first segment about Corona Comics from last week, which showed how to easily make word balloons.
Those of you who missed our November 11 webinar a couple weeks back (or those of you who just want to go over what was was covered during the webinar) can now watch it in its entirety below. This time around, Carlos walks you through Event Listeners (one of the core functionalities of Corona), plus object level events and Runtime events. The webinar goes through a quick tutorial on the differences between the two, and covers the Corona event model using functions to create program structure and flow. Thanks for checking in, and we hope to see at the next one!
(Read the follow up: Dynamic Image Resolution Made Easy) Content scaling is a very useful feature of Corona, but it’s one that I’ve found myself explaining frequently. In this post, I’ll try to boil it down to the essentials, and demonstrate how to easily target multiple screens from the same code and assets. The problem Mobile device screens now come in many different shapes and sizes. At one extreme, the iPad screen is 768 x 1024, for a 1 : 1.33 aspect ratio. Meanwhile, the Motorola Droid (480 x 854) and Samsung Galaxy Tab (600 x 1024) have aspect ratios greater than 1 : 1.7. In plain English, the iPad is more square than the iPhone, and most Android devices are taller and skinner than