About a year and a half ago, I started to write down beginning ideas for CoronaPaper. An online magazine for Corona developers all over the globe, I envisioned CoronaPaper packed with fun, easy to learn, cool information, filled with hilarious competitions and great prices to boot.
On December 17, we plan to launch the first issue, thanks to great teamwork between 10FINGERS and Corona Labs. The first issue is packed with interesting articles, FAQs, cheat sheets, news on APIs and much more. We had the opportunity to interview Walter Luh, the founder and CEO of Corona Labs, for the first edition. It’s a great read about a man that’s made our “hall of fame” here at 10FINGERS.
As a seasoned mobile developer, Aaron Isaksen has been building apps since 2003. When it came time to build his latest iOS game, Chip Chain, Aaron turned to Corona Enterprise to make his app truly sparkle. Read about Aaron’s experience with Corona Enterprise, and the unlimited development possibilities the platform provided.
Naomi Kokubo is the indie developer of Beetle Bounce, an October App of the Week winner. Brand new to mobile development, Naomi used Corona SDK to build her first game. From writing all the code, to creating all the animation, Naomi writes on her “do it yourself” approach to building a game she’s proud of.
Tomorrow’s daily build (942) is going to be action-packed!
Ask our engineers and they’ll tell you that getting audio right on devices is hard. Even Apple gets it wrong — constantly — but they just get it less wrong than everyone else…
We’ve been hard at work at revamping and cleaning up our widget framework…
… It’s the kind of thing that will make you thank your lucky stars you are using a cross-platform development framework like Corona…
Within just a week of release, iOS 6 adoption rates are soaring. A combined total of 44.5% of iPads and iPhones have been upgraded, despite the disappointing reception of Apple’s home-brewed Map app. The ability to download iOS 6 wirelessly is one likely reason for the impressive rate of early adoption.
Share your favorite new iOS 6 feature!
The iPhone 5 is looking like it will be the fastest-selling gadget of all time. So let’s talk about what you need to do to prepare your Corona apps for the iPhone 5 and iOS6.
One of the biggies we’ll cover is what you’ll need to do to make your Corona app handle the new 16:9 aspect ratio, or what we’re calling “tall apps” (as opposed to the shorter “traditional apps” designed for the iPhone 3 and iPhone 4).
It’s Wednesday and time for another FAQ session. Here are five frequently asked questions (FAQ) about events used in native text objects.
We’ve had a lot of talk about in-app purchases (IAP’s) around these here parts. Coupled with the freemium strategy, in-app purchases can make for a very successful and lucrative app endeavor. If you build a compelling enough mobile app, maximize your audience by giving it away for free, and then monetize via highly useful in-app amenities, it can often result in higher $ returns than putting up a purchase barrier on your app in the first place. Below, the folks behind app analytics site App Annie break down the current state of the app economy — with extra emphasis on in-app purchases. (point #4) Head over to App Annie for the full breakdown, or check out the infographic below:
This past week, we’ve been heavily spotlighting the recent success of Fire Maple Games with their newest release The Lost City. Surely, for people looking to spearhead their own business endeavor, the mobile apps space is indeed a promising one. Whether you’re merely a concepts person or an all-around designer/programmer, getting a team together or going it alone with a mobile app operation is a very feasible and potentially rewarding pursuit. The mobile space is currently one of the most democratized in the business world — a true meritocracy where pretty much anyone can succeed with a good design and execution. Carlos has explained how Corona’s cross-platform capabilities are more crucial than ever in keeping up with the ever-expanding mobile world. But now, CNET also
A little over a year ago, Fire Maple Games owner Joe Kauffman wrote a guest post here about the secrets behind creating his stellar game, The Secret of Grisly Manor. Now, after the runaway success of his brand new game, The Lost City, (in a nutshell, it’s taking over the world!) we’ve decided to pick Joe’s brain for more secrets… One of the biggest complaints about Grisly Manor was that it was too short. So, from the outset, The Lost City was designed to be much larger in scope. For one, the mechanics of changing seasons in the game required four times the artwork for much of the game. Grisly Manor took seven months to complete whereas Lost City took a little over a year. In addition to all