More updates on the NOOK HD, and some tidbits on iOS6 and a recent appearance on CoronaGeek.
Posts Categorized: Videos
In case you’re wondering what we did at the office today, Walter and Jon Beebe toyed around with our highly anticipated Game Center feature for Corona… …So, when should we release this?
There has been a lot of material presented over the last four parts. In this final part, we will finally go into some detail about our automated testing system for Android. We will also finally get an opportunity to bring everything together by looking a little more how our shell scripts orchestrate the test run and connect components from the previous parts. Android was a lot easier to setup automated on-device tests than iOS because the entire toolchain is command line driven. But ironically, actually running the tests has been more unreliable for us, mostly due to some bug related to adb. For some reason we can’t explain, adb will hang on us and it will not allow us to communicate with our device. This has
We allow Corona developers to also build for the Xcode iOS Simulator. Sometimes the simulator is preferable to our Mac or Windows simulator because the Xcode Simulator behaves more like a real device. Since we officially support the Xcode Simulator, we run our automated tests on the Xcode iOS Simulator to help verify our stuff actually works. While we could theoretically reuse the same process of scripting Xcode that we described in Part 2, we opted for a slightly different approach. As described in Part 2, Xcode 4 broke everything so we didn’t want to put this in the same critical path. Furthermore, Xcode 4 has some very nice speed improvements and reduces our build times to almost half. So instead, we simply use the command
Now that you’ve seen the overview of the whole system, I’m going to talk about on-device testing on iOS first because this has been where we have endured the most pain.
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
We’ve always told mobile game and app developers that Corona SDK is simple and fast. And right here, we’ll show you! Below, Ansca Mobile team engineer Edgar Miranda (we told you he was talented!) walks you through, step-by-step on how to make a Breakout-style for iPhone in under 15 minutes and 150 lines of code. Don’t believe us? Check out the tutorial below and the sample code at GitHub.
Don’t you just hate it when you’ve built and submitted the greatest app of all time, only to have the App Store reject it? What a BUZZKILL! Luckily, in our latest update of Corona, we’ve now equipped your friendly neighborhood SDK with the power to test your build against Apple’s validation requirements. This way, you’ll know whether or not it can be approved for the App Store before you upload it and wait several days in high anticipation. Let our very own Eric Wing show you the ropes:
We’ve featured CSU East Bay professor Dr. Rafael Hernandez‘s tutorials on here before (and he’s also on the Corona SDK tutorial motherload), but I just had to give his latest tutorials their own spotlight on the blog today! Below are three 30-minute tutorials by Dr. Hernandez showing you how to make a carnival balloon-shooting game that he’s dubbed Balloon Burst. The game somewhat looks like the much-acclaimed Float by Crawl Space Games, and seems like it could have equal appeal if you were to take a little extra time to make similarly cute in-game graphics. As for the core game mechanics… Parts 2 and 3 after the jump…
We’ve always had lots of people asking us for tips on using Corona SDK (of course, we’ve always been more than happy to provide them!). Since the release of Corona on Windows, we’ve naturally had more people asking for help on that. Now, we have something for ya, thanks to our in-house Windows wiz Tom. A very comprehensive “Getting Started” guide catering to our Windows users: