We have to big announcements! Corona SDK is now completely free, and Mac and Win32 desktop apps are coming soon. Read on for all the details.
A lot has happened in the past year, so let’s talk about where we’ve been and where we’re headed in 2015.
Starting Feb 1, 2015, Apple is requiring all new app submissions to be 32/64-bit-universal. So between now and Jan 31, 2015, you can continue to submit your apps just as you do today, but once Feb 1 hits you’ll need to make sure certain changes are in place.
We have some exciting news: Fuse Powered has acquired Corona Labs! Read on for all the details.
In previous posts, I shared a new way to think about virtual pixels (points) on iOS and the nuances of density independence on Android. Today, I’m going to talk about virtual pixels in Corona and explain how Corona virtual pixels can be made to look like native iOS/Android virtual pixels using “adaptive” content scaling.
In a previous post, I discussed physical (real-world) screen dimensions and how Apple applied this principle to its line of iOS devices. In this tutorial, we’ll explore the nuances of density independence on Android.
With the iPhone 6 Plus, it’s no longer possible to achieve “pixel perfection” on iOS. In this article, I’ll outline a more intuitive way of understanding what’s happening and how it relates to physical length.
It appears Apple has been making changes a little too quickly lately. Their sudden changes to the app submission filters gave heartburn to many iOS developers, including yours truly. And then just today, they pulled iOS 8.0.1, their minor update to iOS 8, on the same day they released it.
Of course, Apple changed a number of things with iOS 8 that have affected iOS app development. We’ve been tracking these and wanted to give you a summary of the known issues in Corona and their status.