John Luchin, of Classic Interactions, tells us about a useful tool they used in developing Lobster Tale with Corona.
iOS build improvements are here
There is a new version of Corona Editor out. Read on to see how this version will make your workflow faster than ever!
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.
We now have an Amazon GameCircle plugin for Corona developers.