Welcome to the latest installment of From the Forum. In this series, guest blogger Alex Jackson highlights outstanding threads from the Corona Forum. The goal is to bring attention to the most captivating, interesting, and thought-provoking discussions taking place in our very own backyard.
In this tutorial, discover a more accurate way to configure the font size and overall size of Corona’s native text input fields, taking into account both content scaling and device DPI.
In this tutorial, learn how to pass a variable number of arguments to Lua functions and filter each argument by its type for more advanced tactics within the function.
If you develop a mobile app user interface where native text input objects exist in the lower half of the screen, those objects are prone to being covered by the device’s keyboard. In this tutorial, we’ll explore a simple method to prevent this.
URLs must be properly encoded before they are used as part of network requests. Web browsers encode URLs automatically, but within apps, certain values must be converted for safe transport across the Internet. In this tutorial, we discuss URL encoding and explore a simple automation function.
In game design, a common aspect is object spawning, whether it be spawning a variable number of items and placing them randomly about the screen, or spawning items repeatedly on a timer increment. In this tutorial, we’ll step through a module with some common features related to spawning.
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.
In this tutorial, we explore how to create Xcode Storyboard-based launch screens which display the “Optimized for iPhone 6 and 6 Plus” label in the App Store.