Use dynamic layouts in universal builds with Corona SDK

Posted by & filed under Corona SDK, Tutorials, Videos.

Universal Builds are a feature I’m really excited about in the latest version of Corona SDK. There are some great possibilities that you can take advantage of in your apps with Universal Builds in Corona SDK. Corona SDK can do some amazing things with dynamic content scaling and dynamic image resolution to make sure your graphics look sharp on hi-res screens. What I’d like to add is that you can have dynamic layouts on different devices as well. Where I Last Left Off A while back I posted a tutorial on the blog, “Create scrolling list views with text and graphics in Corona”. Then I posted an update to show how easy it would be to modify so that the same code that you used

Third-party tools for Corona SDK: SpriteDeck

Posted by & filed under Tutorials.

The big news this week, of course, is our Corona SDK on Windows release. However, we also announced a myriad of third-party tools that also are now available for Corona, created by brilliant users like yourself. So, now, we’ll be showcasing a new tool each day. First up is SpriteDeck, which brings the easy drag-and-drop option of game creation to Corona. SpriteDeck‘s beauty lies in what it especially brings to the field of iPad comics with its drag-and-drop interface. A quick low-down on that can be seen below: SpriteDeck currently is available for $49.00 USD, but founder Zee Yang just informed us that coupon codes can be obtained directly from him via e-mail. (See? Sometimes it pays off to read all the way to the end of

Dynamic Image Resolution Made Easy

Posted by & filed under Corona SDK, Tech, Training/Support, Tutorials.

When Corona SDK was first released to the public in December 2009, there was only one device screen to target: the iPhone at 320 x 480 resolution. Corona for Symbian had been set aside due to the iPhone’s overwhelming popularity, and Android wasn’t the “next big thing” yet. In 2011, mobile developers need to consider a rapidly growing set of screen sizes, shapes, resolutions and pixel densities. Corona now addresses this in two ways. (1) Content scaling automatically expands (or shrinks) the entire Corona stage so that your content fills different screens. This topic won’t be covered here, but you can read a full discussion of content scaling in this earlier post. (2) In addition, you can employ dynamic image resolution, which will automatically replace

But wait, there's more!

Posted by & filed under Announcements, Corona SDK, Tech, Training/Support, Tutorials.

With all the excitement about the Windows Beta, the really awesome 3rd party tools, and the new Indie iOS price point, it’s easy to miss all the cool new features we added to plain ol’ Corona. So let’s walk through them and show some code: In-app purchase In the movie All the President’s Men, Deep Throat tells Woodward to “follow the money”, so let’s start with in-app purchase (IAP). There’s a more extensive walkthrough here, but I’ll just show you a brief code snippet so you get the gist. To access it you use the new store module. On the coding side, there’s basically 3 steps: Initialize the store: This is just loading the store module and registering a transaction listener. Load valid products: You

"Can’t code but want to make an iPhone app? This is for you!"

Posted by & filed under Tech, Tutorials.

In the past, we’ve released some beginner’s guides to Corona SDK that have been very well received by our users, new and old. Now, we present part 1 of the Corona For Newbies tutorial, created by user Peach Pellen. Peach has condensed an excellent Corona crash-course into a set of quick sample sets to walk even the most aspiring yet code-illiterate developers through their first crucial steps of app creation. Head on over to Peach’s site Techority to get all the details on Corona For Newbies, or click the link below to download the tutorial (.ZIP file) now. Download Corona For Newbies, Part 1 Oh, and be sure to tweet @PeachPellen and let her know what you think!

Flash to Corona SDK Porting Guide

Posted by & filed under Corona SDK, Flash, Lua, Tech, Training/Support, Tutorials.

Back in the distant days of 2009, I gave a presentation called “From Flash Lite to Ansca Corona”, detailing case studies of mobile apps that I’d ported. Those slides have since been viewed thousands of times, but I’ve been promising for months to write a more detailed guide, featuring more specific Flash porting techniques. Also, Corona has changed significantly since those days — many of today’s key Corona features didn’t even exist in 2009. This article is designed to get Flash developers quickly oriented within Corona. First, I’ll discuss how to take your existing Flash projects and turn them into Corona projects, followed by a more general introduction to Corona from a Flash perspective. (1) Exporting Assets from Flash A good first step is to

Corona SDK Tutorial: Game Development Path-Finding

Posted by & filed under Corona SDK, Tutorials.

Over the past few months, we’ve noticed some very useful Corona SDK tutorials (complete with source code!) going up at the Mobiletuts+ mobile tutorials site. Just today, a new tutorial done by Carter Grove was posted on the site showing you how to use Corona’s path-finding algorithm. You can click the screenshot below to check it out, and see the rest of the Mobiletuts+ Corona SDK tutorials here. Also, if you want to make a tutorial yourself and share it with the rest of the Corona community (whether as a video or as a simple post with code annotations), let us know and we’ll help you out with anything you need!

Corona SDK Tutorial: Polygon point reduction with curve-fitting

Posted by & filed under Corona SDK, Tech, Tutorials.

Using a variant of the Douglas-Peucker algorithm in conjunction with the curve-fitting algorithm by Philip J. Schneider found in Graphics Gems I, Carlos wrote this in Corona SDK using nothing but the Corona framework to draw, reduce points, and convert the resulting polyline into a series of cubic bezier curve segments. Sample code coming soon! (you can bug Carlos if you want it immediately, though)

Corona Comics Tutorial: Inking your comic art

Posted by & filed under iPad, Tutorials, Videos.

Fresh off the release of his first couple comic apps for iPad, Dwayne of DieHard is back with another installment of his Corona Comics Tutorial series. In this video, Dwayne shows you the fine craft of inking your comic book artwork. Apparently, this process was waaay harder back before tablet computers (and Corona) came along! And in case you missed them, you can check out Dwayne’s previous comic tutorial videos below: Word Balloons Special Effects with Text

Corona Comics Tutorial: Special Effects with Text

Posted by & filed under iPad, Tutorials, Videos.

KA-THOOM!!!!!! Dwayne of DieHard Studio Entertainment is back with another installment of his Corona Comics tutorials showing you how to easily jazz up your iPad comics made with Corona. In this segment, Dwayne tackles special effects tricks with text to give your comics that extra “pop” to make them jump off the screen… …And in case you missed it, you can see Dwayne’s first segment about Corona Comics from last week, which showed how to easily make word balloons.