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About this blog

Announcements, stories and industry interest posts for users of Corona, the 2D game engine from Corona Labs.

Entries in this blog

 

Corona Marketplace – Recent featured products

If you haven’t peeked into the Corona Marketplace recently, it now offers dozens of plugins and assets, from art packs to audio tracks to useful utility plugins. Periodically, we will highlight a few exciting products which can help you develop your dream app using Corona. Mobile Game Audio The Mobile Game audio pack includes 578 game-ready audio assets, inspired by popular best-selling mobile games, giving you sounds that you can quickly implement inside any game to give it a familiar “hit app” feel. S3 Lite The S3 Lite plugin lets you add secure file transfers to your Corona applications and games using Amazon S3 (Amazon Simple Storage Service). Amazon S3 makes it simple and practical to collect, store, and analyze data — regardless of format — all at massive scale. Torch Bot 2D Character Sprites Torch Bot is a 2D animated character designed for runner games, side-scrollers, arcade games, and more! 13 stunning animations at HD size with animations as transparent .PNG exports, as well as .PSD and Spine files for editing.
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CoronaRob

CoronaRob

 

Featured App: The Ukulele App

An area where #MadeWithCorona apps shine are educational apps. Frequently, when talking about educational apps, we think of apps for school-aged children, but there are other types of educational apps as well. Today, we explore The Ukulele App by Jon Howard. Since launching the app on December 16, 2016, The Ukulele App has had over 710,000 downloads. Jon developed the app to help ukulele players learn the instrument and practice their skills. He also contacted the largest ukulele tutorial channel on YouTube and branded the app to the channel. Using a combination of Corona widgets and animation features alongside web views for playing videos, Jon created a consistent look and feel across iOS, Android, and Kindle Fire versions. He also used math formulas to calculate all of the various chords and scales to make the collection complete. The Ukulele App is available for free with in-app purchases on the Apple App Store, Google Play, and Amazon.   
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CoronaRob

CoronaRob

 

From the Forum – Issue #163

Welcome to this week’s From the Forum. In this post, we highlight a few Corona Community Forums posts that cover important topics. Optimizing your graphics Most Corona developers are happy with the performance of our engine and never give a thought to what’s going on under the hood, but there are some who are pushing really complex ideas through the graphics pipeline. In this post, discover how to optimize your art to be as efficient as possible. Functions vs. coroutines In this post, a developer wanted to understand the difference between functions and coroutines. Our wonderful developer community responded with a great description. Group coordinates Corona display groups have their own coordinate space when compared to the overall screen. This thread covers how to convert between these with ease. Do you have a particular forum thread that was helpful for you? Let us know about it! Email support@coronalabs.com, put FTF: and the forum title in the subject, and include the URL in the email. We will consider adding it to an upcoming edition of From the Forum.
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CoronaRob

CoronaRob

 

Great game design tips: the art of color

Color — or even a lack of color — impacts every game ever created. Color is one of the primary emotional cues a designer can use to set the mood of a game and thus the player. In fact, understanding how to use color properly could be the difference between a hit app or one that gets almost no downloads. In this roundup, let’s look at several resources which discuss the topic of color in game design. Screenshots from BotHeads. Screenshot from Limbo. 1. The Most Important Color In UI Design In this post by Nick Babich, a software developer with a passion for UI/UX design, he discusses why the color blue is so popular in UI design and why it’s used in many mobile apps. From emotional reasons to technical reasons, he outlines several reasons why you should use blue. 2. Color in games: An in-depth look at one of game design’s most useful tools In this article from Gamasutra, Herman Tulleken and Jonathan Bailey take a deep dive into the purpose color serves in games. Not only do they show how games use color to brand themselves, they get into discussions about the emotion of color and how it’s used as signifiers and identifiers. This article will certainly make you think about color and its impact! 3. Picking a Color Palette for Your Game’s Artwork In this article, Tyler Seitz discusses color palettes and how to create them, along with some basic color theory that every game developer should understand.
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CoronaRob

CoronaRob

 

Introducing new non-revenue-share F.A.N. plugin

Our current Facebook Audience Network (F.A.N.) monetization plugin was originally created as a “revenue-share” plugin where a small percentage (5%) of your Facebook Audience Network ads are credited to a Corona Labs account. Now, just like we did with AppLovin earlier this year, we offer the Facebook Audience Network in two forms: The original revenue-share version where 5% of the delivered ads are attributed to Corona Labs. A new paid version of the plugin without any revenue-share component. You keep 100% of your ad revenue and you manage your account directly. The new paid Facebook Audience Network plugin is available in the Corona Marketplace for $199/year. To use the paid version: Visit the Corona Marketplace and purchase the Facebook Audience Network Paid plugin. In your build.settings file, change the plugin entry from "plugin.fbAudienceNetwork" to "plugin.fbAudienceNetwork.paid". Update any require() statements in your code:
local fbAudienceNetwork = require( "plugin.fbAudienceNetwork.paid" ) Please visit our integration documentation for instructions on how to get up and running with Facebook Audience Network.
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CoronaRob

CoronaRob

 

Corona Marketplace – Recent featured products

If you haven’t peeked into the Corona Marketplace recently, it now offers dozens of plugins and assets, from art packs to audio tracks to useful utility plugins. Periodically, we will highlight a few exciting products which can help you develop your dream app using Corona. Builder Game Audio Builder Game includes 625+ fun, cartoon adventure sound effects that your audience/users will love and recognize. This pack is complete with bubbly items and collects, cute UI effects, cartoon creatures, doors opening, closing sounds in many styles like treasure chests, apothecary cabinets, wooden doors, and so much more! Fortumo The Fortumo plugin enables developers to charge for premium features and sell virtual credits inside their Android applications. Fortumo supports one-click mobile payments in 98+ countries. Sci-Fi Sounds and Weapons Sci-Fi Sounds and Weapons contains 287 sci-fi sound effects, including ambiences, general sounds, and weapons. Also contains an additional 645 bonus sound effects covering guns, 8-bit sci-fi, and general sounds.
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CoronaRob

CoronaRob

 

Introducing new font metrics APIs, plus a new plugin

Corona’s engineers have added two new APIs for getting information about fonts, with the intent of helping you better align text in your apps. We’ve also added a new plugin that you might want to take advantage of. Font metrics APIs Starting with daily build 2017.3121, there is a new API call, graphics.getFontMetrics(), which returns a table that contains values like the height of the font, font leading, and the ascent/descent values for the font. Ascent is the amount of recommended space above the baseline for single-spaced text, while descent is the suggested space below the baseline for single-spaced text. Leading is the recommended additional space between lines of text. In addition, all TextObject objects (those created via display.newText()) have a new read-only property called baselineOffset which lets you adjust the position of the object so that you can easily align it with other objects, including graphics or other text objects that may be constructed with different fonts or font sizes. Consider this output: By using the baselineOffset property, you can easily align the baseline of each text object with the bottom of the gem for a more appealing display! Battery State plugin We also introduced a new plugin that lets you get the current state of the device’s battery. It offers an event-based update callback where you receive an event when the battery state changes (charging, unplugged, etc.). You can also call the batteryState.getState() function to get a one-time status on the device’s battery. To use this plugin, visit the Corona Marketplace, activate the plugin, and then follow the integration documentation to add it to your project.
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CoronaRob

CoronaRob

 

#CoronaDefoldJam reminder

We want to remind you that we’re hosting a game jam with 10,000 installs as the main prize, along with a bunch of other cool stuff! If you’re working on a new game in Corona, this is a great way to get additional promotion (and a bit of motivation, of course). Also, we are planning on featuring some of your games during this jam. If you have already registered to take part, please go ahead and set up your itch.io page, publish an alpha/beta “prototype” of what you’re working on, and let us know about it! You can do so by posting your itch.io page to either the #gamejams channel in the Corona Developer Network on Slack (click here to join), or reply directly to this forum thread. We look forward to seeing your creations! The jam runs until October 1, 2017, so there is still time to join the fun!
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CoronaRob

CoronaRob

 

Introducing new Facebook “v4a” plugin

Similar to the recent updates we made to the Google IAP plugin to help combat “App Not Responding” (ANR) reports in the Google Play console, we have released an updated Facebook v4a plugin to reduce the incidence of ANR errors. Here’s what you need to know… Why a new updated plugin? The last revision of the Facebook plugin begins initialization when you first require() it, and it does not return to the calling module until initialization is complete. On Android devices, this may appear (to Google) that the application isn’t responding, thus generating an ANR report. To solve this, we have made the new Facebook v4a plugin asynchronous. The new process involves starting the initialization when you require the plugin, plus a new facebook.init() API to register a listener to be called when the initialization process completes. Using the new plugin To use the new plugin version, you need to do four things: Change your build.settings code to use the new plugin. Simply change "plugin.facebook.v4" to "plugin.facebook.v4a". Change any Lua file that requires the plugin to use the new plugin. Simply change require("plugin.facebook.v4") to require("plugin.facebook.v4a"). Make sure you’re using Corona version 2017.3068 or later (2017.3068 is the most recent public release at the time of this writing). Following the first time you require() the plugin, likely within main.lua, add a call to facebook.init(). New initialization API Since the new Facebook v4a plugin is asynchronous, you need to know when initialization is actually complete. Calling the new facebook.init() API gives you a chance to define a specific function which will be called when initialization completes. Once that function receives the "fbinit" event, you can safely call other Facebook API calls like facebook.publishInstall() or facebook.login() (although you should probably defer asking the player to log in until a point in your game which makes sense). The listener function referenced in facebook.init() will also be used for other Facebook API calls to handle "fbconnect" events. Because of this, you only need to call facebook.setFBConnectListener() if you wish to use a different function to process your "fbconnect" events. See the integration documentation for more information and examples. Summary While this update only truly affects Android builds, you should follow similar behavior for iOS builds to maximize cross-platform compatibility. ANRs can be a silent error that you may never know about, so we strongly encourage you to update to the Facebook v4a plugin, especially if you have an active Android user base.
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CoronaRob

CoronaRob

 

From the Forum – Issue #162

Welcome to this week’s From the Forum. In this post, we highlight a few Corona Community Forums posts that cover important topics. Filter those hashes Currently on Android, if you want to do numeric entry with a decimal place, you have to select the “phone” keyboard, but you may not want all of the phone’s extra characters just to get the ability to type in floating point numbers. In this thread, learn how to filter out those extra characters with a nifty little string.* library function. Nights of the Round Table Corona community developer superstar @develephant is back, ramping up his Coronium project. Learn more about his adventures and how you can help shape the next version of this Lua-based online tool. Adapting displays In this post, the new 2:1 aspect ratio of the Samsung Galaxy S8 was creating display issues for a Corona developer. Learn how he adapted to these changes and worked out various resolution problems. Do you have a particular forum thread that was helpful for you? Let us know about it! Email support@coronalabs.com, put FTF: and the forum title in the subject, and include the URL in the email. We will consider adding it to an upcoming edition of From the Forum.
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CoronaRob

CoronaRob

 

iOS 11 and older Corona-built apps

Today, Apple sent out notices to iOS developers that, starting with the release of iOS 11 next month, only 64-bit apps will be supported. Several people are curious as to what this means for apps made with Corona. The good news Corona has been fully 64-bit since build 2015.2543 which was released on January 21, 2015. If your Corona-made app was built and uploaded to Apple after that point, you will likely be fine — all builds with current versions of Corona are good to go. The bad news Apps built with versions of Corona prior to January 21, 2015 will likely need to be updated if you want them to run on iOS 11. Apple will probably not offer them for sale/download to iOS 11 devices and, if the app is already installed on a device, Apple will likely hide it. To determine if your app will run on iOS 11, assuming it’s installed on an Apple device today, you can open of the device’s Settings app, go to General → About → Applications. This will display all apps on your device that will not run on iOS 11. If you see your app(s) in the list, you will need to take steps to update them. You can also check your apps in iTunes to see when they were last updated. Updating to modern standards Apps from the pre-2015 era are going to run into a various array of problems with modern versions of Corona such as dependency on Graphics 1.0 functions or legacy libraries like Storyboard. In many cases, your older apps may not be getting enough downloads to warrant updating, but if they are still being downloaded, this might be a good time to refresh them and get them up-to-date. Conclusion You will have to make your own decisions if it’s worth the time and effort to update older apps to maintain iOS 11 compatibility. If Apple follows previous patterns, the iOS 11 Gold Master will drop in mid-September, giving you roughly a month to make any updates.
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CoronaRob

CoronaRob

 

Game development: Finding great audio for your game

When it comes to making a game, whether it be for mobile, desktop, or console, we know how important art is, but for many people (in particular those with a limited budget), audio tends to take a back seat and many developers turn to the Internet to hunt for free sounds. Here are a few tips for making your game audio better: Audio types Games typically need several different types of audio, including: Sound effects — These are the most familiar: a “ding” when you pick up a coin or a “boom” when something explodes. These tend to be small, short sounds. Background music — These larger tracks set the mood for your game and they can build up excitement or provide a calming emotion for the game. These are among the most essential audio assets in any game. UI effects — Quality sounds for your UI (user interface) frequently get overlooked, but adding a subtle “click” sound to a button press can provide just enough feedback to the user that it’s working. Voice-overs — These are generally sounds that augment the visuals, for instance a voice reading out “eleven o’clock” to help a child tell time in an educational game. Ambience — These are frequently forgotten, but they can include the sound of traffic in a city scene or song birds in a forest scene. Ambient sounds can be played randomly or whenever it makes sense. Look for consistency If you get your sounds from multiple audio sources (or sites), you may end up with a mix of sounds that don’t really fit well together. Your coin sound may be louder than your jump sound, or your menu background music may be heavy on guitar while your game soundtrack is filled with piano notes. This might make your beautiful art and exquisite game design look amateur. What’s the solution? One is to look for audio from the same artist. Generally speaking, audio artists tend to use similar volume levels and produce sound files in the same quality. That being said, it’s usually fine to get your sound effects from a different source than your music, as these can be integrated more harmoniously. Understand licensing As you rummage around the Internet looking for audio, you will find all kinds of different licensing requirements. Many free audio tracks (and some paid) have some form of attribution requirement. This means that you need to give credit to the sound artist. Depending on the artist, they may require that you mention their name/studio on your website or even directly within the game. Packs vs. individual sounds The two challenges above can often be addressed by getting sound “packs” instead of individual sounds. If you get all of your audio from one pack, it will typically be of consistent quality and have the same licensing requirements. Since the files will tend to exist in a folder, it also makes it easy to drop a small text file in that folder to keep track of the license requirements, if you intend to use the audio in multiple games over time. Finding good packs While Internet search queries can find a lot of good sounds, you can save time by visiting various marketplaces for game engines like Corona. For instance, you can visit sources like the Corona Marketplace where you will find dozens of audio packs to satisfy virtually any game you imagine. Sound effects will generally work well regardless of the game engine — artists will usually pack together similar concept sounds, so if you need sounds for a sci-fi game, you can likely find a sci-fi-specific sound pack. If you’re not seeking a specific “genre” of audio, consider packs like the Mega Game Music Collection, the Ultimate Game Music Collection, or the 8,000+ sound effects in the Pro Sound Collection. Conclusion Having good sounds that are consistent in feel, quality, and volume will help take your game to the next level. Fortunately, there are plenty of great audio packs that can last you a lifetime of app development!
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CoronaRob

CoronaRob

 

Corona Marketplace – Recent featured products

If you haven’t peeked into the Corona Marketplace recently, it now offers dozens of plugins and assets, from art packs to audio tracks to useful utility plugins. Periodically, we will highlight a few exciting products which can help you develop your dream app using Corona. Mailgun Sender Are you building an app which may benefit from more comprehensive email functionality, including tracking, test sending, and more? The Mailgun Sender plugin enables you to send up to 10,000 free emails per month from your Corona applications! Android Share Plugin wizard Scott Harrison continues his momentum with the Android Share plugin, a convenient utility plugin which allows you to share files with other Android apps. Magic and Spell Sounds Magic and Spell Sounds is a professionally-designed sound library covering many types of magic and spells, from shining in the light to bringing darkness. This collection includes 422 magic and spell sounds, plus 260 bonus sounds from the Pro Sound Collection.
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CoronaRob

CoronaRob

 

Zip plugin update: password protection

Our engineers have updated the Zip plugin to provide standard Zip 2.0 password protection. Simply include the password as a key-value pair in your options table for zip.compress() or zip.uncompress(). When compressing, the zip file will be encrypted with that password, and existing password-encrypted zip files can be uncompressed in the same way. Note that WinZip’s AES encryption is not supported at this time. See our implementation documentation for more information on how to populate your zip.compress() and zip.uncompress() API calls.
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CoronaRob

CoronaRob

 

Featured game: BotHeads

BotHeads is somewhat an unrelated follow-up to Hanger World from A Small Game, an independent game studio in Stockholm, Sweden. Imagined by Richard Åström and Christian Östman, BotHeads was designed to be a simpler, easier-to-play game than its older sibling while still capitalizing on the experience of Hanger World. BotHeads is an atmospheric arcade adventure game with a lot of style, but it can be best described as “an amazing dream where Sonic The Hedgehog™, transformed into a flying robot, is trapped in badlands filled with weird monsters and cats with laser eyes,” according to Östman. In BotHeads, you must guide your robot through the world, picking up objects, avoiding traps and the laser-eyed cats. You can even bounce off “plungers” for super-speed movement. Your previous paths help show you the way though this hand-crafted physics-heavy world. So far, only around 600 players have completed the game to learn what really happens at the end of the story. BotHeads has been featured worldwide by Apple. It’s available for free from the Apple App Store and Google Play with an in-app purchase to remove advertising.  
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CoronaRob

CoronaRob

 

Great game design tips: August 2017

Today we present several articles on game design topics which can help you build better, more compelling games! Make your game difficult but not punishing In this article, Ricardo Valério from medium.com discusses various factors in what makes a game challenging yet not punishing. The article starts by helping you understand what “difficulty” is, what motivates players, and how to build in the right mix of skill and achievement. 7 effective tips to create an engaging game level design Keeping your players engaged is one of the challenging aspects of game design. In this article, Daniel Stallion covers different techniques for making your games more entertaining. Should you play bad games? There are benefits from playing bad games — it’s a great way to learn what doesn’t work! In this article, Andrii Goncharuk, game designer for Ubisoft, talks about why you should spend at least some time playing bad games.
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CoronaRob

CoronaRob

 

From the Forum – Issue #161

Welcome to this week’s From the Forum. In this post, we highlight a few Corona Community Forums posts that cover important topics. Look up in the sky… It’s Coronium SkyTable! We welcome awesome community contributor Develephant back to the forums and he comes back with a bang, releasing not one but two new plugins to satisfy your online cravings. It didn’t take long for the community to start dreaming up ideas to use these new tools — in this post, learn how Coronium SkyTable might be a great way to push configurations out to client apps. Manipulating tiles No doubt platformers and overhead games benefit from tilesets. There are some great tools and libraries for working with a tileset, but how do you manipulate a tileset you already have that needs some work? This thread provides ideas and offers a free tool which can help with your graphics needs. Making your game loop smaller Corona’s concept of a “game loop” is an event that triggers every frame. Having an efficient “enterFrame” function is a healthy thing. In this thread, see how one developer ended up with a more optimized game loop. Do you have a particular forum thread that was helpful for you? Let us know about it! Email support@coronalabs.com, put FTF: and the forum title in the subject, and include the URL in the email. We will consider adding it to an upcoming edition of From the Forum.
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CoronaRob

CoronaRob

 

Featured game: Drag n Zip

Dragons, fireballs, pit-traps — Drag n Zip has all of this and more! Drag n Zip is a new Corona-built game from Cluck Eye Tea. The game is about a thief named Zip on a quest to conquer the five kingdoms. Along the way, you collect coins, gems, potions, and more while dodging those dragons, fireballs, and pit-traps. Drag n Zip was developed by William Francis and his son as their annual summer project. Francis said “I am a professional app developer by day who works on apps for mega-brands like Chick-fil-A, Coke, Fox News, and Game Show Network. My son and I are huge gamers though and our favorite environment for writing our own games is Corona. Each summer we take on a project and this summer’s project was Drag n Zip.” The game uses a different movement technique compared to the “virtual joypad” usually found in these type of games. Instead, you simply drag Zip around the environment from place to place. The mechanic works well and the game gets more challenging as you advance. Drag n Zip is available for free with advertising and in-app purchases. It’s available on the Apple App Store and Google Play.  
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CoronaRob

CoronaRob

 

Updated Vungle plugin (v5.1) with new features

Vungle, a Corona Labs video ad partner, has released a new plugin which integrates version 5.1 of their SDK. This updated plugin also brings some new features that you may find desirable, including: Vungle now supports multiple ad placements. Instead of a single video asset type, you can now use multiple placements with either video or rewarded video types. Dynamic Templates let you give more users even more ad templates. Native Ads, or Vungle’s Flex-View technology, lets you add immersive video ad banners into your app’s user experience (you will need to contact your Vungle account manager to enable this feature). To use the new version of Vungle, edit your build.settings and replace… ["CoronaProvider.ads.vungle"] = { publisherId = "com.vungle" }, …with this: ["plugin.vungle"] = { publisherId = "com.vungle" } You will also need to use daily build 2017.3103 or later to access the new plugin. For more details, see the Vungle 5.1 documentation.
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CoronaRob

CoronaRob

 

#CoronaDefoldJam begins July 28th

Just what is #CoronaDefoldJam? GamesJam.org is hosting a game jam to promote Lua as a great language for game development and game jams. For this jam, developers can use either Corona or Defold for their projects. Details #CoronaDefoldJam starts on July 28, 2017, coinciding with the Ludum Dare 39 jam, and runs until October 1, 2017. At the end of Ludum Dare 39, you can submit your app for that jam and then continue to refine it until the end of #CoronaDefoldJam on October 1st. The project theme will be the same theme announced by Ludum Dare 39. The jam will conclude with announcements of the winners at DevGAMM in October. This is a great opportunity for Corona developers to participate in a game jam and show off the awesomeness that is Corona. To learn more, please visit the official game jam page. We look forward to seeing what you can create!
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CoronaRob

CoronaRob

 

Corona Marketplace – Recent featured products

If you haven’t peeked into the Corona Marketplace recently, it now offers dozens of plugins and assets, from art packs to audio tracks to useful utility plugins. Periodically, we will highlight a few exciting products which can help you develop your dream app using Corona. Fabric + Crashlytics Analytics are a great way to learn more about your app’s users and improve the user experience. This plugin allows you to log Fabric analytic data (also known as Fabric Answers) and log crash data via Crashlytics. Mix Line 98 New If “Match 3” games seem a bit too easy, grab a copy of this “Match 5” game template and customize it as your own. Mix Line 98 New is an open-source prototype of both a “Match 5” game and a puzzle game, useful for developing your own games with these themes. Bard’s RPG Starter Kit Bard’s RPG Starter Kit is an excellent choice for those on a tight budget who need lush orchestration for a fantasy RPG game. With a generous offering of battle music & exploration music, this library covers the basic needs of most RPGs.
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CoronaRob

CoronaRob

 

Important Google IAP Plugin Update

Corona Labs’ engineering team has made an important update to the Google In-App Purchase plugin that you need to be aware of. Starting with Corona daily build 2017.3105, the store.init() call for Google IAP is now asynchronous. This means that it will return immediately while it continues to initialize in the background. This change was made to help reduce the number of ANR or “Application Not Responding” messages being reported in the Google Play Console. Basically, ANR reports can occur when Android senses that an app appears non-responsive — this may happen when performing synchronous network activity on a poor network connection. During testing, it’s hard to see store.init() taking any time because it normally completes in just milliseconds, but when users have slower connections, the time can increase dramatically and trigger an ANR report. The solution Because of this change, you should modify how your app uses the Google IAP plugin. While many developers already delay the store.loadProducts() call until the user reaches a place where products are listed, some developers call store.loadProducts() immediately after calling store.init() (the first mandatory call to get things rolling). Under this new model, you should wait until you receive an "init" callback indicating that Google IAP is completely initialized and ready to process requests (this applies to store.restore() as well). The updated version of the plugin generates a new init event which is dispatched to the transaction listener specified within store.init(). This event has the unique event.name property with a value of "init" which you can use to differentiate it between storeTransaction events which must be handled by the same listener. Please see the documentation for an example of doing so. Remember, these changes only affect Corona build 2017.3105 and later. In addition to this update, we have fixed a Null Pointer Reference (NPR) error in the Amazon IAP plugin. This fix is available in all versions.
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CoronaRob

CoronaRob

 

From the Forum – Issue #160

Welcome to this week’s From the Forum. In this post, we highlight a few Corona Community Forums posts that cover important topics. Tracking velocity Games usually include objects that move. Knowing when they hit something is a common event to track, but another thing you might want to react to is when an object stops. In this thread, a couple of developers address this matter. Controlling the console log fonts (macOS) Maybe you have a really large monitor and the text of the Corona console is a bit on the small side. Wouldn’t it be nice to adjust that or even make your own theme for the console window? In the Corona Simulator for macOS, you can do just that — jump to this thread to learn how! Target in range? In this post, the question was posed how to trigger an action when an object is in range of another. In Corona, many people use physics sensors for this, but there are other ways to take action when two objects occupy the same space. This thread includes some alternate thought processes on the issue. Do you have a particular forum thread that was helpful for you? Let us know about it! Email support@coronalabs.com, put FTF: and the forum title in the subject, and include the URL in the email. We will consider adding it to an upcoming edition of From the Forum.
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CoronaRob

CoronaRob

 

Corona Labs now offers publishing services

For the past three months, Corona Labs has worked to make Corona a more friendly platform for creating first-class games and applications. This includes: Making Corona completely free. All of the main functionality, including our native extensions (formerly Corona Enterprise), is now available for everyone. Removing all royalties that impacted larger publishers. Simplifying the distribution of advertising plugins. Today, we are pleased to announce that Corona Labs has partnered with several publishers to help app developers promote their projects and achieve greater success. With these new publishing services, Corona Labs and its publishing partners will take your app from start to launch to post-launch support with features ranging from localization and culturalization to global distribution and in-game analytics. If you have a cool project built with Corona but perhaps you don’t have the expertise for promotion or your marketing budget is limited, Corona Publishing can help you. Visit our website for more information on this exciting new service!
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CoronaRob

CoronaRob

 

Appodeal plugin updated to SDK version 2.0

Corona Labs offers over twenty monetization plugins that we strive to keep maintained and up-to-date. Usually these updates are transparent and we notify you via posts to the Monetization subforum. Occasionally, however, there are breaking changes that we need to make you aware of. Specifically, the latest update to the Appodeal plugin has two breaking changes which may require that you update your code: The "video" ad type has been rolled into the "interstitial" type. Thus, in various API calls like appodeal.load() and appodeal.show(), "video" will no longer work. However, you can control the choice of video vs. static interstitial ads through the Appodeal Dashboard. tvOS support has been removed. In other words, if you’re building for tvOS, the Appodeal plugin will no longer work. These changes will affect developers using Corona build 2017.3068 (the current public release) or later. If you wish to use the older plugin version, you’ll need to use an older daily build of Corona.
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CoronaRob

CoronaRob

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