App works well in simulator, all platforms. Installed on Samsung SIII, the splash screen shows, then goes blank.

You probably could get a refund. 

Let me ask you, are you  on a Mac or WIndows?  You can only build for iOS on a Mac.  If you’re on Windows, you have two choices.  You can pick up a cheap mac mini or your can use a service like MacInCloud where you can rent a Mac to build with.

If you’re on a Mac, there should be a File->Build->iOS option.  Windows won’t have this.

Now to build for iOS you need to have a paid Apple developer account.  This costs $99 a year and you have to pay this to Apple.

Why do you need IAP?  You may not, not everyone does.  This allows you to do a free app and then let people buy things from inside your app like extra levels, pay to turn off ads, etc.

How do I go about getting a refund?

I use Windows and will probably use MacinCloud.

Email sales@coronalabs.com

Rob, 

Thank You

How would you rank the level of difficulty transitioning from Corona.lua to the IOS platform?

I’m not sure I understand the question Sid.  For Corona you still develop in Lua.  You don’t need to know much at all about native development.

If you mean, going to iOS from Android, it’s hard for me to say since I went from iOS to Android.  But I will say that the iOS app signing process (making sure they are cryptologically marked to prevent people from hacking them) is very intimidating to the new person.  With terms like Key Signing Identity and Certificate Authority and Provisioning Profiles, it’s a complex thing.  You have to rebuild your certificates and keys every year and its long enough that you forget how you did it.  Apple’s websites have gotten much better at talking you through the process.

Rob

Rob,

I have my app working very well in all platforms on Corona simulator thanks to your “Ultimate config.lua”.

So now I just have to persevere with the various app signing processes, correct?

I have just begun the Google app store process.

The legal “mumbo jumbo” is daunting, to say the least.

Thanks

Code wise, you might have a few changes when going to iOS.  Most of it’s dealing with the account setup and legal mumbo jumbo.

@Sid.L.Young

The Ultimate config file will have your app look  different on each platform… i.e. phone and tablet.  so much so --personally I don’t use it. It would be a headache to build for the phone and tablet with the Ultimate config file. Instead try this one: It is so sweet how everything looks perfectly on EVERY platform – it takes my breath away. :slight_smile:

Here it is: There is an article about it somewhere:

--calculate the aspect ratio of the devicelocal aspectRatio = display.pixelHeight / display.pixelWidthapplication = {&nbsp;&nbsp; content = {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; width = aspectRatio \> 1.5 and 800 or math.ceil( 1200 / aspectRatio ),&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; height = aspectRatio \< 1.5 and 1200 or math.ceil( 800 \* aspectRatio ),&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; scale = "letterBox",&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; fps = 60, &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; imageSuffix = {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ["@2x"] = 1.3,&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; },&nbsp;&nbsp; },}

@burnsj002

Thanks,  I’ll try it.

I did have to make a lot of “between platform” adjustments to my computer generated, “rounded rectangles” while using the Ultimate config.lua.  

However, I tried using a “calculating config.lua” similar to the one you suggest, with poor results,  but I don’t think it had the: 

imageSuffix =
{         ["@2x"] =
1.3,      },   },}

Statement

@burnsj002

This is the one I tried:

identical except for fps

–calculate the aspect ratio of the device

local aspectRatio = display.pixelHeight / display.pixelWidth

application = {

   content = {

      width = aspectRatio > 1.5 and 800 or math.ceil( 1500 / aspectRatio ),

      height = aspectRatio < 1.5 and 1200 or math.ceil( 800 * aspectRatio ),

      scale = “letterBox”,

      fps = 30,

      imageSuffix = {

         ["@2x"] = 1.3,

      },

   },

}

–width = aspectRatio > 1.5 and 800 or math.ceil( 1500 / aspectRatio ),

–height = aspectRatio < 1.5 and 1200 or math.ceil( 800 * aspectRatio ),

Anyway,anything that says they’re the Ultimate is probably not the ultimate.

The article I read and use is called modernizing the config file. I think by Rob Miracle.

You can’t just paste it into your project and it works. You have to make alot adjustments – but its worth it.

You make your Bg images: 900x1425
@2x 1800x2850

You have to then scale and adjust all your display images. Don’t code x and y values as (450,780) Instead use something like (screenW*.4, screenH*.7)

When I was finished it was amazing how well it looked on all the devices. I use Windows. So I even remote rented a Mac from mac In Cloud and tested it on there. All the iPhone, 4, iPhone 5, iPad looked great!

The fps is my own personal preference. I can’t stand 30fps. I need the smoothness.

Here is the post @burnsjj002 is referring to:

http://coronalabs.com/blog/2013/09/10/modernizing-the-config-lua/

It’s what I use these days.  It makes a perfect fit regardless of the device.  There is still very good information in the Ultimate config.lua and I consider it required reading before reading the above and the post on Ultimate config.lua covers all the aspects of why we need to do this and how and why we picked the numbers for the dynamic image sizing.   The modernizing  post does math to figure out the content area instead of device testing.

Rob

There are many reasons why an app will have errors on a device when it runs fine in the simulator.  The biggest one is a file name problem.  Device’s are case sensitive and the simulator is not.  However without knowing what the error is, it’s going to be really hard to guess what the problem is.

I suggest looking at the device’s console log and see what errors are going on.  If you don’t know how to look that up, then this tutorial will help you: http://coronalabs.com/blog/2013/07/09/tutorial-basic-debugging/

Rob

That sucks, can only agree with what Rob said. Testing on the simulator for 6 months is crazy though, you learned the hard way that you can’t really trust what is working on the simulator until is has been tested on a real device

Gooner87,  

I made the mistaken presumption that Corona Simulator was just that, “a simulator” WRONG

I guess I know “nothing” and can’t tell what (on the internet) is antiquated material and what is “up to date”

I did find the “Ultimate config.lua” but somehow found myself using something totally different.  (I made it work through trial and error)

I am a nuts and bolts kind of a guy and couldn’t find anything about  the ABC’s 123’s or the nuts and bolts.

I am using notepad ++ as my “text editor”  It is easier to see and more intuitive for me. I have owned a computer since they were first released to the public.  (pong was HOT STUFF)  on a magnavox oddesy

QUESTIONS:

What is the Main.lua supposed to contain?

Is “Storyboard” a good format to follow? (works pretty well in CORONA SIMULATOR"

What is the best “config.lua” to use for cross platform compatibility?

What is “StoryBoard.lua” supposed to contain?

Is there a StoryBoard Android app that I can open in Corona Simulator and my text editor to see how things work?

If I compiled a Corona Sample app for my SIII, would it work?  (just thought of that).  I’ll try it :slight_smile:

I have 640 items in my master file that compiles to over 200 MB

I started out using 2048 x 1024 @2x  resolutions and have reduced to 1024 x 512 @2x

For device testing, I have cut back to one simple scene, compiled it and uploaded it to Google Drive.

Then accessed it on on Google Drive with my Samsung SIII phone and used the android installer.

The only thing that works is the Default splash screen and not one additional simple graphic scene. (boy do I have a problem)

On my first try to install it, (before I knew about a default splash screen)  I copied the compiled *.app file directly to my  SIII,

Then installed it.  The opening scene displayed but the audio was garbled.  The second scene displayed, but was jumbled.  I have several items that are situated in appropriate places.

I am 71 years old and should be lined up in the EXIT LINE.  But I have decided that life begins with each new day. And ends when tomorrow doesn’t arrive. I plan on living until I pass 100.

My little App is a story aimed at young children about living on a family farm in the 1950’s.  And it’s darn cute even if I say so myself.

Thanks

Sid

I come from a basic background also. main.lua can contain as little as one line of code to send you to the next file or could contain your entire app. I would keep storyboard for your current app but would move to composer for the next app. as Rob said double check all your filenames nine times out of 10 that’s where the problem lies

 I have been “case” conscious the whole time, but I definitely will check again.

Thanks,

watch your terminal window it will show a warning if there’s a case issue

From what Rob said, I gather that there is a way to check the errors on the target device.  Am I correct?