Corona Enterprise (Corona Native) is now free!

Where can I find out more about Corona Enterprise?

What it offers etc…

Thanks,

Dave

@burakdede87, welcome to the forums!

Where you using Corona Enterprise to build your game or did you build through the Simulator?  We have over 20 ad plugins available, some are free to us, some have revenue sharing and some are a fee to use. No one says you have to use the Pro bundle, though it’s a good deal if you want to use multiple providers in your app. There is also the Appodeal plugin which mediates many of our ad providers plus many that we don’t have plugins for. Appodeal can even hook up your AdMob account and delver their ads through Appodeal. 

If you want to use Applovin, we have two plugins for it. One has a revenue sharing model where a small percentage of the ads shown gets credited to our Applovin account while the bulk get credited to our account. You pay nothing up front, and never pay us anything period since we handle the rev-share through the plugin.  Once your game is successful enough that the $199 paid Applovin plugin becomes a better option, you can just switch plugins, rebuild and ship an update.  We have 15+ ad plugins that are totally free for you to use with no revenue sharing.  Monetization choices shouldn’t be an issue.  I’d seriously investigate Appoeal!

@thedavebaxter, in short, when using the Corona simulator, you are limited to the API’s we provide you either through the core (over 1000) or through plugins. You can do an enormous amount of work with what the simulator gives you. However we can’t provide you everything in the simulator. Perhaps you want to use service that offers’s a mobile SDK. The simulator can’t link to these 3rd party tools. Using native builds, you would use either Xcode (for iOS) or Android Studio (for Android) and build your Corona based app through those tools. For the most part (like account validation), you can build off line (the need to contact our servers, transmit your compiled code over and back isn’t needed). You can include an static or dynamic library in your project and using the C to Lua bridge access the functions in your Lua code. An example. you find some cool bluetooth fitness device and you want to build an app to access the data. They provide an iOS SDK. The simulator cannot use it. But with native builds, you copy that SDK into your project, write the necessary C to Lua bridge functions and you now have Lua functions that can call the native functions. You can read more about it here.  https://docs.coronalabs.com/native/index.html

Rob

@pxtracer did you get it successfully installed?

Regarding the bad links: We are still working on the other servers that you access.  For the pricing page, native builds are now free, so there won’t be a pricing page. We just need to remove that button.  For the username link, try going to https://portal.coronalabs.com and see if that works better for you.

Including Plugins: I believe the new combined version knows how to download third party plugins from the Marketplace. Previously we just included them in a separate zip file and you would just copy the various .a or .jar files into your project. The native documentation should cover this.  https://docs.coronalabs.com/native/index.html

Swift Example: I’ll see if I can get an example from Engineering.

Rob

So I see there is a target in the xcode app for download plugins I build that and I get errors

ERROR: plugin could not be validated: plugin.twitter (com.jasonschroeder)

ERROR: Activate plugin at: https://marketplace.coronalabs.com/plugin/com.jasonschroeder/plugin.twitter

ERROR: exiting due to plugins above not being activated.

 

I looked and it is activated, do I need to setup something else?

Correction on a refresh I notice it now says expired, I bought this on Feb 7th 2017 and now it says expired, it is supposed to be a yearly subscription I thought.

 Sorry Correction again, Twitter pluggin is not supposed to expire at all, its a Perpetual License

@corona1634 can you report this to support AT coronalabs.com and we can get someone to look at your account.

Rob

Yeah I emailed them, sorry I shouldn’t have posted these to this thread, got carried away due to getting plugin’s working in Corona Native

I just noticed that we still need macOS to work with native code. Are there any plans to support Windows(for Android) anytime soon?

@ bgmadclown What do you consider “supporting Windows”? You can already build a DLL and dump it in the Plugins folder, which you can pinpoint by printing

system.pathForFile("", system.PluginsDirectory)) 

If you mean for it to become a plugin, put it in a subfolder as plugins/whatever.dll , otherwise right there as plugin_whatever.dll. Make sure to export a function like

CORONA\_EXPORT int luaopen\_plugin\_whatever (lua\_State \* L) { lua\_newtable(L); // whatever // STUFF! return 1; }

(this code will be the same on the other platforms, if you decide just to go all-out C or C++) and you can then require it as

local whatever = require("plugin.whatever")

I suspect somebody with some spare time and know-how could work out the Android end of things, e.g. taking the .sh files and converting them to .bat. A bit of a chore, though. If anybody is aware of issues I’m overlooking, feel free to correct me here, as I’d like to know more myself.

@StarCrunch, according to (https://docs.coronalabs.com/native/index.html) we can only use Enterprise(or native code in Corona) on macOS. I was asking for Windows support to use Enterprise.

Oh, I missed that. Thank you Scott.

Hello and thank you,

Please explain more. Is export for android free? What exactly has been added?

Where to download it?

Thank you very much.

Edited By forghaniir.

Hello @forghaniir. Everything should have been explained here: https://coronalabs.com/blog/2017/06/21/welcome-to-the-new-corona/

Prior to Thursday, Corona offered two (well three) products:  Corona SDK – where you build with the simulator. Corona Enterprise – where you build using either Xcode or Android Studio. And CoronaCards our way to let you include Corona based mini-apps in existing native projects.  CoronaCards is untouched, so I won’t discuss it in the rest of this since it wasn’t impacted.

Corona SDK has been free for some time and you have always been able to export Android apps with it.

Corona Enterprise was a paid product and of course you could build Android apps with it. This is now free as well.

For Simulator users, nothing much is changing from what you could or could not do. However, you do now have access to use native build tools to build your apps instead of the simulator. Most people won’t need to do this because our simulator builds do all the work for you. We anticipate that people who want native builds are those who need to add in features that the simulator currently doesn’t support, or has needs to do offline or command line builds for various reasons.  So depending on how you use Corona this could be huge news or maybe just a passing note.

In the process we are dropping the names SDK and Enterprise and calling the combined project just “Corona”. When you download a daily build, it will be one download and the native extensions are now in a folder named “Native” in the package that gets installed on your computer (Macs: /Applications/Corona/Native  Win32:  C:\Program Files (x86)\Corona\Native ).  Note native builds are not supported on Windows. It’s currently a Mac only feature. However, if you are building Windows desktop builds, you can use it to build .dll’s to extend the desktop builds with native features.

You download it from the Daily Builds page: https://developer.coronalabs.com/downloads/daily-builds/

Rob

Hi, just a quick question to clarify: 

This means I can’t build off-line on Windows? 
In case I don’t need to compile any native code, but just be able to build android apps while offline.

About the Antivirus issue: I just ignored the messages from Nod32 (assuming is a false positive) and Corona simulator installed correctly.

Regards,

Denys

Hi Denys.

That is correct. We don’t have everything together yet to do Android builds offline. On Windows, it’s just the ability to build .dll files for desktop apps.  I’ll see if I can find out what our plans are for bringing Android native builds to Windows.

From our research only Nod32 is flagging it making it likely a false positive, It’s coming from a 3rd party library and we have reached out to them to let them know just in case.

Rob

Hello and thank you @Rob Miracle ,

Can not use Corona Enterprise in Windows?
Is export for android completely free? So why the name of Corona at the beginning of the program?

Thank you very much.

(Sorry, my English is not good.)

1.corona Native( corona entepise) on Windows only allows you to make windows plugins.

  1. Android export? You can build for android via corona simulator( which all code is writen in lua). If you want to build via android studio you need a Mac.

  2. My theory is that Corona was called Corona SDK to avoid confusion with beer company Corona. Idk why they are changing it now.

Hello and thank you @Rob Miracle ,

Can not use Corona Enterprise in Windows?

 

You cannot use Corona’s native extensions (was Enterprise) to use Android Studio to build Android apps on Windows. You **can** use Corona’s native extensions to build extensions for Win32 desktop builds. You can use Corona’s simulator with Lua to build Android apps. You just can’t add native extensions. That requires building on a Mac.

Is export for android completely free? So why the name of Corona at the beginning of the program?

 

Do you mean the splash screen? It’s pretty simple. It costs us to make Corona for you. We know you want the product to be free to use. In exchange for making the product free, we ask you to help market us via a brief splash screen at the beginning of your app. You get to use Corona for free. We get to grow our brand awareness. If you don’t want to help with our brand awareness, then you have the option to buy the Splash Screen Control plugin. 

 

Rob