Non-Enterprise Frameworks for Corona?

Can someone list the known Frameworks that have been created for Corona? I’m particularly interested in a Framework that DOES NOT require Enterprise.
 

Hi,

When you say “framework”, what are you actually looking for in functionality?

I don’t know of any specific frameworks that will integrate with Corona, but between Composer, Lua, and the rest of the API, you should be able to “roll your own”, but it depends on what you are wanting to achieve.

Cheers.

Exactly, can you better describe what you’re looking for?

For my first Corona App, I’ve extended the functionality of routines - resulting in my own framework. It works, but it was not built from the ground up for that purpose - and I thought it might be useful to see other code which was built from the ground up specifically for this purpose.

Features include:

  • Display, animate and handle button press (one routine).

  • Important window (title, body, size, text, buttons and what they do) - all one routine, passing options

  • Window fly in and fly out based upon a predefined display group (built before Composer - still works well)

  • Get files from Internet, with onComplete and onError code definitions - also includes “webthenlocal” or" localthenweb" as options to determine if files should always be searched for on the Internet first, or if it was downloaded once, “localtoweb” would have it be found without having to retrieve from the Internet again

  • Handling of JSON and XML on top of the base code provided in Corona tutorials

  • and more

So, I’m looking for a framework that someone else has created so that I can learn from or improve my own, existing framework.

In all fairness, I should disclose that I’m now 51 years old, but I had developed 17 assembly language games for TRS-80 and Commodore 64 by the time I was just 22 years old. After running businesses for awhile, 2014 represented my return to programming - full-time. But I picked up Lua and Corona very quickly - that said, even though I have a lot of past experience, I still consider myself a dinosaur that can learn new tricks - I love Corona - and I want to learn as much as I can from the work and wisdom of others, rather than have to become wise through the longer process of making my own errors.

As I have come to learn more about Corona, many details required a lot of trial and error. I would rate the Corona API docs with 9 out of 10 stars, but sometimes more examples and discussion points about how Corona operates would have saved me time.

For example:

  1. when creating a multi-line textbox without the knowledge of how many lines a particular piece of text would take, depending upon the font size, width and platform (i.e. the display ratio of height and width can vary alot - from HD 1920x1080 to the width of an iPad 2048x1536). With regard to a multi-line textbox, it would have been nice to know that setting “height=0” would cause Corona to allow the height to be whatever the text string and font size required. And failure to do this would not provide the desired result on Android only…

  2. or learning how the graphics 2.0 blend mode effects work differently on iOS v Android - some are unusable and unreliable, etc…

  3. or knowing that if you attempt to set fps=60 in build.settings, in other words, if your game-loop processing takes more than 1/60th of a second to run, your code would not actually operate at 60fps - you could drop to 30fps without any in-between rate - but that this problem can be solved by ending the game-loop with a performWithDelay(1,gameloop) - just make sure that any on-screen animation is timer-based and NOT counter-based.

  4. another surprise was encountered when my game became larger and did a lot of processing - I’ve seen events occur at the same time that my game-loop would be running - one routine might check the game mode and use certain logic based upon a particular mode. But I didn’t know that in the middle of the code, the game mode was changed by an event which changes the conditions by which my code is running - all havoc broke loose. I then realized the solution is to keep events as they occur in an array and then process those events, one at a time, as a simple routine at the top of my game-loop - and in this way, I could always know when game mode events would change.

Etc… please forgive my ramblings.

All to say, I am looking for alternatives and ways to write code for Corona that is better and more efficient than my own.

I had imagined that hundreds of developers by now have had to create their own frameworks as have I, but that perhaps a few of them took the time to improve upon them for the general publication and benefit of the community. If not, any referrals to the most experienced Corona App developers, that are active here in the Forums, would be much appreciated.

Ed @ RoamingGamer.com has something that sounds like what you’re describing.

Rob

Hi,

When you say “framework”, what are you actually looking for in functionality?

I don’t know of any specific frameworks that will integrate with Corona, but between Composer, Lua, and the rest of the API, you should be able to “roll your own”, but it depends on what you are wanting to achieve.

Cheers.

Exactly, can you better describe what you’re looking for?

For my first Corona App, I’ve extended the functionality of routines - resulting in my own framework. It works, but it was not built from the ground up for that purpose - and I thought it might be useful to see other code which was built from the ground up specifically for this purpose.

Features include:

  • Display, animate and handle button press (one routine).

  • Important window (title, body, size, text, buttons and what they do) - all one routine, passing options

  • Window fly in and fly out based upon a predefined display group (built before Composer - still works well)

  • Get files from Internet, with onComplete and onError code definitions - also includes “webthenlocal” or" localthenweb" as options to determine if files should always be searched for on the Internet first, or if it was downloaded once, “localtoweb” would have it be found without having to retrieve from the Internet again

  • Handling of JSON and XML on top of the base code provided in Corona tutorials

  • and more

So, I’m looking for a framework that someone else has created so that I can learn from or improve my own, existing framework.

In all fairness, I should disclose that I’m now 51 years old, but I had developed 17 assembly language games for TRS-80 and Commodore 64 by the time I was just 22 years old. After running businesses for awhile, 2014 represented my return to programming - full-time. But I picked up Lua and Corona very quickly - that said, even though I have a lot of past experience, I still consider myself a dinosaur that can learn new tricks - I love Corona - and I want to learn as much as I can from the work and wisdom of others, rather than have to become wise through the longer process of making my own errors.

As I have come to learn more about Corona, many details required a lot of trial and error. I would rate the Corona API docs with 9 out of 10 stars, but sometimes more examples and discussion points about how Corona operates would have saved me time.

For example:

  1. when creating a multi-line textbox without the knowledge of how many lines a particular piece of text would take, depending upon the font size, width and platform (i.e. the display ratio of height and width can vary alot - from HD 1920x1080 to the width of an iPad 2048x1536). With regard to a multi-line textbox, it would have been nice to know that setting “height=0” would cause Corona to allow the height to be whatever the text string and font size required. And failure to do this would not provide the desired result on Android only…

  2. or learning how the graphics 2.0 blend mode effects work differently on iOS v Android - some are unusable and unreliable, etc…

  3. or knowing that if you attempt to set fps=60 in build.settings, in other words, if your game-loop processing takes more than 1/60th of a second to run, your code would not actually operate at 60fps - you could drop to 30fps without any in-between rate - but that this problem can be solved by ending the game-loop with a performWithDelay(1,gameloop) - just make sure that any on-screen animation is timer-based and NOT counter-based.

  4. another surprise was encountered when my game became larger and did a lot of processing - I’ve seen events occur at the same time that my game-loop would be running - one routine might check the game mode and use certain logic based upon a particular mode. But I didn’t know that in the middle of the code, the game mode was changed by an event which changes the conditions by which my code is running - all havoc broke loose. I then realized the solution is to keep events as they occur in an array and then process those events, one at a time, as a simple routine at the top of my game-loop - and in this way, I could always know when game mode events would change.

Etc… please forgive my ramblings.

All to say, I am looking for alternatives and ways to write code for Corona that is better and more efficient than my own.

I had imagined that hundreds of developers by now have had to create their own frameworks as have I, but that perhaps a few of them took the time to improve upon them for the general publication and benefit of the community. If not, any referrals to the most experienced Corona App developers, that are active here in the Forums, would be much appreciated.

Ed @ RoamingGamer.com has something that sounds like what you’re describing.

Rob