- 1 for AR
- 1 for overlay on camera [import]uid: 19297 topic_id: 26764 reply_id: 108720[/import]
Thanks for support, Tom! This is funny, but today Simulator works like charm. If there will be another crash, I will submit a bug report, though I don’t know what to write there, cause it fails at the very beginning, mostly when trying to open main.lua from the Exlporer. That’s all I know. [import]uid: 117007 topic_id: 26764 reply_id: 108926[/import]
AdMob + iAd on iOS and Android using the latest AdMob SDK. [import]uid: 98894 topic_id: 26764 reply_id: 109072[/import]
+1 for Larger android APK files and support for expansion,we need this to build a bigger and better game on android [import]uid: 146374 topic_id: 26764 reply_id: 109218[/import]
+1 for Larger APK on android. [import]uid: 146389 topic_id: 26764 reply_id: 109226[/import]
Can we request the option for ARMv6 builds for Android as a feature? If enough people vote for it would you bring it back? [import]uid: 11393 topic_id: 26764 reply_id: 109447[/import]
A few things I’d like to see…
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TRANSITION PAUSE/RESUME. I would use this frequently. I know there are custom libraries/functions to do this, but it should be native. It’s tedious to consider pausing and resuming transitions on a per-item basis, especially if they are “easing” transitions… very complex to consider where the easing state was upon pause and how to re-factor it upon resume.
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SPRITE ENGINE PAUSE. Self-explanatory, just like “physics.pause()”. All sprites are paused, ideally with delta “between frame” factored in (for example, if there are 200 milliseconds between frames, and a sprite pauses at 120 through this change, it picks up the remaining 80 when the sprite engine resumes).
What else? Well, I think perhaps the “big enchilada” for me would be “app.pause()”. It pauses *everything*: physics, sprites, audio, transitions, timers, etc. I would use this in every app I create, even non-game apps. The easy-to-forget “device pause” that is triggered by iOS in so many different circumstances (battery reaches 10%, incoming call, etc. etc.) makes “pause” a necessary feature even on most non-game apps… and the ability to simply stop/resume the entire Corona engine would be a dream.
Otherwise, the roadmap looks good. Keep up the great work Ansca!
Brent Sorrentino
Ignis Design [import]uid: 9747 topic_id: 26764 reply_id: 109450[/import]
great to see adding image to photo library up there. Hope you also fix the orientation bug with full res images from the camera at the same time [import]uid: 17969 topic_id: 26764 reply_id: 109481[/import]
Access to the Music/Video library.
download stop.
audio network streaming [import]uid: 138389 topic_id: 26764 reply_id: 109537[/import]
Difficult decision…
All the graphics list! [import]uid: 38658 topic_id: 26764 reply_id: 109542[/import]
Here are a couple of other things not on the list that could be cool…
It all falls under better camera access.
More and more we are using our camera’s for things other than photos, like scanning bar codes, QR codes and such, so it would be nice to have access to:
OCR functionality
Bar Code reader
QR Code reader
Ability to access raw data from the camera. [import]uid: 19626 topic_id: 26764 reply_id: 109554[/import]
If “VideoView” means native video handling as is currently supported for iOS then YES PLEASE - I have an app just waiting for conversion across to Android. [import]uid: 95579 topic_id: 26764 reply_id: 109642[/import]
Polygon shapes?
Is that to draw stars and such? - I would rather have the possibility to draw what ever shape i like… as when drawing a line and then appending that line with new coordinats… if i could “finish/close” the appended line, the shape coule close (draw a line to its starting-point) and now I could setFillColor on the shape!
would give the possibility to create stars, arrows, polygons and what ever you like, that can scale, get alpha and all the other things you can do with the rect!
maybe you could even save it as an image, and use it to make a dynamic mask (slice games, worms e.c.t.) [import]uid: 137864 topic_id: 26764 reply_id: 109650[/import]
Hi,
RE: RoadMap
You mention making changes to implement 64-bit… My question is this… I am thinking about renewing my subscription but I only have a 32 bit Intel Mac with Snow Leopard and I can’t upgrade to Lion… Will Corona continue to support Snow Leopard on a 32 bit Mac… I don’t want to buy a new subscripition then find out that I can’t run it.
Thanks,
Gary [import]uid: 4415 topic_id: 26764 reply_id: 109897[/import]
You have no choice now, prepare for it. In order to submit iOS Apps, you need to build with the latest Xcode 4.3.2.
Apple: “Build and submit to the App Store. - Use Xcode 4.3.2 with iOS 5.1 SDK to compile, validate, and submit release versions of your iOS 5.1 apps to iTunes Connect. Xcode 4.3.2 Requirements: OS X 10.7.3 or later. Your Mac must have an Intel Core 2 Duo, Core i3, Core i5, Core i7, or Xeon processor to run Lion.”
I was in the same boat, thinking I could hold onto my 32 bit Mac Mini, but it had a non-supported CPU. So I got a new Mac Mini with i7 CPU that is a way better box (at $1100).
You gain every advantage with the $29.99 upgrade to Lion, if your Mac can handle it.
[import]uid: 6114 topic_id: 26764 reply_id: 109914[/import]
+1 Joint stability [import]uid: 40033 topic_id: 26764 reply_id: 109922[/import]
Do you have a link to the document on Apple’s site that says that you must use Xcode 4.3.2 with iOS 5.1 SDK. As far as I knew Apple let you compile and submit with anything from Xcode 3 upwards. For example if I am targeting the iPhone 3GS and onwards with a minimum of iOS 4, then I don’t need Xcode 4.3.2 with iOS 5.1 SDK.
Secondly, am I am not trying to be rude in anyway, spending $1100 on a new Mac isn’t an option for everyone… In the country where I live that is the equivalent of 3 months salary… We don’t all live in the USA!
WARNING RANT STARTING:
I can’t rant at Apple here, but I can rant at Ansca…
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When I picked Corona it was $99 as were other SDKs… Now that I have invested 3 years of coding etc the price is $349 while the other SDKs stayed at $99. That means the price has gone up 4x. If I had known this I won’t have picked Corona… but now I am stuck and it is costing me heavily… Almost a week doesn’t go by when I just think to stop it all remove all my apps from iTunes and cancel all my subscription… I would actually be better off…
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My apps are written and in iTunes, but then this stupid iPad Retina bug appears. It is Ansca’s fault , not mine, but now I have to renew my subscription ($199 or $349) just to fix a bug that THEY made. So here is how it works, they made errors and I need to pay real hard cash to fix their errors. THANKS!
RANT OVER
Anyway, it looks like I will use Macincloud. It seems a very cheap way to get access to OS X Lion. I will do all the development on Snow Leopard and/or Windows and use Macincloud for a final compile.
Thanks (and sorry for the RANT).
Gary [import]uid: 4415 topic_id: 26764 reply_id: 109948[/import]
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Apple has always required you to use the latest OS and Xcode to build your apps. They have dropped support for Snow Leopard with the latest version of Xcode and Corona needs to keep current with the improvements/bug fixes Apple provides.
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As far as the iPad Retina bug, that was not the fault of Corona. Many other non-Corona applications had the same problem. The solution was building with iOS 5.1, which required Xcode 4.3. Apple pulled a number of their development engineers into the app qualifying process to handle the number of apps resubmitted for approval. Apple dropped the ball in not making iOS 5.1 available to developers before releasing it to the public which caused many developers to scramble to update their apps.
[import]uid: 7559 topic_id: 26764 reply_id: 110011[/import]
Here comes my $0.02, heartily agreeing with @tap32 :
It’s good you’ve informed us of your development roadmap, thank you for doing so.
I understand you only have so many man hours in a day, and I also understand your desire to add Mac Apps support to widen the appeal of the SDK (you’ve mentioned this recently on your blog).
However, please bear in mind your existing paying customers. There are certain SDK features that it’s crippling to do without. The most noticeable of these in my mind is shader support. The possibilities with shaders are virtually endless. It would be incredibly pleasing if you prioritised more highly the addition of this feature, since this will unleash a myriad of graphical possibilities and help your SDK stand taller when compared to other SDKs such as Unity.
As regards the blog mention of ‘Level Editor’ and your mention here of TileMap support – there are enough implementations of these hand-rolled and google’able by now, surely! As a developer committed to your product, I would like to state my interest lies exclusively in seeing the API expanded to enable Corona to become better suited to developing graphically competitive games.
Attempting to create a game with visual effects matching those of, say, Geometry Wars, is impossible using the existing API. Please, please, please bolster your graphics API to cater better for matrix-based image transformations, shaders and improved dynamic drawing methods (you mention bezier paths - yes please!).
Thanks for reading, good luck to your team and I look forward to hearing more soon. [import]uid: 150657 topic_id: 26764 reply_id: 110754[/import]
support Admob and iAd +1 [import]uid: 143797 topic_id: 26764 reply_id: 111687[/import]