Your feedback is always welcome.
I tend to believe that people here don’t even use spritesheets, because of the involved additional steps for preparing the spritesheets. So, it may be somewhat romantic to promote a “best practice” for universal scaling that not only *requires* everything to be in spritesheets, but also dictates every coordinate to be given as a percentage. Maybe it’s the healthiest thing in the world, but in the end Corona is more or less a middleware for people that prefer convenience (easiness) over flexibility (including myself to an extent).
Now, regarding your question, positioning is *absolute* in Corona (by default). To see how this lacks universability try the following:
Place a sprite/image/shape at coordinates (480,320), which stands for bottom right on landscape, while working with the iPhone Simulator. You now have two options for getting your sprite showing on the iPad simulator…
You either setup your config.lua to include (width=480, height=320, scaling=“letterbox”) for activating Ansca’s “Dynamic Content Scaling” and you get a properly sized sprite BUT displayed NEAR bottom right, because iPad has a different ratio to that of iPhone
OR
You delete config.lua (deactivating Dynamic Content Scaling) and then you correct the coordinate *by hand* to (1024,768) and you get your sprite at the proper position (bottom right of the screen) on iPad BUT you also get it half sized because of the double+ resolution that iPad has over iPhone (while your image stays the same).
Now can you see where “Relative Positioning” (percentages instead of absolute coordinates) can help? You don’t want to make a different build (correct coordinates) for each set of devices that have a different ratio (width/height). You only want 1 Universal build !
The solution I propose (“Adaptive Layout”), uses relative positioning to correctly place things on screen and alongside it detects the device and selectively loads the most appropriate version of your provided spritesheets to maintain same sprite sizes among ANY devices. It also corrects the absence of suited versions by scaling sprites up/down, so that you always get a sprite with a size of the same screen proportion.
[import]uid: 7356 topic_id: 3197 reply_id: 14687[/import]

