One thing you can’t do with Corona text is mix font variations in a single text render.
i.e. This would be four text objects in Corona. You’d have to align them to eachother to give the impression of
This is bold , while this is a italic, this is black, this is red.
(1) (2) (3) (4)
My #1 suggestion is, decide what you want to do and test it early (before you make your game) in a standalone demo. Get it working, then work on the game.
This suggestion applies to all critical dependencies. Identify them first, test and verify them, then, and only then make game.
I know this is hard to do, but you should try or you may be sorely disappointed if something critical is not supported by whatever engine/SDK you use.
For English, I’ve written * some HTML interpreters but they only work so-so:
https://github.com/roaminggamer/RG_FreeStuff/raw/master/AskEd/2015/10/mltext_mod.zip
( * Some of the code is borrowed from elsewhere.)
local mlText = require "mltext.mltext" local myMLString = '\<font size="22" color="ForestGreen"\>This is a test of\</font\>\<br\>\<br\>' .. 'MLText by \<a href = "www.roaminggamer.com"\>Roaming Gamer, LLC.\</a\>\<br\>\<br\>' .. '\<font face = "Arial" size="26" color="red"\>This is some red size 26 Arial!\</font\>\<br\>\<br\>' .. 'And an image of a \<a href = "www.roaminggamer.com"\>\<img src="joker.png" alt="A Joker" height="40" width="40" yOffset = "-12"\>Joker!\</a\>' local group = display.newGroup() -- Base settings for text without \<font\> statements. local params = { font = "Consolas", fontSize = 24, fontColor = { 255, 255, 128 }, spaceWidth = 14, lineHeight = 22, linkColor1 = {0,0,255}, linkColor2 = {255,0,255}, } local tmp = mlText.newMLText( group, myMLString, 10, 60, params )