Vote Roadmap? Give us the Needs then the Wants.

I think a better approach to your roadmap would be to have your users vote on the new features. I understand that your team feels they need to update certain features but those features may not be the features your actual users need. So maybe integrate some sort of feature voting. Or at least let us vote on the 1 killer feature we need!

For example in your “Upcoming Releases” you have quite a few features but are they what the community needs? I think the big features/needs are:

MapKit integration (iOS)
and close second Photoshop exporter for Corona (still not a need but anyway)

Everything else from Upcoming Releases we could live without!

Let’s move up some of the other features like:
In-App Purchase support
iOS 4.2 support
Universal iPhone/iPad builds
iTunes library support

Also please add some officially supported environments that all support Syntax Highlighting and Code Completion (And not for Lua scripting in general but Corona!).
Maybe Xcode,Coda,TextWrangler, but really at least Xcode should make me feel like I am using objective C. Can’t take more than a few days to do this correctly?

My company has developed over 50 apps that are in the app store in the past 2.5 years.
I have never had a client ask for Improvements to Physics API (friendlier collisions, etc.)!
So please add the features that the clients ask for in meetings! Because honestly thats all that matters…

Great product, hope to use it to make 50 more apps! [import]uid: 10211 topic_id: 4142 reply_id: 304142[/import]

If you look in one of my entries, one of the things we are adding is the ability to allow *you* to vote !

So we are totally in sync and we hear all of you loud and clear.

Also, due to the holidays and trying to get a new version out, the roadmap will change in order of priorities, and those priorities are the ones we hear the most from you. :wink:

Carlos

[import]uid: 24 topic_id: 4142 reply_id: 12899[/import]

Ok sounds good! Let us know when we can start voting. You can put me down for the items below. Loosely in this order.

  1. In-App Purchase support
  2. Universal iPhone/iPad builds
  3. iOS 4.2 support
  4. iTunes library support
  5. MapKit integration (iOS)
  6. Officially supported environments that all support Syntax Highlighting and Code Completion
  7. Photoshop exporter for Corona [import]uid: 10211 topic_id: 4142 reply_id: 12909[/import]
  1. iAd support
  2. GameCenter support
  3. Native Masking
  4. Native particle engine
  5. … anything else is cream …

Also: The roadmap doesn’t indicate any timeframes, are there any known timeframes, ie, I am reaching near completion of a Corona game now, so I am deciding whether to hold off and include new supported features when they arrive in Corona, or just shipping it off soon and not including things like iAd and GameCenter.

Kind regards
Cel. [import]uid: 9428 topic_id: 4142 reply_id: 12959[/import]

Yes, we don’t have milestones because we have been busy trying to fix a bunch of things on the new version and taking a look at what each feature entails and what not… so… in the next few days… my job is to communicate that to you as well as put up a voting system for the features…etc… but first thing first, the drop should be out monday barring any major crashes. (RAID as in bug spray)…then the milestones … then the voting system…

Enjoy the weekend

c. [import]uid: 24 topic_id: 4142 reply_id: 12979[/import]

Thing that I need!

  1. iTunes library support(includes being able to call a function after a song is selected)\
  2. In app purchase

-Gamexcb [import]uid: 8517 topic_id: 4142 reply_id: 13097[/import]

This one is probably just a pipe dream…

  • Build for Flash… as in, the games we are making, get them in to Flash. [import]uid: 11968 topic_id: 4142 reply_id: 13165[/import]

ok… that was a good laugh :stuck_out_tongue:

c [import]uid: 24 topic_id: 4142 reply_id: 13167[/import]

I think before getting into implementations of IAP and Gamecenter, which I’m sure presents significant challenges, how about support for scaling spritesheets?

Right now the Corona Game Edition is being advertised as supporting spritesheets (which are the recommended method of animations in all the docs) and also supporting automatic content scaling.

Of course this isn’t true and you quickly realize it’s one or the other. And the truth is, we don’t REALLY need spritesheet scaling, I just need to be able to determine the screen size of the device my app is running on. I really don’t care about all the android sizes, since I’m catering to iOS exclusively (like most of us), so just getting the size so I can load 1 of the 2 spritesheets would be all that’s needed. And this is something Corona can do right now! (since it auto scales based on the device screen resolution) so there’s no excuse to not make that info available for developers.

I know you think that system.getInfo( “model” ) ) will return “iPhone4”, like it does on the simulator, but it doesn’t. All iphones are shown as simply “iPhone” and it’s a little worrying you don’t know this (also it’s a very bad idea to use model names for this, those change all the time, resolution is fixed). It’s almost as if there’s not a single iphone 4 at Ansca (lots of the samples are broken in that device). Also the default string for double resolution images is “@2x” not “@2” like it says in the docs.

Long story short I really, really want to use high res sprites when my game is running on a retina device and I currently can’t, and for really silly reasons that you should be able to fix in very little time. [import]uid: 10835 topic_id: 4142 reply_id: 13194[/import]

All you need to do is a simple check of screen size

[blockcode]
if display.contentWidth == 320 or display.contentWidth == 480 then
( load spritesheet 1 )
else
( load spritesheet 2 )
end [import]uid: 7911 topic_id: 4142 reply_id: 13199[/import]

Thanks. I’m not a complete idiot though (I know it may seem like it with some of my noobish questions sometimes, but I’m not). If that worked I wouldn’t be ranting about this.

I’ve looked through the documentation extensively and as far as I can tell there’s nothing that allows you to choose a spritesheet according to resolution of the device right now.

display.contentWidth returns the value on your config.lua file, which you’ll need to make scaling work in the first place. So even on iphone 4 it returns 320 (I’ve tested this) and it should return 320 since you want to work with a unified coordinate system.

What’s needed is a display.deviceWidth that shows you that actual pixel size of the device screen. [import]uid: 10835 topic_id: 4142 reply_id: 13201[/import]

Greetings,

When is the new drop coming out?

We really need universal builds and in-app purchase support.

Thanks [import]uid: 10652 topic_id: 4142 reply_id: 13204[/import]

What about display.stageWidth I know it’s being depreciated but i think it would work [import]uid: 7911 topic_id: 4142 reply_id: 13205[/import]

Now THAT I haven’t tested, since it’s not in the API page (and can’t find any docummentation on it). Will try it as soon as I get home and let you know. It’d be awesome if it worked (and a big facepalm to Ansca if it does and it’s deprecated) [import]uid: 10835 topic_id: 4142 reply_id: 13207[/import]

I know that I still use it with build 109 and the config.lua file doesnt effect it which is why they depreciated it but it may be good to keep for this situation or keep it and just rename it to display.deviceWidth
I heard it works in later builds but will give a warning that it’s depreciated [import]uid: 7911 topic_id: 4142 reply_id: 13210[/import]

Doesn’t work. It returns 480. I’m running version 2010.109. Any ideas?

What does your config.lua look like?

Sorry to derrail the thread, but this is so frustrating, so close and stuck on something so silly. [import]uid: 10835 topic_id: 4142 reply_id: 13228[/import]

Not at home right now
What iDevice are you on and is it in landscape when the code is running [import]uid: 7911 topic_id: 4142 reply_id: 13230[/import]

iphone 4. That’s the one I want it to work with. It is in landscape, but it shouldn’t matter. What I want is for it to return 960 (or 640 I don’t care), or just something higher than 480, (though then ipad might be a problem). Anyway orientation shouldn’t matter. I’ll try to tweak things in my config.lua and see how it goes. [import]uid: 10835 topic_id: 4142 reply_id: 13232[/import]

It could be cause of apple having it auto scale down to the 3 g(s) screen size I have another trick that will work but have to wait till I get home in about 3 hours [import]uid: 7911 topic_id: 4142 reply_id: 13234[/import]

In no particular order:

  1. In-App Purchase
  2. Universal builds for iPhone/iPad
  3. iOS 4.2 support
  4. Game Center
  5. GUI (don’t hate me for being lazy :wink: [import]uid: 7856 topic_id: 4142 reply_id: 13235[/import]