Great read from PC World (ironically, since it’s about Apple):
In addition to making shareware trendy, the App Store did something much more important: It turned the cell phone into a computing platform.
Suddenly, cell phones could do just about anything, even if that usually equates to playing games. As Apple advertised, if you can find a task, there’s likely “an app for that.”
Again, this wasn’t entirely new. Significant amounts of money and time had been invested in making it possible to run Java applications on phones for years. However, Apple shifted the focus in a way only it can.
The iPhone personally changed my opinion about mobile platforms. Before the iPhone, I was a web developer who had no interest in focusing on mobile platforms. I heard about the iPhone in 2007, but still wasn’t interested.
Then, in 2008, I finally used one, and it changed all my preconceptions of mobile computing. When it comes to work, mobile is all I focus on now.
The tutorial is for ActionScript, but the logic can be easily converted to Lua. Circular movement is kind of confusing, but useful for many animations in games. I might consider adding a related function to the BeebeGames Class eventually.
Special thanks to Brent Sorrentino of Ignis Design LLC for this amazing resource.
Collision filters (a Box2D concept) is something that I have always been pretty confused about when it came to setting up new ones and how it all worked. The chart that Brent provided (back in October!) makes the whole thing a billion times simpler.
The page shows an example chart with step-by-step “how to” instructions, and then provides a link to a blank chart (PDF).
I recommend using an app such as Skim so you can draw on the PDF document and create a collision filter chart for each of your projects (that need it).
If you downloaded this class previously, this update is a MUST. It fixes a major bug that pretty much rendered the entire module useless if you used physics. Don’t worry, all of your previous code should work. I try my best to make each update backwards compatible so you’re not having to modify your code as you download new updates.
Here are a few more changes/fixes:
Better compatibility with Ricardo Rauber's Director Class. In previous versions, sometimes you’d get errors while changing scenes. This update fixes that.
Added table to keep track of all objects created with newObject().
Added a function that allows you to destroy all objects created with newObject() all at once (destroyAllObjects).
I was going to wait until more features were added before releasing version 1.5 (because updates are coming VERY frequently), but after I ran into that big bug I knew I had to release this update right away.
I apologize for any inconvenience that the bug caused anyone in the meantime, but thankfully it’s fixed now.
In additions to new things added in 1.2 today, this version includes a table that holds all active timers (timers that haven’t been canceled) as well as functions to pause, resume, and cancel all timers with one line respectively.
Combined, the BeebeGames Class version 1.2 and 1.3 features 6 new time-related functions, one of which being a complete replacement for the built-in timer.performWithDelay() as well as a—much requested—table that holds all active timers.
According to co-founder Carlos Icaza, great things are in store for the Corona SDK in 2011. And to top things off with a side note, the communication from Ansca Mobile to the developers using their product is outstanding, and even then, they’re still striving to make it better with some of the new things coming.
When I finally got an iPod touch 4 and began making our games compatible with the new retina displays, everything looked amazing. Everything except text, that is. The graphics were really sharp, but any text created using display.newText() came out looking blurry because as-is, it’s not yet optimized for the retina display.
As a result, I added a new search feature to the sidebar (see it on the right?).
It works great. By default, it’ll search through the posts on my blog, but you can click the ‘Network’ tab (after you do a search) and it’ll run the same search through Biffy’s Blog, the Ansca Blog, and even the Corona Forums!
No, I’m not talking about an actual “class” where you sit down and learn something, rather, the BeebeGames Class is a module you can import into your projects to take advantage of additional functionality.
Biffy's graphics are amazing, and getting better and better.
I can’t get over how nice the graphics in our latest Corona sample app, Martian Control, are. It makes me kinda jealous that we’re not submitting it to the app store as one of our own :-(
She worked hard for hours yesterday, and got the UFO’s and all the little subtleties of the game graphics just right to give it more of a polished look-and-feel. I’m pretty proud of the little app, but I can’t say I would be as much if it was just the little lines and vector circles that it was before her graphics were in place.
NOTE:The video gets choppy at times, but don’t worry, it’s just the video. Actual gameplay is very smooth and works great. Don’t believe me? Wait for the source code… EDIT: It is now available at the Code Exchange.
Biffy and I spent all day yesterday working on yet another sample app with the Corona SDK, to show the world just what it’s capable of, and in a relatively short amount of time at that.
The Ghosts vs. Monsters sample app has had a great response so far, so we’re really happy about that.
Biffy will be directing our next game, a side-scrolling platformer (think, Mario Bros.) that we’ll begin development on shortly.
Afterwards, I think I’ll revisit the Ghost vs. Monsters source code and expand it into a real game (with different graphics and much different gameplay, of course).
Also, expect another full-length Corona SDK review sometime after in-app purchases come out. My previous review covered Corona while still in beta/alpha, so I think it’ll be time for an updated one in a couple of months.
The video above shows a sample app that Biffy and I made for Ansca Mobile to be shared with the community (open-source) so everyone can see how a viable clone of the best-selling Angry Birds can be made in a very short period of time.
The number one requested feature: In App Purchases will be on the next drop expected Mid-January.
As well as a ton of bug fixes, android fixes, there will be a few other features such as
Push Notification, Universal Binaries, Bitmap Masking, Async http, Daily Builds, Open Bug Base
Wow. This is amazing. I can’t wait to start adding in-app purchases to our apps, and creating new apps that feature them… this is great news for mine and Biffy's business :-)
I’m also very excited about Push Notifications, Universal Binaries, and Bitmap Masking (and I’m sure Async http will come in very handy one of these days as well).
Needless to say, I can’t wait until mid-January. When I was a kid, this time of year went especially slow waiting for Christmas day to come so I can open presents, and while this next build isn’t scheduled until mid-January… I feel like that kid again :-)
A Corona developer, tempop, said he noticed a pretty significant delay when calling the Lua function, collectgarbage( “collect” ), but the delay isn’t present when adding that call to a timer delay, even if the delay is only for a single millisecond, which ultimately results in faster memory freeing.
Just received Ansca's latest email newsletter issue and found out that they are giving away an iPad every quarter to the developer of a random app in their showcase.
I currently don’t own an iPad, but really want one. Unfortunately, at the moment it doesn’t fit in with our budget. Needless to say, I really, really hope one of our 3 apps in the Corona Developer Showcase gets selected for the “iPad winner” … then we can start porting our apps over to the iPad and also make some iPad-specific games as well.
I don’t want to get my hopes up though, I don’t think I’ve ever won anything by being “selected” in a random drawing, but one can dream right?
I noticed sales picked right back up since I put Tilt Monster back on sale (which was just a day before the Tilt Monster update went live), so Biffy did a quick search in the app store for the term “tilt” and surprisingly, Tilt Monster is already on page 1 of that search term! (#14 as of a couple minutes ago)
I’m pretty sure “tilt” is a common search phrase for those looking for games, mainly due to popular titles such as Tilt to Live (which is extremely fun by the way), so I’m thankful that Tilt Monster—at least for the time being—has a spot on the first page of that search phrase.
And for those worried, “Tilt” is not currently a registered trademark in games/software, so since I’m already using the word in my game, it shouldn’t be an issue (neither is “monster”).
So far I’m very happy with how Tilt Monster is doing. Hopefully the sales keep coming, because I’ve got a broken iTouch 4 screen I need repaired, and I’m getting impatient!
The Apple review staff contacted me telling me that I needed to change the app name in iTunes Connect (which I didn’t know I could do), and once I do that, they can continue processing my expedite request.
I changed the name right away and replied back to their email and still waiting to hear something from them. To me, it sounds like they might be approving my expedite request for Tilt Monster.
I really hope for it to be approved soon so Doodle Dash! fans can upgrade and see the update which is in all actuality more like a sequel. I also want to be able to submit Tilt Monster to the Ansca Staff to be considered for their first round of Top Apps that they’ll be choosing at some point after December 15th.
In other good news, I’ve been testing Tilt Monster extensively today (new high score, 130,000+!) and still no crashes. Old Doodle Dasher’s who experienced crashes, while I won’t say there won’t ever be, should definitely experience far less.
I’ve been testing Tilt Monster extensively now and haven’t experienced a single crash or bug… this release is going to be great. I can’t wait to read what all the older Doodle-Dasher’s think of the new update.
I’ve been a little less than pleased with our official Beebe Games website, so I’m going to be working on some updates.
One of the biggest additions will be to create an individual page (or “home” as I like to think of it) for each one of our games in the form of a link to their own page that’ll describe the game, show off some screenshots or any videos we have for the app, and of course, a link to the iTunes page.
I submitted the latest update to Doodle Dash! which will rename the app to Tilt Monster. Hopefully Apple will approve my request to have the review process expedited since I removed my app from sale until the name change is final.
The reason why this site has been lacking in updates is due to all the time I’ve spent getting things in Tilt Monster as close to perfect as possible. Biffy did a great job on some of the new characters (my favorite is the purple guy she did, which you can see from one of the screenshots).
The gameplay, and how they work with the new leaderboards makes the game WAY more addictive than it’s predecessor. It’s an update to Doodle Dash! so existing players can simply update and play, but we really feel like this is more of a sequel (which is why we made this version 2.0.0).
Once the update is approved, we’ll see what you think!
We’re about to commence development on the next Doodle Dash! update, but we don’t want to just simply change the name and re-submit. No, if we’re being forced to push out an update in order to keep Doodle Dash! alive, then we’re going to make this update worth it.
The Corona SDK is by far the best mobile platform for iOS and Android development. It boasts high performance, uses Lua (which means it’s easy to learn), cross-platform, and is getting better with each new release.
Mashable’s voting system allows you to login using your existing Twitter or Facebook account, so it’s easy to cast your vote.
This is a minor (but very important) update that fixes an issue with OpenFeint scores not being submitted if you have a high score set from version 1.0 and also ADDS 20 Brand New OpenFeint Achievements to make Dungeon Tap even more addicting!