@Ksan Yep its universal and it works great. Ive added a note at the bottom of http://developer.anscamobile.com/content/configuring-projects
on how to setup a project for universal.
There is a trick with rendering fonts on an iOS device when using content scaling where you draw the fonts at 2x resolution and then scale by 0.5. You should see it on an iPhone 4, everything is super crisp.
@linh A bunch of people have asked in the past for the remote, every dev platform has its own way of doing things, in XCode for instance you need to buy iSimulate, which costs more. I would rather the community provide solutions like this, the sprite packers, Particle Candy etc... and let Ansca work on the higher level stuff that cant be achieved using lua, such as 2.5D and image transforms. Im charging for it as it took a lot of work, has a very limited appeal. I also provided a Joystick in the sample code area for free which can be used to simulate the accelerometer in 2 directions. Thats what I used before developing the remote. Another platform has a similar solution to that, where the simulator has a little analogue joystick built into the surround.
@rdcube Im putting the site together at the moment, will try to do a vid. Concept is simple though, you include the remote.lua file and then your app becomes accelerometer aware. When you connect the remote it start sending the values across your local network to the simulator.
The reason for the IP address is two fold. 1 Corona doesnt have bonjour incorporated so auto pairing would be almost impossible. With an update to Corona where I could find the local IP of the iPhone I can auto pair using a remote server. But having to set the IP would let a larger studio have multiple remotes running to separate computers.
I will be updating the remote as and when Ansca include new features in Corona such as gyroscope support. I also have a plan for touch to be transmitted across from the iPhone but that too would need a new api adding to Corona when I can programatically simulate a touch.
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