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Corona Enterprise (Corona Native) is now free!
Started by Rob Miracle Jun 20 2017 04:11 PM

47 replies to this topic
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#1

Rob Miracle

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Rob Miracle
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We promised to make Corona Enterprise free to use. Today we honor that promise. If you haven't already, please read the announcement and then return here to discuss these great changes.

 

 


  • ojnab, ldurniat, Method Mobile and 6 others like this

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#2

Scott Harrison

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Scott Harrison
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I don’t think the name “corona” is great idea. Corona in the USA is beer company. So if you googled “Corona” corona labs site is the 13th result. If you google unity, unity 3D website is the first result.
  • max.srdk likes this

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#3

bgmadclown

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bgmadclown
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That's great news! I guess the new Corona product will give us the speed when we need those specific ad-networks, native platform libraries etc. Pretty excited about that.

 

Also, the new website seems to load a bit faster. Seems more can be done to speed it up but better than the old one.

 

By the way, can we add native code(I guess C++) to the win32 and macOS builds?



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#4

Rob Miracle

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@bgmadclown The website has more tuning to do and we will work on over time.  And yes, there is no reason you can't build native features into win32 and macOS builds. On the Windows side, we still technically don't support "Enterprise" there because we don't have it where you can build Android apps on Windows. But producing plugins (i.e. .dll files) that you can drop into your win32 build is very much doable now. 

 

@scottrules44. Very good point, I'll bring that up and see what we can do about the SEO.

 

Rob


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#5

bgmadclown

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bgmadclown
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I guess .dll files should work fine for now. Can we expect official documentation about that soon other than the one you described in the forums? (https://forums.coronalabs.com/topic/57623-support-for-nativenewtextfield/?p=298499)



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#6

egruttner

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egruttner
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Wow, great news!!!

 

Will CoronaCards still be supported?

 

Thank you in advance.

 

Best regards,

 

Cheers Corona!



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#7

davida6

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BRAVO!!!!!

 

We are preparing to release an app platform that has a corona-based cross-platform Administrator side and an Android-native client side.  We went that route because corona sdk didnt give us the lower level support we needed.  We were concerned about the costs of 2 parallel track products.  You've made that go away today.   Thank you.

 

Is there going to be a windows version of Enterprise?

 

Dave



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#8

prographodeveloper

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wow



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#9

pxtracer

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Great news, thanks!

 

Downloading the Windows installer Eset Nod32 identify it as "Potentially unwanted application" "Win32/WebBar.F"

Don't know how to upload a screenshot here.

 

Regards,

Denys



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#10

Rob Miracle

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@davida6, we plan to eventually get to a Windows-Android native setup, but I'm not sure where it is on the roadmap.

 

@egruttner, CoronaCards is still here and still a paid product.

 

@bdmadclown, we need to work on more documentation for making Windows DLLs for now there are a couple of examples of building plugins. I'll  have to go hunt for one of them since it's on GitHub. The memory Bitmap plugin is also an example you can look at.

 

@pktracer, click on the "More Reply Options" below the editor. You can upload an image from that screen, make sure to attach it.

 

Rob


  • bgmadclown and forghaniir like this

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#11

pxtracer

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Ah, ok, here it is, the Nod32 antivirus notification.

Attached Files



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#12

agramonte

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agramonte
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Wow is correct! I almost shed a tear.



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#13

Zed27

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Zed27
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great :)



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#14

ojnab

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ojnab
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Congrats to Corona on the rebranding... and congrats to all of us for free enterprise!

This is exiting news... Thanks!



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#15

landoncope

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landoncope
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This was a good rollout. Great job guys.



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#16

cyberparkstudios

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cyberparkstudios
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Really Great News!

 

Thanks Corona!



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#17

curquhart

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curquhart
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How do we include plugins that we've bought into corona Native?



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#18

Falcon777

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Falcon777
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How do we include plugins that we've bought into corona Native?

 

I am interested to know the answer to this as well since I am currently paying for the Admob plugin.



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#19

Falcon777

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Falcon777
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Kindly also provide Swift sample for Enterprise.  Thanks!



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#20

bdede

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Those are all good news and site look really nice, good work. I have a couple of questions regarding the current situation.

 

I finished building my game as far as I remember at the end of the 2016 but as the news of "Corona Ads retired" came in and Corona Pro Bundle shoots up to 699$ which made me retire my already finished game which I was happy to pay for 99$ for splash plugin with ad support. Now in the light of the new announcement what are my options, how can I continue my game and release it with ad support while keeping my upfront cost minimum considering it is wild west out there in the app stores.

 

 

ps: Here are the simple fixes I found on the site just by browsing, hope it helps. (using new version of developer page)

 

https://developer.coronalabs.com/users/{username} -> this is 404, should go to my user account page

https://coronalabs.com/pricing -> this is 404, from "Upgrade to Enterprise" button on developer central



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#21

thedavebaxter

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Where can I find out more about Corona Enterprise?

 

What it offers etc...

 

Thanks,

 

Dave



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#22

Rob Miracle

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@burakdede87, welcome to the forums!

 

Where you using Corona Enterprise to build your game or did you build through the Simulator?  We have over 20 ad plugins available, some are free to us, some have revenue sharing and some are a fee to use. No one says you have to use the Pro bundle, though it's a good deal if you want to use multiple providers in your app. There is also the Appodeal plugin which mediates many of our ad providers plus many that we don't have plugins for. Appodeal can even hook up your AdMob account and delver their ads through Appodeal. 

 

If you want to use Applovin, we have two plugins for it. One has a revenue sharing model where a small percentage of the ads shown gets credited to our Applovin account while the bulk get credited to our account. You pay nothing up front, and never pay us anything period since we handle the rev-share through the plugin.  Once your game is successful enough that the $199 paid Applovin plugin becomes a better option, you can just switch plugins, rebuild and ship an update.  We have 15+ ad plugins that are totally free for you to use with no revenue sharing.  Monetization choices shouldn't be an issue.  I'd seriously investigate Appoeal!

 

@thedavebaxter, in short, when using the Corona simulator, you are limited to the API's we provide you either through the core (over 1000) or through plugins. You can do an enormous amount of work with what the simulator gives you. However we can't provide you everything in the simulator. Perhaps you want to use service that offers's a mobile SDK. The simulator can't link to these 3rd party tools. Using native builds, you would use either Xcode (for iOS) or Android Studio (for Android) and build your Corona based app through those tools. For the most part (like account validation), you can build off line (the need to contact our servers, transmit your compiled code over and back isn't needed). You can include an static or dynamic library in your project and using the C to Lua bridge access the functions in your Lua code. An example. you find some cool bluetooth fitness device and you want to build an app to access the data. They provide an iOS SDK. The simulator cannot use it. But with native builds, you copy that SDK into your project, write the necessary C to Lua bridge functions and you now have Lua functions that can call the native functions. You can read more about it here.  https://docs.coronalabs.com/native/index.html

 

Rob


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#23

Rob Miracle

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@pxtracer did you get it successfully installed?

 

Regarding the bad links: We are still working on the other servers that you access.  For the pricing page, native builds are now free, so there won't be a pricing page. We just need to remove that button.  For the username link, try going to https://portal.coronalabs.com and see if that works better for you.

 

Including Plugins: I believe the new combined version knows how to download third party plugins from the Marketplace. Previously we just included them in a separate zip file and you would just copy the various .a or .jar files into your project. The native documentation should cover this.  https://docs.coronalabs.com/native/index.html

 

Swift Example: I'll see if I can get an example from Engineering.

 

Rob


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#24

corona1634

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So I see there is a target in the xcode app for download plugins I build that and I get errors

 

ERROR: plugin could not be validated: plugin.twitter (com.jasonschroeder)

ERROR: Activate plugin at: https://marketplace.coronalabs.com/plugin/com.jasonschroeder/plugin.twitter

ERROR: exiting due to plugins above not being activated.

 

I looked and it is activated, do I need to setup something else?



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#25

corona1634

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So I see there is a target in the xcode app for download plugins I build that and I get errors

 

ERROR: plugin could not be validated: plugin.twitter (com.jasonschroeder)

ERROR: Activate plugin at: https://marketplace.coronalabs.com/plugin/com.jasonschroeder/plugin.twitter

ERROR: exiting due to plugins above not being activated.

 

I looked and it is activated, do I need to setup something else?

 

Correction on a refresh I notice it now says expired, I bought this on Feb 7th 2017 and now it says expired, it is supposed to be a yearly subscription I thought.




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