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Seems like you are using old samples with new version of Corona SDK. In version 2.0 of Corona SDK there were changes in how sprites are rendered by default. Sprites are, by default are rendered using their center as reference point, but your sample, obviously, assumes old "top,left" reference point. You can either convert samples so they reflect these ...


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This can be done in a variety of ways, most requireing use of a 3D engine. In one of our prototype engines we did it by using a custom 3D engine based on LibGDX that used orthographic projection to get isometric view. Each "tile" was then rendered as a 3D cube with textures, so we had to create content for the textures. The seams required extra love in the ...


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You can develop the game as a 3D game, but have a fixed camera angles and use "upright" sprites. A game that pulls this off is Bastion: The animations are very smooth and well-done, but they still use sprite sheets.


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Have you tried using transition.To?


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There are some things that you'll edit since you are building for iOS, namely the app's build.settings because iOS build settings are way different from Android, so you have to take look at it, and next is some iOS only features. And that's it. The rest, you don't have to worry about. But its better if your app can work on both OS though.



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