Corona Geek #134 – Game Dev, Part 6 – Particle Effects, Counting, and Score Keeping

Corona Geek #134 – Game Dev, Part 6 – Particle Effects, Counting, and Score Keeping

During last week?s Hangout we continued development on our endless runner game. We added code to generate continuous hallways, handle memory cleanup of previous wall segments, and automatically restart the game when the player collides with a wall. We also added particle effects to the player. This week we talked more about how the particle […]

Corona Geek #133 – Game Dev, Part 5 – Continuous Hallways, Particle Effects, and Game Restarting

Corona Geek #133 – Game Dev, Part 5 – Continuous Hallways, Particle Effects, and Game Restarting

During last week?s Hangout we continued our endless runner game development series. We added a player object, added touch inputs, and created camera movement. At the end of the Hangout we had a playable game with moving zig zag walls, a player, and the ability to move around. This week we added code to handle continuous […]

Corona Geek #132 – Game Design Part 4 – Adding A Player, Touch Inputs, and Camera Movement

Corona Geek #132 – Game Design Part 4 – Adding A Player, Touch Inputs, and Camera Movement

During last week?s Hangout Walter Luh joined us to discuss the recent announcement that Corona SDK is now free. We also continued our game design series with a look at the 2D math required to create walls at a 45 degree angle. This week we added a player object, explored touch inputs, and created camera […]

Corona Geek #131 – Walter Luh on Corona Free and Game Design Part 3 – Creating Walls

Corona Geek #131 – Walter Luh on Corona Free and Game Design Part 3 – Creating Walls

During today’s Hangout, Walter Luh joined us to discuss the recent announcement that Corona is now free and will be adding desktop support for OSX and Win32. We talked about what that means to the community and mobile app developers in general. We also discussed the new Fuse Powered dashboard and how app developers can […]

Corona Geek #130 – Game Project Organization, Using Globals, and Handling Debugging Statements

Corona Geek #130 – Game Project Organization, Using Globals, and Handling Debugging Statements

During last week?s Hangout we started a new game mechanics series with a focus on breaking down the various elements and mechanics of an existing endless runner game. We kicked off the discussion with a planning session to define what pieces should be included and what the rules of the game should be. We also […]

Corona Geek #129 – Game Planning Series and Using Transition Library

Corona Geek #129 – Game Planning Series and Using Transition Library

During last week?s Hangout we wrapped up our series on using Composer Library with a look at creating custom Composer Library transitions. We also discussed how to unload modules when loading multiple sprites into Composer scenes. We have split each of the Hangouts into snack-sized clips, so be sure to check out the summary blog […]

Corona Geek #128 – Creating Custom Composer Library Transitions

Corona Geek #128 – Creating Custom Composer Library Transitions

During last week’s Hangout we took a break from our Composer Library series to talk with Corona Ambassador, Jason Schroeder about his Progress Ring module and his Color Picker module. Both modules let you add impressive features to your apps using one line of code. Jason shared insights into both modules development and gave us […]

Corona Geek #127 – Adding A Progress Ring Module and Color Picker To Apps

Corona Geek #127 – Adding A Progress Ring Module and Color Picker To Apps

During last week?s Hangout we continued our Composer Library discussion with a look at three ways to share data between scenes, how to store data long term for access between app uses, and how to add fields to a locally stored settings file without losing the original values in the file. This week we took […]

Corona Geek #126 – Sharing Data Between Composer Library Scenes

Corona Geek #126 – Sharing Data Between Composer Library Scenes

During last week?s Hangout we talked about memory management in Composer library scenes. We looked at how memory usage varies between managed and unmanaged scenes. We also examined the differences between Corona SDK memory management of objects versus Lua memory management. This week we continued the discussion with a look at three ways to share data […]

Corona Geek #125 – Composer Scene Optimization Tips

Corona Geek #125 – Composer Scene Optimization Tips

During last week?s Hangout we started a new discussion on how to use Composer library and the Composer scene template to create and manage scenes in our apps. We discussed the various Composer library events and pointed out some important concepts to be aware of when working with scenes using Composer. This week we continued […]

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