Corona Geek #157 – Alone Game Developer Talks About Developing and Launching HoPiKo Game

Corona Geek #157 – Alone Game Developer Talks About Developing and Launching HoPiKo Game

On today’s Corona Geek Hangout we talked with special guests Rob and Simon from Laser Dog about HoPiKo, their latest beautifully designed mobile game. Laser Dog’s Alone game was part of Apple’s App Store Best of 2014 and HoPiKo is set to become their next big hit. With 700 levels of frustratingly fast paced puzzle […]

Corona Geek #156 – Using Gravity In Games – Part 3, Adding Blocks, Spikes, Coins, and Monsters

Corona Geek #156 – Using Gravity In Games – Part 3, Adding Blocks, Spikes, Coins, and Monsters

On today’s weekly Corona Geek Hangout we continued our “Using Gravity In Games” game development series with a look at level building. This is part three of our look at developing a game similar to the popular mobile game, They Must Be Fed 3. In part one of the series we discussed game mechanics and […]

Corona Geek #155 – 3D Printed Game Pieces and Using Gravity In Games – Part 2

Corona Geek #155 – 3D Printed Game Pieces and Using Gravity In Games – Part 2

Today, we talked with special guest Todd Porter, CEO of BoardCraft, about making your app stand out using 3D printed game pieces. BoardCraft is a multi-disciplined group of experienced AAA game developers that has worked with major players in the game industry such as EA, Atari, Sega, Microsoft, Epic and Ion Storm. I ran into […]

Corona Geek #154 – Simulating and Using Gravity In Games and 2D Shadow Effects

Corona Geek #154 – Simulating and Using Gravity In Games and 2D Shadow Effects

Today, Steven Johnson from Xibalba Studios shared his code for creating a custom 2D shadows shader example and Roaming Gamer’s, Ed Maurina showed us how to simulate and use gravity in a games similar to the popular iOS and Android game, They Need To Be Fed 3. Join Corona Geek After Dark Tune in tomorrow […]

Corona Geek #153 – Custom Shader Math and 2D Shadow Effects

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Today, Steven Johnson of Xibalba Studios led us through part 4 of our ongoing discussion on creating custom shader effects. During the Hangout Steven highlighted some of the exponential numerical issues surrounding shader math. We looked at a few visual representations of these “numerical issues” and talked about how to overcome hardware limitations to achieve […]

Corona Geek #152 – Facebook Integration and Social Media Sharing

Corona Geek #152 – Facebook Integration and Social Media Sharing

Today, Ed Maurina took us through the basics of social media integration using the Facebook plugin ( Check out the new Facebook v4 plugin as well ). We looked at logging in, requesting Facebook permissions, and posting updates to the user’s timeline. We also discussed how to create an app id in the Facebook Developer […]

Corona Geek #151 – New Twitter Plugin Demo and Glass Half Full Shader Effects

Corona Geek #151 – New Twitter Plugin Demo and Glass Half Full Shader Effects

On today’s Corona Geek Hangout, Jason Schroeder showed off the features of his new Twitter plugin for Corona. Jason has not only created a whole plugin to simplify Twitter integration, he has also created a beautiful sample app to show how the plugin features work. Jason also showed us the app that started it all […]

Corona Geek #150 – Custom Vertex Shader Effects and More Playground Examples

Corona Geek #150 – Custom Vertex Shader Effects and More Playground Examples

On today’s Corona Geek Hangout, Steven Johnson from Xibalba Studios introduced us to vertex shaders as part 2 of our introduction the topic of creating and working with custom shader effects. We looked at several working shader playground examples and we even learned a tip for using wireframe mode with display.setDrawMode to see the points […]

Corona Geek #149 – Shader Concepts and Playground Examples

Corona Geek #149 – Shader Concepts and Playground Examples

On today’s Corona Geek Hangout, Steven Johnson from Xibalba Studios introduced us to shaders, what they are, and when we might use them. We even looked at several working shader playground examples to see the code in action. Steven is well versed in this topic, so it was an opportunity for a shader newbie like myself […]

Corona Geek #148 – Creating Motorized Wheeled Carts Using Pivot Joints

Corona Geek #148 – Creating Motorized Wheeled Carts Using Pivot Joints

On today’s Corona Geek Hangout we learned how to build a motorized wheeled cart using Corona’s built-in physics engine and pivot joints. We explored why you should consider adding display objects to a group and how torque affects different parts of a wheeled physics simulation. We also explored ideas for using a wheeled cart in […]

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