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 […]

Corona Geek #147 – Creating A Rag Doll Character Using Pivot Joints and Physics Bodies

Corona Geek #147 – Creating A Rag Doll Character Using Pivot Joints and Physics Bodies

Last Monday we started a series on working with Corona’s built-in physics engine. We took a look at the Physics API documentation, which also covers creating different types of physics joints, like pivot and touch joints. Then we discussed the concepts behind constructing a rag doll character from primitive shapes. This week we continued the […]

Corona Geek #146 – Creating Draggable Rag Dolls, Using Physics Bodies, and Creating Joints

Corona Geek #146 – Creating Draggable Rag Dolls, Using Physics Bodies, and Creating Joints

Last Monday we looked at creating library extensions, and loading and saving data using JSON to persist states between app uses. Today we cracked open the can of joy that is the Box2D physics engine. We created a Draggable Rag Doll, used physics bodies, touch joints, and pivot joints. Then, we raced into motors and […]

Corona Geek #145 – Creating Library Extensions, JSON Load/Save, and Persistence

Corona Geek #145 – Creating Library Extensions, JSON Load/Save, and Persistence

Last Monday we showed how to short circuit the amount of work being performed between frames to improve the performance of touch based games. We also looked at creating radial dial timers using image masks. Today we looked at creating extending libraries, loading and saving JSON data, and persisting state across app sessions. The discussion […]

Corona Geek #144 – Improving Touch Driven Game Performance Using Touch Coalescing

Corona Geek #144 – Improving Touch Driven Game Performance Using Touch Coalescing

Last Monday we hung out with Corona Developer, Caleb Place to talk about his popular particle effects library, CBEffects. Caleb shared how CBEffects came to be and why he uses Lua and Corona for development over other platforms. Today we talked about improving the performance of touch driven game logic using touch coalescing. We also […]

Corona Geek #143 – Hanging out with CBEffects author Caleb Place

Corona Geek #143 – Hanging out with CBEffects author Caleb Place

During last week’s Hangout we explored the core mechanics of the Ichi game. We covered bumper creation, bumper alignment, physic engine nuances, and one-touch input. As a bonus, the code also included a built in level editor. Today we hung out with Corona Developer and CBEffects author, Caleb Place to talk about his popular particle […]

Corona Geek #142 – Ichi Game Mechanics, Bumpers, and One Touch Input

Corona Geek #142 – Ichi Game Mechanics, Bumpers, and One Touch Input

During last week’s Hangout we looked at how to create and match puzzle pieces. If you’ve ever asked yourself, “How do you do that?” this will help answer your questions. There’s also some bonus bits about snapping objects to corners. This week we explored the core mechanics for creating an Ichi game. We covered the […]

Corona Geek #141 – Creating and Matching Puzzle Pieces

Corona Geek #141 – Creating and Matching Puzzle Pieces

During last week’s Hangout we finished up our memory matching game series by adding game logic to keep track of which cards have matching images and which don’t. This week we examined the core mechanics for creating a puzzle game. We focused in on the parts that might leave you wondering, “How do they do […]

Corona Geek #140 – Developing a Non-Game App and Memory Matching Game Logic

Corona Geek #140 – Developing a Non-Game App and Memory Matching Game Logic

During last week’s Hangout we looked at how to lay out game pieces in a grid pattern. We also discussed Apple Watch and where the technology might be headed in the next 12 to 18 months. This week we added logic to our game to make our code smart enough to keep track of which […]

Corona Geek #139 – Creating Grid Patterns in a Memory Matching Game

Corona Geek #139

During last week’s Hangout we hung out with Daniel and Davi from DigiTen to discuss their approach to game design. Daniel shared some great insights into how they collaborate between different countries and we even got to see one of their sprite sheets in all it’s animated glory. If you haven’t played their game, Dig […]

Plugin by Social Author Bio

Page 1 of 2012345...1020...Last »