Corona Geek #166 – Sequencing Desktop Game Animations

Corona Geek #166 – Sequencing Desktop Game Animations

On today’s Corona Geek Hangout we continued develop on our top down shooter desktop game with a look at how to turn static images into moving animated sequences of images. We implemented animation sequences for our player’s standing, jumping, walking, and fighting states. Sequencing animations can by hand can be time consuming. For comparison, we […]

Corona Geek #165 – Adding Players, Enemies, and Animation to a Desktop Game

Corona Geek #165 – Adding Players, Enemies, and Animation to a Desktop Game

On today’s Corona Geek Hangout we added a player, enemies, and sprite animation to our desktop, top down shooter game. We also looked at using third party art in our game and how that art affected our overall game design and user input strategy. As always, you can download the source code for the demo. […]

Corona Geek #164 – Desktop Game Project Configuration Decisions

Corona Geek #164 – Desktop Game Project Configuration Decisions

On today’s Corona Geek Hangout we continued with our new game development series focusing on desktop game development using both keyboard and game controller inputs. We discussed desktop vs. mobile project configuration, aspect ratios, and screen redrawing. As always, we demonstrated everything with a demo, which you can download now. Next week we begin writing […]

Corona Geek #163 – Desktop Game Development With Controls

Corona Geek #163 – Desktop Game Development With Controls

On today’s Corona Geek Hangout we began a brand new series focusing on desktop game development using keyboard, mouse, and game controller inputs. Previously, we’ve focused on creating mobile games that rely solely on touch inputs, so this will be a fun topic to cover using Corona SDK. Next week we will start building a […]

Corona Geek #162 – Creating a Visual Game Editor

Corona Geek #162 – Creating a Visual Game Editor

On today’s Corona Geek Hangout we wrapped up our “Monsters Need Coins”, game development series with a look at how to create a self-contained visual editor to quickly design game levels. Ed Maurina walked us through the editor’s user interface, showed us how to go from an 8×8 grid to a working game level in […]

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