Tutorial: Physics Joints Explained — Part 1

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joint1

Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. While the most basic joints are easy to configure, others are more complex and require a very specific setup. This tutorial aims to clarify some of these joints, along with their properties and methods.


Tutorial: Introduction to LiquidFun

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droplet

This week’s tutorial is an introduction to LiquidFun physics effects. LiquidFun allows you to simulate faucets, pools, waves, streams, and other amazing effects for scenarios where the physics world is not composed entirely of rigid objects. Read further to learn the basics.


Tutorial: Corona Particle Tools and Data Formats

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particles2

Since the “newEmitter()” display object was introduced in Corona Daily Build #2214, the Corona Labs staff and community members have illustrated various methods for the loading/usage of emitter definition files. However, some users are still unsure about how to create and edit emitters. In this tutorial, we’ll briefly examine emitter authoring tools, the Starling format, and emitter loaders.


Guest post: Hex LED and CoronaBlitz #2

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sergey

Sergey Lerg is the creator of Corona-built games “Cubic Run” and “Laser Flow.” In this post, Sergey discusses his experience as a participant in CoronaBlitz #2 and how he managed to make a full game, “Hex LED,” in under a week.


Tutorial: Moving Objects Along a Path

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path-move-feat

There are many ways to move objects in Corona SDK. If you want to move an object from point A to point B, the simplest approach is to use a transition. But what if you need to move it along a path with multiple segments, like moving a knight on a chess board in its unique “L” pattern? This tutorial outlines how to achieve sequential movement via a series of queued transitions.