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.
Posts By: Brent Sorrentino
Today’s tutorial is a brief overview of how to handle collisions between LiquidFun particles and Box2D rigid bodies, allowing for more advanced implementation of the LiquidFun system. Read further to learn how.
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.
Today’s tutorial discusses how to capture and emulate key inputs for the standard Amazon Fire TV controller/remote using Corona SDK. Read further to learn how.
In this week’s tutorial, guest writer Ed Maurina explains basic particle emitters and some of the properties which fuel them. Learn how to create effects such as fire, waterfalls, and explosions, all of which are common in game design.
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.
Last week, we announced support for Particle Designer 2.0, available for Pro and Enterprise subscribers of Corona SDK. This week’s tutorial illustrates how to configure, export, and display amazing particle systems within a Corona app. Read further to learn how.
We are very pleased to announce support for Particle Designer 2.0, one of the best particle effects editors in the market. Used by major mobile studios and indie developers alike, Particle Designer features 48 fully-configurable properties, multiple emitters, realtime preview, and more.
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.
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.