Recently on Corona Geek, we hosted a series of discussions on Composer that focused on how it is used to manage display objects, manage memory, pass data between scenes and create custom transitions. Here’s a summary of what we covered complete with video clips to help you jump into the parts of the conversation that interest you most.
Coroutines, one of Lua’s key features, are quite powerful and give you the ability to start and stop blocks of code as needed. From advanced timer manipulation to creating state machines, coroutines give you greater control over when parts of your code execute. This tutorial touches on just a few of their many uses, in particular those which play to Corona’s own strengths.
During last week’s Hangout we took a break from our Composer Library series to talk with Corona Ambassador, Jason Schroeder about his Progress Ring module and his Color Picker module. During this week’s Hangout we wrapped up our Composer Library discussion with a look at creating custom Composer Library transitions and we revisited tips for unloading modules with adding sprites into Composer scenes.
During last week’s Hangout we continued our Composer Library discussion with a look at three ways to share data between scenes, how to store data long term for access between app uses, and how to add fields to a locally stored settings file without losing the original values in the file. This week we took a break from discussing Composer to talk with Jason Schroeder about his excellent Progress Ring module that let’s you add a completely custom progress ring to your games and apps with just one line of code.