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.


Corona Geek #81 – Using applyForce, applyTorque, and HTML5

Posted by & filed under Corona Geek, Google+ Hangouts.

Corona Geek Hangout

During this week’s Corona Geek Hangout we discussed concepts from the Physics API like applyForce and applyTorque. Roaming Gamer’s Ed Maurina stepped us through examples of each concept and explained how they affect game objects. Spiral Code Studio’s Sergey Lerg also walked us through how he ported his Cubic Run LD game code to HTML5 using Corona SDK.


Corona Geek #53 – Make Rain and Lightning in Corona SDK

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Corona Geek Hangout

During this week’s Corona Geek, it almost literally rained cats and dogs during the rain and lightning code snippet walkthroughs. We walked through a great piece of code by Corona Ambassador Volodymr Sergeyev, that showed how to create and recycle objects to simulate rain. Ed Maurina modified that code on the fly and the results will make you laugh out loud.


Corona Geek #52 – Making a Character Jump in Corona SDK

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Corona Geek Hangout

During this week’s Corona Geek Ed Maurina, developer of Corona SDK game templates at Roaming Gamer, walked us through a Corona SDK code snippet that makes your game characters jump. Using Corona’s built in physics engine, we applied force to a single character and then added a second character to show how easy it is to handle touch events for multiple objects using the same function.


Tutorial: Non-Physics Collision Detection

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colldet-feat

Corona SDK has a robust physics-based collision detection system, but it requires some extra processing behind that scenes that you typically don’t need if you’re not using physics for other purposes. Today’s tutorial explains how to detect collisions between two circles or two rectangles without using the physics engine. Read further to learn how.


App of the Week: Plasma Pig

Posted by & filed under Mobile App of the Week.

Plasma Pig icon

When Pigsley, the cartoony pig, is transported to Planet Lardo, he’s in real danger. The planet is run by an evil overlord that would love nothing more than to turn Pigsley into a delicious pile of bacon.