During this week’s Corona Geek, we talked about the state of Windows Phone, given the sudden departure of Steve Ballmer and Microsoft’s purchase of Nokia’s mobile phone manufacturing. We also stepped through some very interesting Corona SDK code for creating a buoyancy special effect that makes objects look like they float in liquid.
Category: Google+ Hangouts
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.
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.
During Monday’s Corona Geek Hangout we shared that Corona SDK now supports HID controllers, which means you can now target Ouya, GameStick game controller, MOGA Pro, PS 3 controller, NVIDIA Shield, along with Bluetooth keyboards and mice (all HID devices). Here’s a snippet from the Hangout where Snake Head Software Founder, Gerald Bailey, raised the important question of what do these controllers mean for mobile games. Roaming Gamer, Ed Maurina, responded with a answer that offers up some good perspective.
During this week’s Corona Geek, we shared that Corona Simulator now has Ouya and GameStick ‘View As’ options, Corona SDK now supports all HID controllers, tips for side-loading apps on Nexus 7 and Andrea Zanetti from Italy shared his adventures as a 16 year old app developer.
During Monday’s Corona Geek Hangout, Dr. Brian Burton and Ed Maurina shared some great tips for moving objects around using Corona SDK’s built in physics engine versus a straight transition. One method allows objects to continue to be affected by physics while the other does not. They also discussed how you could use both methods together to come up with some interesting results.
This week we walked through part two of the game code from That’s So Panda’s game tutorial series. The tutorial covers many game dynamics like the use of the physics engine, collision detection, spawning enemies, D-Pad implementation, score keeping, and health meter implementation. Be sure to watch part one of this two part series. In part one we touched on overall game design concepts like story development.
This week we walked through game code from That’s So Panda’s game tutorial series. The tutorial covers many game dynamics like the use of the physics engine, collision detection, spawning enemies, D-Pad implementation, score keeping, and health meter implementation. We also touched on overall game design concepts like story development. This week’s hangout is part one of a two part series.
During this week’s Corona Geek Hangout, David L. Hoyt, the world’s most syndicated daily game creator and now puzzle app maker, shared his thoughts on why it’s important to build a brand around a mobile app and how that plays into the app’s long term marketing strategy.
This week we hung out with David L. Hoyt, the world’s most syndicated daily game creator, to discuss his latest hit puzzle app. David is well-known for his nationally syndicated puzzle games and brain teasers including USA Today’s Up & Down Words, Jumble Crosswords, and TV Jumble and has recently released Just 2 Words, a Corona-built game for iOS and Android. During today’s Corona Geek Hangout, David shared many insights into how he comes up with new puzzle ideas as well as his approach to app marketing.