The Corona Comics Reader code has been a bit neglected lately and needed a little freshening up—some re-factoring there, a sample project there. It also needed to get out and meet more people, especially all the newer Corona users who might have missed its initial unveiling. So what’s new in this Corona Comics refresh? The core Reader framework code has been re-factored into an external Lua file (Reader.lua) The coordinate data has also been re-factored into an external file (coordinates.lua). Added an option to save last page viewed on app exit and reload that page on next start. Swipe to change pages (forward or backward) instead of tapping to view the next page. New documentation to explain these changes. For example, below is an example main.lua
I’m somewhere near a bunch of crates, apparently… UPDATE: Here is a bonus code sample, which is one line long. [cc lang="lua"] myMap = native.newMapView( 40, 80, 240, 280 ) [/cc]
Following our teaser from earlier today, we wanted to give you a preview/glimpse into how easy it soon will be to integrate Facebook into your app. Behind the scenes, we’re integrating Facebook’s OAuth-based library for FBConnect support. It’s going to be insanely easy to access Facebook’s graph API. Here’s the breakdown: It’s a one-liner to prompt the user for login. The first argument is the app id that you get from Facebook and the second is a listener that responds to “fbconnect” events: [cc lang="lua"] facebook.login( “1234567890″, listener )[/cc] Once the user has logged in, it’s one line to get that user’s friends list: [cc lang="lua"] facebook.request( “me/friends” )[/cc] And one more line to convert the JSON response into a Lua table: [cc lang="lua"] response
Tim is taking a break this week from his “Game in 8 Minutes” series, but has still provided you with a very useful tutorial on dragging physical objects. (somebody could make a really cool shuffleboard game with this!)
While it’s awfully hard to fill a bag with candy via the Internet, the folks at X-Pressive.com just gave us some Particle Candy to share with you! Particle Candy is a high-performance particle/effects engine, which X-Pressive have now made available for Corona. Behold! You soon will be able to implement Particle Candy in your own Corona creations by following X-Pressive’s very easy How to Guide. The best part? No cavities!
In this quick tutorial, Carlos demonstrates several features of Corona: sprite sheets, alpha channels, and event listeners. Using the classic iFishies sample app, he shows how to use textures to create a better illusion of movement for your in-app animations. Simple, but highly effective!
Tim is back with the second installment of his “Game in 8 Minutes” series! This time, he takes about 10 minutes (I know, I know…) to add more balloons, better physical reactions, and even multi-touch to the simple game he created in part 1. Download the source files for this tutorial. Let Tim know what you think in the comments below — he reads them all the time! Also, he says he will be making a part 3 for his balloon game, so keep an eye out for that.
After posting our Quick Start Guide to Corona a couple days ago, we thought we’d demonstrate just how easy it is to get started from Square One with Corona to create your first mobile game. We’ve already shown you real-life cases in which Corona users have created a game in eight days. Now, Ansca Mobile engineer Tim Statler shows you how you can make one in eight minutes! Download the source files for this video. Be sure to check back for more videos by Tim as he adds onto his “Balloon Game.” *UPDATE – 10/19/2010 @ 3:24pm PST* Background music has now been turned down.
In part 2 of this tutorial I run the demonstration program used to explore Corona Display Objects and how it affects texture memory on mobile devices. Be sure to check out part 1 of the tutorial before watching this video. You can download the Corona program used in this video here.
In part 1 of this tutorial, I talk about the demo program used to explore Corona Display Objects and how it affects texture memory on mobile devices. I demonstrate how adding display objects (images) affects texture memory, and show the best practices for removing display objects to avoid app crashes. You can download the Corona program used in this video here.