Some developers encounter road blocks when they attempt to get Facebook working in their apps. Part of the challenge is trying to understand how Facebook authenticates users. This week’s tutorial walks you through the process on both iOS and Android.
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.
This week’s tutorial discusses how to visually stylize widgets. Although widgets will adopt the OS-like appearance by default, in many cases you’ll want to customize the appearance to suit the style of your app. In this part of the series (1), learn how to properly style the button, table view, stepper, and spinner widgets.
Code debugging is essential to app development, but you need to know where to find error feedback and how to interpret it. This week’s tutorial shows you some basic debugging methods and explains what some of the “cryptic” error messages actually mean.
Sometimes, in development, we wish that there was “one extra little thing” in a particular library, or that a function handled a use case specific to our needs. In today’s tutorial, using a little Lua “magic,” we’ll learn how to add custom functions to existing Corona libraries and even extend the functionality of existing APIs. Read further to learn how.
At the Google I/O conference last May, Google announced “Google Play game services” and began offering online game support similar to Apple’s GameCenter. Corona Labs, working with Google, demonstrated live apps at Google I/O using these game services. And now, following on the heels of this demo, we’ve rolled out the first version of Google Play game services support in Corona SDK. Read further to learn how to implement leaderboards and achievements on Android using Google Play game services.
One method of animating, moving, and timing things in games is to programmatically change certain values on each frame update. However, If the frame rate fluctuates, the speed of this action may seem inconsistent to the player. To compensate for this, you can use “delta time,” a process which helps ensure that your game speed appears consistent on all devices and during processor-intensive periods. Read further to learn how delta time can be implemented in Corona.
Today’s tutorial walks you through Corona SDK’s new OpenSSL plugin. Using this, you can easily encrypt and decrypt data in just a few lines of code. Check out the tutorial to learn how to utilize this plugin in your apps.
In most apps, certain audio files are needed throughout the app while other audio files are only required in a specific scene. You may also encounter an instance where a particular audio file is loaded in one scene but “overlaps” into another scene, which can complicate the cleanup process. Today’s tutorial discusses how to overcome both of these scenarios with the use of a sound management module.
In Lua, global variables are risky. We’ve been stressing the “avoid globals” stance for a long time, and today’s tutorial shows you how. In addition, we illustrate the dangers and pitfalls of using global variables without a thorough knowledge of how Lua handles them.