As Corona SDK rises as one of the top platforms for eBook app publishing, the demand for a great-looking page curl effect is also growing. Therefore, we’ve put together a small project and tutorial that goes over the basic implementation so you can go ahead and implement a page curl in your own apps. Most likely, you’ll have to make adjustments based on how your app is designed (whether you’re using storyboard, etc.) At the end of this tutorial, there’s a short video that demonstrates this very page curl effect in action.
Category: Tutorials, Tips and Demos
EDITOR’s NOTE: The info in this blog post is outdated. Please refer to the guide published here: http://docs.coronalabs.com/guide/distribution/kindleBuild/index.html. With our recently added support for Amazon’s Kindle Fire tablet, it seems like the right time to publish a complete walk-through for building a Kindle Fire app with Corona SDK and submitting the app for inclusion in Amazon’s Appstore for Android. Fortunately, the process is very simple and has very few differences from building/submitting normal Android apps. The entire process is described below in just five easy steps. Step 1: Signing Your App As stated in the Amazon Developer FAQ, by default, your apps are signed by a certificate supplied by Amazon that is unique to your developer account. So with that said, you should be fine
Alright, so we really don’t have to explain the relevance of this post to recent events that have occurred. Matthew Pringle is creator of the Corona Remote accelerometer plug-in for Corona Simulator. He also used to be a Flash developer before making the leap to Corona, and will now show you how you can easily convert your Flash games to Corona too! And to help you do it even more easily, we’re giving away free copies of the Spriteloq Flash-to-Corona converter to anyone who buys a copy of Corona SDK PRO and forwards their receipt to spriteloqpromo[at]anscamobile[dot]com. (offer not good with any other coupons and not applicable with educational purchases. Offer valid through November 25th) It’s the least we could do for our developers. A few months ago,
Every now and then, we like to get super geeky with our blogposts. So, we got computer science extraordinaires Lerg and Codepunk to tell you about how they went about making Lerg’s upcoming tower defense game (of course, with Corona SDK!). To create it, they utilized something called the A* algorithm in order to set enemy movement in their game. What’s the A*algorithm, you ask? Well… About the Authors Lerg My name is Sergey a.k.a. “Lerg.” I, along with my brother Vladimir, am developing an awesome tower defense game, the type of game where enemies have a path to follow and the player has to destroy them before they reach the end point. We needed something for path calculation and thus, the pathfinding module was built.
In case you missed it, as of Daily Build 619, subscribers can now place Lua scripts (with an exception of main.lua) in sub-folders within their project directory for iOS apps (doesn’t apply to Android apps just yet). There’s a few important things to note, however. When using the require() function in Lua, slashes (“/”) are not supported when accessing files in sub-directories (as with usual file operations). Instead, you use a “.” to signify a directory level. This also means you cannot have a “.” in your module name.
Last week, I covered Local Notifications, which is an awesome new feature that recently came through the Corona Daily Builds (available to subscribers only). Today, I’m going to show you how to handle notifications when your app is not currently in the foreground (a question that came up in the comments section of last week’s post), as well as give you a quick update on all the other things that recently got pushed in.
With the previously published tutorial on External Modules raking in a whopping 54 comments (and counting!), I decided it’s time to write a follow-up that goes a little more in-depth with Lua’s new recommended approach to external modules, and also cover another handy concept that I know you’ll find extremely useful. One of the best things you can do for your app, especially if you foresee it growing to a significant size by the time you’re finished, is to use what’s known as “classes” to create and manage the separate objects in your app. In this tutorial, I’m going to show you how you can use what you learned in the previous tutorial to declare classes—so you can get the best of programming efficiency and
A month ago, we told you about our I ♥ Corona promo where you simply upload a video tagged with “IHeartCorona” to be entered for a free year of Corona SDK PRO. Well, not only did Lance Ulmer heed our call, but he also created something useful for everyone in the Corona community — it’s a 10-minute tutorial (albeit compressed to 2:30) for making a game from scratch using Corona. Check out the video below, and check out the full story behind it at Lance’s blog. (spoiler: It actually took 30 minutes for him to be “satisfied” with his demo) Big congrats and thanks to Lance for the awesome video that won him some free Corona! * UPDATE @ 3:54pm: Lance has now put the source code on
Dragging objects is something that’s common across many games and apps, but unfortunately, how to do it isn’t readily apparent. Today, I’m going to show you exactly how basic dragging is accomplished—and it’s easier than you think.
This tutorial is written by Jayant Varma of OZ Apps and is cross-posted from OZ’s Teach Me How To… blog. If you have a tutorial you’d like us to cross-post, let me know and we’ll get that ball rolling. It is the most frequently asked question, this is due to the fact that a lot of developers still mix up with the scope of a variable, what about a function? Did you think that functions also have scopes? Yes they have and let us look at the scope of a function in this tutorial. Let’s work the sample code as we learn about function scopes…