Tip: Say Goodbye to Blurry Text for Good!

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Want a quick fix that will prevent text from being blurry on “retina” displays of any kind? Simply paste the following code at the top of your main.lua file (or put it in an external file and require-it in): What the above code does is override the built-in display.newText() function to ensure that text is displayed cleanly with no blurring on retina-enabled devices. It has no effect on older, non-retina display devices. The best part is, once you put the above code in your project, you can just keep using display.newText() as you always did! Talk about a quick fix

Understanding Lua tables in Corona SDK

Posted by & filed under Lua, Tutorials, Tips and Demos.

In Corona, you use the Lua programming language to do everything. Thus, it’s equally as important to understand Lua as it is to understand the individual Corona-specific concepts and API’s, such as the Event Model we went over last week. One common source of confusion comes with one of Lua’s most powerful features: Tables.

Tutorial: Create a ‘Breakout’ game in Corona SDK

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We’ve always told mobile game and app developers that Corona SDK is simple and fast. And right here, we’ll show you! Below, Ansca Mobile team engineer Edgar Miranda (we told you he was talented!) walks you through, step-by-step on how to make a Breakout-style for iPhone in under 15 minutes and 150 lines of code. Don’t believe us? Check out the tutorial below and the sample code at GitHub.

Tutorial: Porting ActionScript games to iOS (with Corona SDK, of course!)

Posted by & filed under Flash, Tutorials, Tips and Demos.

The Corona SDK section over at Mobiletuts+ is always full of great tutorials. And below, you’ll find a tutorial that especially caught our eye, as we know many of you Flash developers will dig it! This three part tutorial takes a look at porting a Flash/Flex game to Corona SDK. Specifically, it walks you thru porting from ActionScript to Lua, with the end goal of playing formerly Flash-only games on the iPhone and iPad. Along with demonstrating language and API differences, the tutorial also accounts for hardware restrictions such as screen size and lack of physical buttons on the iPhone. So, without further ado…

Tutorial: Apple Validation with Corona SDK

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Don’t you just hate it when you’ve built and submitted the greatest app of all time, only to have the App Store reject it? What a BUZZKILL! Luckily, in our latest update of Corona, we’ve now equipped your friendly neighborhood SDK with the power to test your build against Apple’s validation requirements. This way, you’ll know whether or not it can be approved for the App Store before you upload it and wait several days in high anticipation. Let our very own Eric Wing show you the ropes:

Yobonja! have something on 'Tap'…

Posted by & filed under Game Development, Tutorials, Tips and Demos.

Previous App of the Week winners Yobonja! (exclamation point included) just submitted their latest title to the App Store, the upcoming Tap Party 2. The game was simultaneously created for iOS and Android, which Yobonja attributed to Corona’s fast content scaling ability across multiple platforms. Since we’ve been seeing a lot of questions about precisely that lately, we thought we’d provide past links to content scaling tutorials that we’ve done. Corona SDK: Content scaling made easy Corona SDK: Dynamic image resolution made easy Use dynamic layouts in universal builds with Corona SDK Also, if you wanna see how Yobonja! utilized the above tutorials in the making of Tap Party 2, you can check out their blogpost chronicling the process below.

Make a game in 90 minutes: 'Balloon Burst'

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We’ve featured CSU East Bay professor Dr. Rafael Hernandez‘s tutorials on here before (and he’s also on the Corona SDK tutorial motherload), but I just had to give his latest tutorials their own spotlight on the blog today! Below are three 30-minute tutorials by Dr. Hernandez showing you how to make a carnival balloon-shooting game that he’s dubbed Balloon Burst. The game somewhat looks like the much-acclaimed Float by Crawl Space Games, and seems like it could have equal appeal if you were to take a little extra time to make similarly cute in-game graphics. As for the core game mechanics… Parts 2 and 3 after the jump…

Every Corona SDK tutorial EVER!

Posted by & filed under Tutorials, Tips and Demos.

Like I mentioned in the post directly under this one, we get a lot of people asking for various types of Corona SDK tutorials. Most of the time, the tutorial they’re looking for has already been made, but they just happened to miss it. So then, we have to go looking for it after trying to remember the last time and place we saw it and AHHHH!!!!!!! But now, there’s a fix to that — Corona user David Papandrew has created the LearningCorona.com page, which is a catalog of every single Corona SDK tutorial ever made, whether by us or by our users. Click the screenshot below to check it out… …After you’re done checking out the page, go on Twitter and tell @Papandrew how

Tutorial: Getting started with Corona SDK on Windows

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We’ve always had lots of people asking us for tips on using Corona SDK (of course, we’ve always been more than happy to provide them!).  Since the release of Corona on Windows, we’ve naturally had more people asking for help on that. Now, we have something for ya, thanks to our in-house Windows wiz Tom. A very comprehensive “Getting Started” guide catering to our Windows users:

How to make a simple physics-based shooter game with the Corona SDK

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We know you love seeing tutorials from us, and we love seeing tutorials from you too. So, here’s another one by the good folks at Karnak Games.  It’s a complete walk-through of making a “top-down shooter” game with Corona SDK. Karnak have included the full source code and assets for download in the post, which you can check out on their site by clicking the screenshot below. Also, be sure to let Karnak know your feedback by tweeting them: @KarnakGames. If you have a tutorial you’d like us to check out and possible feature, let us know that too!