In this tutorial, we discuss how to create a simple sliding menu of items for inventory displays, lists of game power-ups, a mode selection interface, or more. Read further to learn how.
Today’s tutorial illustrates how to build a level select scene for a game. Level select screens are common in games which are divided into levels from which the player can resume play or choose to replay for maximum score. Read further to learn how.
Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. This tutorial continues from Part 1 and aims to clarify the five remaining joint types.
When you complete a level in a video game, it often shows your score in an animated fashion. Sometimes this involves the numbers “spinning” in such a way that they count up from the 1s column to the 10s column and so on, like an odometer of a car but much faster. Today’s tutorial shows how to easily accomplish this in Corona.
Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. While the most basic joints are easy to configure, others are more complex and require a very specific setup. This tutorial aims to clarify some of these joints, along with their properties and methods.
The AdMob V2 service is Google’s latest version of the popular AdMob service, built on top of the Google Play service. Today’s tutorial discusses the changes in the latest incarnation and some new features for Corona developers.
As a follow up to the Understanding “build.settings” tutorial, we’d like to notify the developer community of a new feature in Corona: the ability to exclude certain files from your app builds! Read further and learn how to utilize this new feature.
Some developers struggle with the settings and parameters which are necessary to successfully build an app for localized testing and deployment to market. This tutorial aims to help you understand the “build.settings” file and its significance.
When organizing your code into separate Lua files, handling callback functions can be challenging. This tutorial outlines a simple solution for this process and illustrates how to elegantly get data from modularized callback functions.
Today’s tutorial is a brief overview of how to handle collisions between LiquidFun particles and Box2D rigid bodies, allowing for more advanced implementation of the LiquidFun system. Read further to learn how.