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.
Category: Tutorials, Tips and Demos
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.
When submitting apps to the App Store, there are many rules and settings which need to be “just right” before Apple will approve your app. This article discusses some of the common reasons for rejection and how to avoid them.
When creating large blocks of text in Corona SDK, some developers stumble with the issue of max texture size on devices. This tutorial outlines one way to work around this limitation. Please read further to learn how.
While developing an app, you often have to load an image whose dimensions are unknown. The question of how to scale the image is frequently asked, so let’s look at a simple function that will scale any image to fit in an arbitrary box.
This week’s tutorial is a foundational tutorial for Composer, the official scene management library for Corona. Its goal is to help you better understand what Composer is, what the various event phases are, and what actions should be performed during each phase.
This week’s tutorial is an introduction to LiquidFun physics effects. LiquidFun allows you to simulate faucets, pools, waves, streams, and other amazing effects for scenarios where the physics world is not composed entirely of rigid objects. Read further to learn the basics.
This week’s tutorial shows you how to add basic events to the iOS “calendar” app from a Corona-based app, using standard formats and Corona APIs. Read further to learn how.
Today’s tutorial discusses how to capture and emulate key inputs for the standard Amazon Fire TV controller/remote using Corona SDK. Read further to learn how.
In this week’s tutorial, guest writer Ed Maurina explains basic particle emitters and some of the properties which fuel them. Learn how to create effects such as fire, waterfalls, and explosions, all of which are common in game design.