An exciting new addition to Corona SDK’s Graphics 2.0 engine is the ability to fill and stroke any graphic object with other images, gradients, and over 25 Photoshop-style composite effects. In addition, the new graphics engine features over 50 filter and generator effects which can bring your app’s visuals to amazing new levels. Read further to learn more.
One of the new additions to Corona’s Graphics 2.0 engine is the snapshot feature. Snapshots allow you to create a single dynamic image from other images and manipulate it using 2.5D distortion and filter effects. Read further to learn about the core power of snapshots.
Corona’s Graphics 2.0 engine introduces a new and powerful feature: containers. Containers are essentially “self-masking groups” and they feature a flexible, dynamic width and height that can be set on the fly. Read further to learn about containers and how to implement them in your apps.
Another new feature in Graphics 2.0 is the ability to define a graph of effects which can be applied to a display object. We have created a data-driven file format which allows you apply a multi-pass effect by connecting existing shaders to other shaders. Read further to learn how.
In Corona’s Graphics 2.0 engine, you’ll quickly be introduced to one of the useful new features: anchor points. Anchor points replace the legacy “reference point” method and bring along some new usage tactics as well. Read further to learn more.
In this week’s foundational tutorial, we inspect the nature of functions, how to pass data of different types to functions, and how to retrieve the information you need. If you’re new to Corona or programming in general, read further to learn how functions can greatly improve your app’s structure and performance.
Most Corona developers understand the concept behind tap and touch events, but the lines get a little blurry when dealing with more complex scenarios, for example overlapping objects with different types of event listeners. Today’s tutorial explains exactly how Corona handles these events and which events are broadcast to which objects.
In a previous tutorial about HID controllers, we showed you how to use Corona SDK to read button inputs from game controllers. In contrast to basic button functionality, analog controls are more complex because they measure an almost infinite number of potential values that must be converted from the analog “infinity” to discrete digital values. Today’s tutorial walks you through the process and includes a full sample project to get you started.
In this week’s tutorial, we revisit the concepts behind the “config.lua” file, with the specific aim of modernizing it for current standards. At the same time, we discuss how to simplify the config file and make the content area easier to work with. Read further to learn more.
In the mobile development world, studios have been looking for more models to monetize their product. This doesn’t just impact games, as business app developers are finding it more challenging to monetize as well. This week’s tutorial discusses some important details about In-App Purchases (IAP) and how to implement them in your Corona app.