Welcome to the latest installment of From the Forum. In this series, guest blogger Alex Jackson highlights outstanding threads from the Corona Forum. The goal is to bring attention to the most captivating, interesting, and thought-provoking discussions taking place in our very own backyard.
Last week on Corona Geek Hangout 168, we continued develop on our top down desktop shooter game with a look at implementing simple pathfinding, timing walk animation sequences, and considering the challenging parts of collaborating on a project with other team members. Here are clips from the Hangout.
On today’s Corona Geek Hangout we continued our desktop game development series with the exploration of vector math calculations for firing arrows at zombies. We also looked at a refined version of last week’s simple pathfinding example where enemies are turned into smart zombies that chase the player around the screen as the player moves.
Last week on Corona Geek Hangout 167, we continued develop on our top down desktop shooter game with a look at the concepts and code behind creating game cameras that follow the player around the world. We learned how to make the background appear to move and we learned how to use a camera module to make our code easier to manage. Here are clips from the Hangout.
On today’s Corona Geek Hangout we explored a simple method of pathfinding to make zombies appear to chase a player character. We also discussed in-depth what it is like to collaborate with others on a mobile game project, and we looked at a multi-player game that exclusively uses Coronium as it’s Lua based cloud backend. Download the source code from today’s demo.
Last week on Corona Geek Hangout 166, we continued develop on our top down shooter desktop game with a look at how to turn static images into moving animated sprite sequences by hand and using an automated “sprite maker” script. We implemented animation sequences for our player’s standing, jumping, walking, and fighting states. Here are clips from the Hangout.