Today we covered part three of our “Using Gravity In Games” game development series with a look at level building. We looked at code for positioning platforms, spikes, coins, and monsters. We looked at how to dynamically center the camera on the player’s starting position. Finally, we discussed the benefits of making code reusable and adding the ability to turn features on and off during play testing. Download the updated source code for a full look at how the game works.
Last week on Corona Geek Hangout 154, Steven Johnson from Xibalba Studios shared his code for creating a custom 2D shadows shader example and Roaming Gamer’s, Ed Maurina showed us how to simulate and use gravity in a game similar to They Need To Be Fed 3. Download the project source code to follow along […]
Today, we talked with special guest Todd Porter, CEO of BoardCraft about creating 3D printed game pieces. We also continued our gravity game discussion with a look at how to set up our world using layers, how to enable multitouch, and how to capture key inputs on Windows and OS X. The project code and graphics have been updated since last week, so be sure to download the updated source code.
We have two exciting new plugins available on the Corona Store: A versatile Twitter plugin by Jason Schroeder, and a QR code and barcode reader from Spiral Code Studio. Please visit the store to activate plugins, or to submit a plugin yourself. 1. Twitter By Jason Schroeder Created purely in Lua, this plugin leverages Twitter’s […]
Last week on Corona Geek Hangout 153, Steven Johnson highlighted some of the issues related to using exponentially increasing numbers to create custom shader effects. We looked the visual representation of these “numerical issues” and talked about how to overcome hardware limitations to achieve device level precision. Here are clips from the Hangout.