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.
Today, we’re happy to announce that an alpha version of tvOS (Apple TV) is available, starting in daily build 2015.2765. Alpha vs Beta Corona’s support for tvOS is currently in an alpha state. In a nutshell, this means we have proven that Corona can work on tvOS. Concretely, the ‘PewPew’ demo sample works, but almost […]
On today’s Corona Geek Hangout we dove into the concepts and code behind creating cameras that follow the player around the world. We learned how to make the background appear to move while keeping the player in the same place. We started with a look at the full code for manually creating cameras and then we looked at using a camera module to make our code more readable.
Last week on Corona Geek Hangout 165, we continued our desktop game development series by adding a player, spawning enemies, and adding sprite animations to a top down shooter game. We also looked at using third party art in our game and how that art affected our overall game design and user input strategy. Here are clips from the Hangout.