Some quick updates on Windows requirements and using older builds of Corona SDK.
Last week on Corona Geek Hangout 142, we examined the core mechanics behind creating an Ichi game. We looked at how create and align bumpers, and we talked about some nuances of working with Corona’s built-in physics engine. We even looked a how to add a level editor to the game. Here are clips from the Hangout.
We are starting a soft launch of the Fuse Powered platform for Corona developers! Learn more and sign up.
In this tutorial, learn how to create a “hologram” effect using bitmap masks, a Runtime listener, and basic trigonometry.
During last week’s Hangout we explored the core mechanics of the popular Ichi game. We covered bumper creation, bumper alignment, physic engine nuances, and one-touch input. Today we hung out with Corona Developer and CBEffects author, Caleb Place to talk about his popular particle effects library. Caleb shared how he got started with programming at the age of 12 years old and why he ultimately chose Corona SDK and Lua for development.
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.
Continuing our theme of making plugins more open, we want to make plugin development better by simplifying the way you package plugins written in pure Lua.
Last week on Corona Geek Hangout 141, we examined the core mechanics behind creating and matching puzzle game pieces. We covered how to create puzzle pieces and tell when they are arranged correctly. There’s even a bonus look at snapping objects to corners. Here are clips from the Hangout.
In this tutorial, learn how to initialize a writable database that is pre-populated from a read-only database within your application bundle.
During last week’s Hangout we looked at how to create and match puzzle pieces. This week we explored the core mechanics for creating an Ichi game. We covered the creation of bumpers, bumper turning, one-touch input, and creating goal objects/sensors.