During today’s Hangout, Walter Luh joined us to discuss the recent announcement that Corona is now free and will be adding desktop support for OSX and Win32. We also continued our game design series by writing code to create walls in our endless runner game. Creating walls at a 45 degree angle that can be used for collision detection takes a little bit of 2D match, but Ed Maurina from Roaming Gamer, LLC. took us through the code we needed to know.
During last week’s Hangout we started a new game design series with a focus on breaking down the various elements and mechanics of an existing endless runner game. This week we continued the conversation with a look at how the project is set up and what bits and pieces are required before we start laying down lines of code.
During last week’s Hangout we wrapped up our series on using Composer Library with a look at creating custom Composer Library transitions. This week we started a new series on game mechanics with a focus on breaking down the various elements and mechanics of an existing endless runner game. We also spent time discussing the Transition Library and how it can be used to add motion to your apps.
During this week’s Corona Geek Hangout we’ll talk with game developers, Scott Shapiro and Ed Erenberg about their brand new iOS Doctor Spin game. We also discussed iPhone 6 drop test results, Apple’s new Taptic feedback implementation and the end of carrier subsidized smart phone pricing.
During this week’s Corona Geek Hangout Washington D.C business app developer Theo Rushin Jr. walked us through his solution for displaying data from a Parse database using TableView widgets. We also talked with Portland Oregon game developer, Ed Maurina about his new unorthodox match three game named Reflexivity. Ed explained some of the design decisions he made during development and how he handles user experience on different devices.
This week we walked through part two of the game code from That’s So Panda’s game tutorial series. The tutorial covers many game dynamics like the use of the physics engine, collision detection, spawning enemies, D-Pad implementation, score keeping, and health meter implementation. Be sure to watch part one of this two part series. In part one we touched on overall game design concepts like story development.