Today we talked with special guests Rob and Simon from Laser Dog about Hopiko, their latest action packed mobile game. We also discussed their plans for publishing Win32 and OS X desktop games with controller support. Plus, now you can download the updated code from our “Using Gravity In Games” development discussion.
Last week on Corona Geek Hangout 155, we talked with BoardCraft CEO, Todd Porter about printing 3D game pieces to add dimension to games. We discussed the 3D printing game market and how game developers can use physical assets to add value to their digital properties. We also continued our “Using Gravity In Games Series”. […]
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.
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.
Today, Steven Johnson shared his code for creating a custom 2D shadows shader example and Ed Maurina showed us how to simulate and use gravity in a games similar to They Need To Be Fed 3. Watch the replay and check the show notes to download the code.
Last week on Corona Geek Hangout 152, Ed Maurina took us through the basics of social media integration using the Facebook plugin. We looked at logging in, requesting Facebook permissions, and posting updates to the user’s timeline. We also discussed briefly, how to create a Facebook app with a highlight on the differences between website […]
Today, Steven Johnson of led us through part 4 of our ongoing discussion on creating custom shader effects. During the Hangout Steven highlighted some of the exponential numerical issues surrounding shader math. We looked at a few visual representations of these “numerical issues” and talked about how to overcome hardware limitations to achieve device level precision.
Last week on Corona Geek Hangout 151, Jason Schroeder showed us how his new Twitter plugin works and Steven Johnson showed an example of a custom shader effect that dynamically fills a glass with fluid as you move a slider. Here are clips from the Hangout.