Coroutines, one of Lua’s key features, are quite powerful and give you the ability to start and stop blocks of code as needed. From advanced timer manipulation to creating state machines, coroutines give you greater control over when parts of your code execute. This tutorial touches on just a few of their many uses, in particular those which play to Corona’s own strengths.
This is a guest post by Long Vo, co-founder of GameThrive, on how to best re-engage your players.
Developing with Corona using your desktop or laptop is easy and smooth, but did you know that you can also develop for mobile devices while mobile? This tutorial will show you how to use CoronaViewer to design, code, and test on devices without a PC or Mac.
In this week’s tutorial, guest contributor Greg Pugh illustrates the simple process involved in releasing your Corona-made project for Android TV.
John Luchin, of Classic Interactions, tells us about a useful tool they used in developing Lobster Tale with Corona.
In this guest tutorial, Corona developer Mark Steelman discusses the implementation of local area networking between two devices using LuaSocket and UDP/TCP. Read further to learn how.
AgeCheq is a COPPA compliance service. In this guest post they explain how Corona SDK developers can take advantage of their useful services.
Alex Souza is the founder of Kwiksher, creator of Kwik, a plugin that writes Corona apps directly from Photoshop. Here he announces a new product to do particle effects within Photoshop and without any code!
Wim Coosemans is the developer of Kuub, a great Corona-made game that he recently released for iOS and Android.
In this post he tells us about an amazing trip and how it helped him unleash his creativity!
Greg Pugh is the founder of GP Animations, producer of the “Maddie Bear” book series. In this guest post, he writes about his experience in porting his recent app to the Amazon Fire TV and how simple the process can be.