Mohamed Bennouf is the Co-Founder of LairdGames, an independent app development studio. As a Corona SDK developer for over two years, Mohamed won App of the Week in February 2013 for his recent game Space Missile Command.
Prior to creating Space Missile Command, Mohamed released five Palm OS games since 2006, including three hard-core flight simulators. Mohamed lives in the Bay Area, works full-time as a field engineer, and makes software to relax.
Jaana Metsamaa is the head of engineering at Fortumo, the mobile payments company that powers in-app payments for game developers such as Rovio, Gameloft, Vostu and Zeptolab. The company covers 80 countries through 300 operators and lets users make payments on the web and in Android, Windows 8 and Windows Phone apps.
Fortumo recently added Corona SDK support for their in-app payments via a Corona Plugin. In this post, Jaana walks developers through the integration process for adding mobile payments into their Android and NOOK apps built with Corona.
Xavier Bottet is the art director of Near Humanity, an upcoming series of horror comics for digital devices. Xavier and his partner Emmanuel Beaudry turned to Indiegogo to crowdfund their Corona SDK and Kwik-powered project.
Eric Dyck, the co-founder and VP of Marketing of Tap for Tap, writes on his company’s new partnership with Corona Labs.
Learn about Tap for Tap’s cross-promotion and monetization solutions for Corona SDK developers.
Last weekend, Glitch Games, creators of the popular Forever Lost adventure game series, hosted a 48-hour Game Jam just for Corona SDK developers called “GIGJam48.” I’m happy to say that I was a participant in the jam, and wanted to write a sort of “post-mortem” for my experience with the event.
Chris Russell is the creator of the Corona-powered Cost a Cake and Cost a Cake Pro for iOS. Created for cake makers, Chris’s business apps have soared to #1 in the Food & Drink category of the US and UK App Stores, and reached the Top 10 in a number of additional stores around the world.
Chris initially started the project as a native iOS-only app, but transitioned to Corona SDK for the cross-platform capabilities. Today, Chris shares his experience developing a successful business app with Corona SDK.
Andy Hadlington is a freelance interactive developer based in the United Kingdom. Once Andy took a dive into mobile development, he created his first 2D top down racer game – Turbo Sprint – with Corona SDK. In his guest piece, Andy breaks down several commonly asked questions about Turbo Sprint.
In January 2013, Alexey Chernikov, a professional game developer collaborated with a mix of of graphic artists, sound engineers, and fellow developers at Global Game Jam (GGJ). Learn why Alexey and his team choose Corona SDK to create a winning game at the 48-hour hackathon.
Today’s post comes to us from Andreas Loew, the creator of TexturePacker. Offering a full-featured graphical user interface, TexturePacker includes multi-touch support, zooming, and a tree view with all used sprites. Best of all, the extremely fast layout algorithm shows all changes in realtime.
Learn more about TexturePacker, as well as how to use less texture memory and improve your game’s performance.
On May 4-5, 2013, Glitch Games is organizing a 48-hour Corona SDK hackathon called Glitch Indie Game (GIG) Jam. Open to Corona SDK developers and those interested in working with the platform, GIG Jam is offering over $3300 worth of prizes spread across five winners.
Learn all about the jam in today’s piece from Graham Ranson of Glitch Games. Sign up for your chance to win a Corona SDK Pro license, Texture Packer Pro, Physics Editor, SpriteHelper and much more!